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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[DesktopVRIK] Clean up VRIK calibration and configuration. Add NetIKPass.
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11 changed files with 681 additions and 593 deletions
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@ -1,5 +1,4 @@
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using MelonLoader;
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using UnityEngine;
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namespace NAK.DesktopVRIK;
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@ -8,41 +7,44 @@ public class DesktopVRIK : MelonMod
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internal static MelonLogger.Instance Logger;
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internal const string SettingsCategory = nameof(DesktopVRIK);
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public static readonly MelonPreferences_Category CategoryDesktopVRIK =
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public static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(SettingsCategory);
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public static readonly MelonPreferences_Entry<bool> EntryEnabled =
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CategoryDesktopVRIK.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
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Category.CreateEntry("Enabled", true, description: "Toggle DesktopVRIK entirely. Requires avatar reload.");
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public static readonly MelonPreferences_Entry<bool> EntryPlantFeet =
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CategoryDesktopVRIK.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
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Category.CreateEntry("Enforce Plant Feet", true, description: "Forces VRIK Plant Feet enabled to prevent hovering when stopping movement.");
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public static readonly MelonPreferences_Entry<bool> EntryResetFootstepsOnIdle =
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CategoryDesktopVRIK.CreateEntry("Reset Footsteps on Idle", true, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
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Category.CreateEntry("Reset Footsteps on Idle", false, description: "Determins if the Locomotion Footsteps will be reset to their calibration position when entering idle.");
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public static readonly MelonPreferences_Entry<bool> EntryUseVRIKToes =
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CategoryDesktopVRIK.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
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Category.CreateEntry("Use VRIK Toes", false, description: "Determines if VRIK uses humanoid toes for IK solving, which can cause feet to idle behind the avatar.");
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public static readonly MelonPreferences_Entry<float> EntryBodyLeanWeight =
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CategoryDesktopVRIK.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
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Category.CreateEntry("Body Lean Weight", 0.5f, description: "Adds rotational influence to the body solver when looking up/down. Set to 0 to disable.");
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public static readonly MelonPreferences_Entry<float> EntryBodyHeadingLimit =
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CategoryDesktopVRIK.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
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Category.CreateEntry("Body Heading Limit", 20f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating. Set to 0 to disable.");
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public static readonly MelonPreferences_Entry<float> EntryPelvisHeadingWeight =
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CategoryDesktopVRIK.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
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Category.CreateEntry("Pelvis Heading Weight", 0.25f, description: "Determines how much the pelvis will face the Body Heading Limit. Set to 0 to align with head.");
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public static readonly MelonPreferences_Entry<float> EntryChestHeadingWeight =
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CategoryDesktopVRIK.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
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Category.CreateEntry("Chest Heading Weight", 0.75f, description: "Determines how much the chest will face the Body Heading Limit. Set to 0 to align with head.");
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public static readonly MelonPreferences_Entry<float> EntryIKLerpSpeed =
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CategoryDesktopVRIK.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
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Category.CreateEntry("IK Lerp Speed", 10f, description: "Determines fast the IK & Locomotion weights blend after entering idle. Set to 0 to disable.");
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public static readonly MelonPreferences_Entry<bool> EntryProneThrusting =
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CategoryDesktopVRIK.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
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Category.CreateEntry("Prone Thrusting", false, description: "Allows Body Lean Weight to take effect while crouched or prone.");
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public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
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Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
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public static readonly MelonPreferences_Entry<bool> EntryIntegrationAMT =
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CategoryDesktopVRIK.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
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Category.CreateEntry("AMT Integration", true, description: "Relies on AvatarMotionTweaker to handle VRIK Locomotion weights if available.");
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public static bool integration_AMT = false;
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@ -50,57 +52,27 @@ public class DesktopVRIK : MelonMod
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{
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Logger = LoggerInstance;
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CategoryDesktopVRIK.Entries.ForEach(e => e.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings));
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ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
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//BTKUILib Misc Tab
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "BTKUILib"))
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{
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Logger.Msg("Initializing BTKUILib support.");
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BTKUIAddon.Init();
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Integrations.BTKUIAddon.Init();
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}
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//AvatarMotionTweaker Handling
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if (MelonMod.RegisteredMelons.Any(it => it.Info.Name == "AvatarMotionTweaker"))
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{
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Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
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integration_AMT = true;
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Logger.Msg("AvatarMotionTweaker was found. Relying on it to handle VRIK locomotion.");
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}
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else
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{
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Logger.Msg("AvatarMotionTweaker was not found. Using built-in VRIK locomotion handling.");
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}
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ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
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}
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internal static void UpdateAllSettings()
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{
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if (!DesktopVRIKSystem.Instance) return;
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// DesktopVRIK Settings
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DesktopVRIKSystem.Instance.Setting_Enabled = EntryEnabled.Value;
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DesktopVRIKSystem.Instance.Setting_PlantFeet = EntryPlantFeet.Value;
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DesktopVRIKSystem.Instance.Setting_ResetFootsteps = EntryResetFootstepsOnIdle.Value;
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DesktopVRIKSystem.Instance.Setting_BodyLeanWeight = Mathf.Clamp01(EntryBodyLeanWeight.Value);
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DesktopVRIKSystem.Instance.Setting_BodyHeadingLimit = Mathf.Clamp(EntryBodyHeadingLimit.Value, 0f, 90f);
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DesktopVRIKSystem.Instance.Setting_PelvisHeadingWeight = (1f - Mathf.Clamp01(EntryPelvisHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_ChestHeadingWeight = (1f - Mathf.Clamp01(EntryChestHeadingWeight.Value));
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DesktopVRIKSystem.Instance.Setting_IKLerpSpeed = Mathf.Clamp(EntryIKLerpSpeed.Value, 0f, 20f);
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// Calibration Settings
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DesktopVRIKSystem.Instance.Setting_UseVRIKToes = EntryUseVRIKToes.Value;
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// Fine-tuning Settings
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DesktopVRIKSystem.Instance.Setting_ResetFootsteps = EntryResetFootstepsOnIdle.Value;
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// Integration Settings
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DesktopVRIKSystem.Instance.Setting_IntegrationAMT = EntryIntegrationAMT.Value && integration_AMT;
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// Funny Settings
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DesktopVRIKSystem.Instance.Setting_ProneThrusting = EntryProneThrusting.Value;
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}
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void OnUpdateSettings(object arg1, object arg2) => UpdateAllSettings();
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void ApplyPatches(Type type)
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{
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try
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