[DesktopVRIK] Fixed an issue where tracking status would update a frame late

This commit is contained in:
NotAKidoS 2023-07-29 16:49:06 -05:00
parent 02d6c7ec89
commit d3db894acf
6 changed files with 61 additions and 35 deletions

View file

@ -120,4 +120,19 @@ internal class PlayerSetupPatches
DesktopVRIK.Logger.Error(e);
}
}
[HarmonyPostfix]
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Update))]
private static void Postfix_PlayerSetup_Update()
{
try
{
IKManager.Instance?.OnPlayerUpdate();
}
catch (Exception e)
{
DesktopVRIK.Logger.Error($"Error during the patched method {nameof(Postfix_PlayerSetup_Update)}");
DesktopVRIK.Logger.Error(e);
}
}
}

View file

@ -80,11 +80,12 @@ internal abstract class IKHandler
Update_PelvisWeight();
Update_LocomotionWeight();
ResetSolverIfNeeded();
Update_IKPositionWeight();
}
public virtual void UpdateTracking() { }
protected virtual void Update_HeadWeight()
{
// There is no Head tracking setting
@ -153,17 +154,5 @@ internal abstract class IKHandler
return isTracking && hasTarget ? 1f : 0f;
}
private void ResetSolverIfNeeded()
{
if (_wasTrackingLocomotion == BodySystem.TrackingLocomotionEnabled)
return;
_wasTrackingLocomotion = BodySystem.TrackingLocomotionEnabled;
if (ModSettings.EntryResetFootstepsOnIdle.Value)
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
_solver.Reset();
}
#endregion
}

View file

@ -1,6 +1,7 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using NAK.DesktopVRIK.IK.VRIKHelpers;
using RootMotion.FinalIK;
using UnityEngine;
@ -31,11 +32,16 @@ internal class IKHandlerDesktop : IKHandler
_vrik.transform.localPosition = Vector3.zero;
_vrik.transform.localRotation = Quaternion.identity;
UpdateBodySystemTracking();
base.UpdateWeights();
}
public override void UpdateTracking()
{
BodySystem.TrackingEnabled = ShouldTrackAll();
BodySystem.TrackingLocomotionEnabled = BodySystem.TrackingEnabled && ShouldTrackLocomotion();
ResetSolverIfNeeded();
}
#endregion
#region VRIK Solver Events
@ -85,12 +91,6 @@ internal class IKHandlerDesktop : IKHandler
#endregion
#region Private Methods
private void UpdateBodySystemTracking()
{
BodySystem.TrackingEnabled = ShouldTrackAll();
BodySystem.TrackingLocomotionEnabled = ShouldTrackLocomotion();
}
private bool ShouldTrackAll()
{
@ -111,5 +111,17 @@ internal class IKHandlerDesktop : IKHandler
return !(isMoving || isCrouching || isProne || isFlying || isSitting || !isGrounded || !isStanding);
}
private void ResetSolverIfNeeded()
{
if (_wasTrackingLocomotion == BodySystem.TrackingLocomotionEnabled)
return;
_wasTrackingLocomotion = BodySystem.TrackingLocomotionEnabled;
if (ModSettings.EntryResetFootstepsOnIdle.Value)
VRIKUtils.ResetToInitialFootsteps(_vrik, _locomotionData, _scaleDifference);
_solver.Reset();
}
#endregion
}

View file

@ -1,6 +1,7 @@
using ABI.CCK.Components;
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Systems.IK.SubSystems;
using NAK.DesktopVRIK.IK.IKHandlers;
using NAK.DesktopVRIK.IK.VRIKHelpers;
using RootMotion.FinalIK;
@ -25,6 +26,7 @@ public class IKManager : MonoBehaviour
// Player Info
internal Transform _desktopCamera;
internal Transform _vrCamera;
private bool _isEmotePlaying;
// Avatar Info
private Animator _animator;
@ -60,10 +62,10 @@ public class IKManager : MonoBehaviour
private void Update()
{
if (!_isAvatarInitialized)
if (_ikHandler == null)
return;
_ikHandler?.UpdateWeights();
_ikHandler.UpdateWeights();
}
#endregion
@ -126,39 +128,47 @@ public class IKManager : MonoBehaviour
public bool OnPlayerScaled(float scaleDifference)
{
if (!_isAvatarInitialized)
if (_ikHandler == null)
return false;
_ikHandler?.OnPlayerScaled(scaleDifference);
_ikHandler.OnPlayerScaled(scaleDifference);
return true;
}
public void OnPlayerSeatedStateChanged(bool isSitting)
{
if (!_isAvatarInitialized)
if (_ikHandler == null)
return;
_ikHandler?.Reset();
_ikHandler.Reset();
}
public bool OnPlayerHandleMovementParent(CVRMovementParent movementParent)
{
if (!_isAvatarInitialized)
if (_ikHandler == null)
return false;
_ikHandler?.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
_ikHandler.OnPlayerHandleMovementParent(movementParent, GetPlayerPosition());
return true;
}
public bool OnPlayerTeleported()
{
if (!_isAvatarInitialized)
if (_ikHandler == null)
return false;
_ikHandler?.Reset();
_ikHandler.Reset();
return true;
}
public void OnPlayerUpdate()
{
if (_ikHandler == null)
return;
_ikHandler.UpdateTracking();
}
#endregion
#region IK Initialization

View file

@ -28,6 +28,6 @@ using System.Reflection;
namespace NAK.DesktopVRIK.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "4.2.2";
public const string Version = "4.2.3";
public const string Author = "NotAKidoS";
}

View file

@ -1,7 +1,7 @@
{
"_id": 117,
"name": "DesktopVRIK",
"modversion": "4.2.2",
"modversion": "4.2.3",
"gameversion": "2023r171",
"loaderversion": "0.6.1",
"modtype": "Mod",
@ -17,8 +17,8 @@
"requirements": [
"BTKUILib"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r15/DesktopVRIK.dll",
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r17/DesktopVRIK.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/DesktopVRIK/",
"changelog": "- Reverted to old way of setting up head ik target. This fixes horrid armatures being bent and broken.",
"changelog": "- Fixed an issue where tracking status would update a frame late.",
"embedcolor": "#9b59b6"
}