[ConfigureCalibrationPose] initial builds

This commit is contained in:
NotAKidoS 2025-04-24 21:14:49 -05:00
parent 3521453010
commit da6520beb0
5 changed files with 618 additions and 0 deletions

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<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<RootNamespace>YouAreMineNow</RootNamespace>
</PropertyGroup>
</Project>

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using System.Reflection;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.InputManagement;
using ABI_RC.Systems.Movement;
using HarmonyLib;
using MelonLoader;
using RootMotion.FinalIK;
using UnityEngine;
namespace NAK.ConfigureCalibrationPose;
public class ConfigureCalibrationPoseMod : MelonMod
{
#region Enums
private enum CalibrationPose
{
TPose,
APose,
IKPose,
BikePose,
RacushSit,
CCKSitting,
CCKCrouch,
CCKProne,
}
#endregion Enums
#region Melon Preferences
private static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(ConfigureCalibrationPose));
private static readonly MelonPreferences_Entry<CalibrationPose> EntryCalibrationPose =
Category.CreateEntry("calibration_pose", CalibrationPose.APose, display_name: "Calibration Pose",
description: "What pose to use for FBT calibration.");
#endregion Melon Preferences
#region Melon Events
public override void OnInitializeMelon()
{
#region BodySystem Patches
HarmonyInstance.Patch(
typeof(BodySystem).GetMethod(nameof(BodySystem.MuscleUpdate),
BindingFlags.Public | BindingFlags.Instance),
prefix: new HarmonyMethod(typeof(ConfigureCalibrationPoseMod).GetMethod(nameof(OnPreBodySystemMuscleUpdate),
BindingFlags.NonPublic | BindingFlags.Static))
);
#endregion BodySystem Patches
}
#endregion Melon Events
#region Harmony Patches
private static bool OnPreBodySystemMuscleUpdate(ref float[] muscles)
{
PlayerSetup playerSetup = PlayerSetup.Instance;
IKSystem ikSystem = IKSystem.Instance;
ref HumanPose humanPose = ref ikSystem._humanPose;
if (BodySystem.isCalibrating)
{
switch (EntryCalibrationPose.Value)
{
default:
case CalibrationPose.TPose:
for (int i = 0; i < MusclePoses.TPoseMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.TPoseMuscles[i], ref muscles);
break;
case CalibrationPose.APose:
for (int i = 0; i < MusclePoses.APoseMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.APoseMuscles[i], ref muscles);
break;
case CalibrationPose.IKPose:
for (int i = 0; i < MusclePoses.IKPoseMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.IKPoseMuscles[i], ref muscles);
break;
case CalibrationPose.BikePose:
for (int i = 0; i < MusclePoses.TPoseMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, 0f, ref muscles);
break;
case CalibrationPose.CCKSitting:
for (int i = 0; i < CCKSittingMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKSittingMuscles[i], ref muscles);
break;
case CalibrationPose.CCKCrouch:
for (int i = 0; i < CCKCrouchMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKCrouchMuscles[i], ref muscles);
break;
case CalibrationPose.CCKProne:
for (int i = 0; i < CCKProneMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKProneMuscles[i], ref muscles);
break;
case CalibrationPose.RacushSit:
for (int i = 0; i < RacushSitMuscles.Length; i++)
ikSystem.ApplyMuscleValue((MuscleIndex) i, RacushSitMuscles[i], ref muscles);
break;
}
humanPose.bodyPosition = Vector3.up;
humanPose.bodyRotation = Quaternion.identity;
}
else if (BodySystem.isCalibratedAsFullBody && BodySystem.TrackingPositionWeight > 0f)
{
BetterBetterCharacterController characterController = playerSetup.CharacterController;
bool isRunning = characterController.IsMoving();
bool isGrounded = characterController.IsGrounded();
bool isFlying = characterController.IsFlying();
bool isSwimming = characterController.IsSwimming();
if ((BodySystem.PlayRunningAnimationInFullBody
&& (isRunning || !isGrounded && !isFlying && !isSwimming)))
{
ikSystem.applyOriginalHipPosition = true;
ikSystem.applyOriginalHipRotation = true;
IKSolverVR solver = IKSystem.vrik.solver;
BodySystem.SetPelvisWeight(solver.spine, 0f);
BodySystem.SetLegWeight(solver.leftLeg, 0f);
BodySystem.SetLegWeight(solver.rightLeg, 0f);
}
else
{
ikSystem.applyOriginalHipPosition = true;
ikSystem.applyOriginalHipRotation = false;
humanPose.bodyRotation = Quaternion.identity;
}
}
return false; // dont run original
}
#endregion Harmony Patches
#region Custom Pose Arrays
private static readonly float[] CCKSittingMuscles =
[
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-0.8000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-0.8000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-1.0000f,
0.0000f,
-0.3000f,
0.3000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-1.0000f,
0.0000f,
-0.3000f,
0.3000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f
];
private static readonly float[] CCKCrouchMuscles =
[
-1.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.5000f,
0.0000f,
0.0000f,
0.5000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-0.6279f,
0.0000f,
0.0000f,
-0.8095f,
0.0000f,
-1.0091f,
0.0000f,
0.0000f,
-0.4126f,
0.0013f,
-0.0860f,
-0.9331f,
-0.0869f,
-1.3586f,
0.1791f,
0.0000f,
0.0000f,
0.0000f,
-0.1998f,
-0.2300f,
0.1189f,
0.3479f,
0.1364f,
-0.3737f,
0.0069f,
0.0000f,
0.0000f,
-0.1994f,
-0.2301f,
0.0267f,
0.7532f,
0.1922f,
0.0009f,
-0.0005f,
-1.4747f,
-0.0443f,
-0.3347f,
-0.3062f,
-0.7596f,
-1.2067f,
-0.7329f,
-0.7329f,
-0.5984f,
-2.7162f,
-0.7439f,
-0.7439f,
-0.5812f,
1.8528f,
-0.7520f,
-0.7520f,
-0.7242f,
0.5912f,
-0.7632f,
-0.7632f,
-1.4747f,
-0.0443f,
-0.3347f,
-0.3062f,
-0.7596f,
-1.2067f,
-0.7329f,
-0.7329f,
-0.5984f,
-2.7162f,
-0.7439f,
-0.7439f,
-0.5812f,
1.8528f,
-0.7520f,
0.8104f,
-0.7242f,
0.5912f,
-0.7632f,
0.8105f
];
private static readonly float[] CCKProneMuscles =
[
0.6604f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.7083f,
0.0000f,
0.0000f,
0.7083f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.2444f,
-0.0554f,
-0.8192f,
0.9301f,
0.5034f,
1.0274f,
-0.1198f,
0.5849f,
0.2360f,
-0.0837f,
-1.1803f,
0.9676f,
0.7390f,
0.9944f,
-0.1717f,
0.5849f,
0.0000f,
0.0000f,
0.2823f,
-0.6297f,
0.3200f,
-0.3376f,
0.0714f,
0.9260f,
-1.5768f,
0.0000f,
0.0000f,
0.1561f,
-0.6712f,
0.2997f,
-0.3392f,
0.0247f,
0.7672f,
-1.5269f,
-1.1422f,
0.0392f,
0.6457f,
0.0000f,
0.6185f,
-0.5393f,
0.8104f,
0.8104f,
0.6223f,
-0.8225f,
0.8104f,
0.8104f,
0.6218f,
-0.3961f,
0.8104f,
0.8104f,
0.6160f,
-0.3721f,
0.8105f,
0.8105f,
-1.1422f,
0.0392f,
0.6457f,
0.0000f,
0.6185f,
-0.5393f,
0.8104f,
0.8104f,
0.6223f,
-0.8226f,
0.8104f,
0.8104f,
0.6218f,
-0.3961f,
0.8104f,
0.8104f,
0.6160f,
-0.3721f,
0.8105f,
0.8105f
];
private static readonly float[] RacushSitMuscles =
[
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
-0.7500f,
-0.0002f,
0.1599f,
-0.1500f,
0.1000f,
0.1300f,
-0.0001f,
0.0000f,
-0.7500f,
-0.0002f,
0.1599f,
-0.1500f,
0.1000f,
0.1300f,
-0.0001f,
0.0000f,
0.0000f,
0.0000f,
0.3927f,
0.3114f,
0.0805f,
0.9650f,
-0.0536f,
0.0024f,
0.0005f,
0.0000f,
0.0000f,
0.3928f,
0.3114f,
0.0805f,
0.9650f,
-0.0536f,
0.0024f,
0.0005f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f,
0.0000f
];
#endregion Custom Pose Arrays
}

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using MelonLoader;
using NAK.ConfigureCalibrationPose.Properties;
using System.Reflection;
[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
[assembly: AssemblyTitle(nameof(NAK.ConfigureCalibrationPose))]
[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
[assembly: AssemblyProduct(nameof(NAK.ConfigureCalibrationPose))]
[assembly: MelonInfo(
typeof(NAK.ConfigureCalibrationPose.ConfigureCalibrationPoseMod),
nameof(NAK.ConfigureCalibrationPose),
AssemblyInfoParams.Version,
AssemblyInfoParams.Author,
downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/ConfigureCalibrationPose"
)]
[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
[assembly: MelonColor(255, 246, 25, 99)] // red-pink
[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
[assembly: HarmonyDontPatchAll]
namespace NAK.ConfigureCalibrationPose.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.0";
public const string Author = "NotAKidoS";
}

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# ConfigureCalibrationPose
Select FBT calibration pose.
---
Here is the block of text where I tell you this mod is not affiliated with or endorsed by ABI.
https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
> This mod is an independent creation not affiliated with, supported by, or approved by Alpha Blend Interactive.
> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.

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{
"_id": -1,
"name": "ConfigureCalibrationPose",
"modversion": "1.0.0",
"gameversion": "2025r179",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "Lets you bring held & attached props through world loads.\nhttps://youtu.be/9P6Jeh-VN58?si=eXTPGyKB_0wq1gZO",
"searchtags": [
"prop",
"spawn",
"friend",
"load"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r46/ConfigureCalibrationPose.dll",
"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/ConfigureCalibrationPose/",
"changelog": "- Initial Release",
"embedcolor": "#00FFFF"
}