[IKFixes] Updates for 2023r171

Removed unneeded settings. Fixed halfbody fake root angle option.
Added Reset Settings UIExpansionKit button.
This commit is contained in:
NotAKidoS 2023-09-15 21:15:50 -05:00
parent 3c52f8c60c
commit e31bf87609
7 changed files with 141 additions and 202 deletions

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@ -0,0 +1,21 @@
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@ -2,11 +2,11 @@
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.MovementSystem;
using HarmonyLib;
using RootMotion.FinalIK;
using UnityEngine;
using UnityEngine.Events;
namespace NAK.IKFixes.HarmonyPatches;
@ -22,7 +22,7 @@ internal static class BodySystemPatches
{
Transform parent = null;
float offsetDistance = 0f;
switch (trackingPoint.assignedRole)
{
case TrackingPoint.TrackingRole.LeftKnee:
@ -42,27 +42,27 @@ internal static class BodySystemPatches
offsetDistance = -0.15f;
break;
}
if (parent != null)
{
// Set the offset transform's parent and reset its local position and rotation
trackingPoint.offsetTransform.parent = parent;
trackingPoint.offsetTransform.localPosition = Vector3.zero;
trackingPoint.offsetTransform.localRotation = Quaternion.identity;
trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
// Apply additional offset based on the assigned role
Vector3 additionalOffset = IKSystem.vrik.references.root.forward * offsetDistance;
trackingPoint.offsetTransform.position += additionalOffset;
// Game originally sets them to about half a meter out, which fucks with slime tracker users and
// makes the bendGoals less responsive/less accurate.
//Funny thing is that IKTweaks specifically made this an option, which should be added to both CVR & Standable for the same reason.
/// Elbow / knee / chest bend goal offset - controls how far bend goal targets will be away from the actual joint.
/// Lower values should produce better precision with bent joint, higher values - better stability with straight joint.
/// Sensible range of values is between 0 and 1.
}
if (parent == null)
continue;
// Set the offset transform's parent and reset its local position and rotation
trackingPoint.offsetTransform.parent = parent;
trackingPoint.offsetTransform.localPosition = Vector3.zero;
trackingPoint.offsetTransform.localRotation = Quaternion.identity;
trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
// Apply additional offset based on the assigned role
Vector3 additionalOffset = IKSystem.vrik.references.root.forward * offsetDistance;
trackingPoint.offsetTransform.position += additionalOffset;
// Game originally sets them to about half a meter out, which fucks with slime tracker users and
// makes the bendGoals less responsive/less accurate.
//Funny thing is that IKTweaks specifically made this an option, which should be added to both CVR & Standable for the same reason.
/// Elbow / knee / chest bend goal offset - controls how far bend goal targets will be away from the actual joint.
/// Lower values should produce better precision with bent joint, higher values - better stability with straight joint.
/// Sensible range of values is between 0 and 1.
}
}
@ -73,7 +73,6 @@ internal static class BodySystemPatches
arm.shoulderRotationWeight = weight;
arm.shoulderTwistWeight = weight;
// assumed fix of bend goal weight if arms disabled with elbows (havent tested)
// why is there no "usingElbowTracker" flag like knees? where is the consistancy???
arm.bendGoalWeight = arm.bendGoal != null ? weight : 0f;
}
@ -130,25 +129,33 @@ internal static class BodySystemPatches
float maxRootAngle = 25f;
float rootHeadingOffset = 0f;
if (BodySystem.isCalibratedAsFullBody || IKFixes.EntryUseFakeRootAngle.Value)
if (BodySystem.isCalibratedAsFullBody
|| IKFixes.EntryUseFakeRootAngle.Value
|| CVRInputManager.Instance.movementVector.sqrMagnitude > 0f)
maxRootAngle = 0f;
// fixes body being wrong direction while playing emotes (root rotation)
if (PlayerSetup.Instance._emotePlaying)
maxRootAngle = 180f;
// fixes feet always pointing toward head direction
if (IKFixes.EntryUseFakeRootAngle.Value && !BodySystem.isCalibratedAsFullBody)
{
float weightedAngleLimit = IKFixes.EntryFakeRootAngleLimit.Value * solver.locomotion.weight;
float pivotAngle = MovementSystem.Instance.rotationPivot.eulerAngles.y;
float deltaAngleRoot = Mathf.DeltaAngle(pivotAngle, _ikSimulatedRootAngle);
float absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot);
deltaAngleRoot = Mathf.Clamp(deltaAngleRoot, -weightedAngleLimit, weightedAngleLimit);
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, pivotAngle, absDeltaAngleRoot - weightedAngleLimit);
float playerDirection = MovementSystem.Instance.rotationPivot.eulerAngles.y;
float deltaAngleRoot = Mathf.DeltaAngle(playerDirection, _ikSimulatedRootAngle);
float angleOverLimit = Mathf.Abs(deltaAngleRoot) - weightedAngleLimit;
if (angleOverLimit > 0)
{
deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit;
_ikSimulatedRootAngle = Mathf.MoveTowardsAngle(_ikSimulatedRootAngle, playerDirection, angleOverLimit);
}
rootHeadingOffset = deltaAngleRoot;
}
solver.spine.maxRootAngle = maxRootAngle;
solver.spine.rootHeadingOffset = rootHeadingOffset;
@ -207,7 +214,7 @@ internal static class BodySystemPatches
if (BodySystem.isCalibratedAsFullBody && BodySystem.TrackingPositionWeight > 0f)
{
bool isRunning = MovementSystem.Instance.movementVector.magnitude > 0f;
bool isRunning = MovementSystem.Instance.movementVector.sqrMagnitude > 0f;
bool isGrounded = MovementSystem.Instance._isGrounded;
bool isFlying = MovementSystem.Instance.flying;
bool playRunningAnimation = BodySystem.PlayRunningAnimationInFullBody;
@ -257,128 +264,6 @@ internal static class IKSystemPatches
__instance.applyOriginalHipPosition = true;
__instance.applyOriginalHipRotation = true;
}
[HarmonyPostfix]
[HarmonyPatch(typeof(IKSystem), nameof(IKSystem.InitializeHalfBodyIK))]
private static void Postfix_IKSystem_InitializeHalfBodyIK(ref IKSystem __instance)
{
if (!IKFixes.EntryUseIKPose.Value) return;
__instance._poseHandler.GetHumanPose(ref __instance.humanPose);
for (int i = 0; i < IKPoseMuscles.Length; i++)
{
__instance.ApplyMuscleValue((MuscleIndex)i, IKPoseMuscles[i], ref __instance.humanPose.muscles);
}
__instance.humanPose.bodyPosition = Vector3.up;
__instance.humanPose.bodyRotation = Quaternion.identity;
__instance._poseHandler.SetHumanPose(ref __instance.humanPose);
// recentering avatar so it doesnt need to step from random place on switch
IKSystem.vrik.transform.localPosition = Vector3.zero;
IKSystem.vrik.transform.localRotation = Quaternion.identity;
// janky fix, initializing early with correct pose
IKSystem.vrik.solver.Initiate(IKSystem.vrik.transform);
}
private static readonly float[] IKPoseMuscles = new float[]
{
0.00133321f,
8.195831E-06f,
8.537738E-07f,
-0.002669832f,
-7.651234E-06f,
-0.001659694f,
0f,
0f,
0f,
0.04213953f,
0.0003007996f,
-0.008032114f,
-0.03059979f,
-0.0003182998f,
0.009640567f,
0f,
0f,
0f,
0f,
0f,
0f,
0.5768794f,
0.01061097f,
-0.1127839f,
0.9705755f,
0.07972051f,
-0.0268422f,
0.007237188f,
0f,
0.5768792f,
0.01056608f,
-0.1127519f,
0.9705756f,
0.07971933f,
-0.02682396f,
0.007229362f,
0f,
-5.651802E-06f,
-3.034899E-07f,
0.4100508f,
0.3610304f,
-0.0838329f,
0.9262537f,
0.1353517f,
-0.03578902f,
0.06005657f,
-4.95989E-06f,
-1.43007E-06f,
0.4096187f,
0.363263f,
-0.08205152f,
0.9250782f,
0.1345718f,
-0.03572125f,
0.06055461f,
-1.079177f,
0.2095419f,
0.6140652f,
0.6365265f,
0.6683931f,
-0.4764312f,
0.8099416f,
0.8099371f,
0.6658203f,
-0.7327053f,
0.8113618f,
0.8114051f,
0.6643661f,
-0.40341f,
0.8111364f,
0.8111367f,
0.6170399f,
-0.2524227f,
0.8138723f,
0.8110135f,
-1.079171f,
0.2095456f,
0.6140658f,
0.6365255f,
0.6683878f,
-0.4764301f,
0.8099402f,
0.8099376f,
0.6658241f,
-0.7327023f,
0.8113653f,
0.8113793f,
0.664364f,
-0.4034042f,
0.811136f,
0.8111364f,
0.6170469f,
-0.2524345f,
0.8138595f,
0.8110138f
};
}
internal static class PlayerSetupPatches
@ -392,34 +277,30 @@ internal static class PlayerSetupPatches
[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.ResetIk))]
private static bool Prefix_PlayerSetup_ResetIk()
{
if (IKSystem.vrik == null) return false;
if (IKSystem.vrik == null)
return false;
CVRMovementParent currentParent = MovementSystem.Instance._currentParent;
if (currentParent != null && currentParent._referencePoint != null)
{
// Get current position, VR pivots around VR camera
Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
if (currentParent == null || currentParent._referencePoint == null)
return true;
// Get current position, VR pivots around VR camera
Vector3 currentPosition = MovementSystem.Instance.rotationPivot.transform.position;
currentPosition.y = IKSystem.vrik.transform.position.y; // set pivot to floor
Quaternion currentRotation = Quaternion.Euler(0f, currentParent.transform.rotation.eulerAngles.y, 0f);
// Convert to delta position (how much changed since last frame)
Vector3 deltaPosition = currentPosition - lastMovementPosition;
Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
// Convert to delta position (how much changed since last frame)
Vector3 deltaPosition = currentPosition - lastMovementPosition;
Quaternion deltaRotation = Quaternion.Inverse(lastMovementRotation) * currentRotation;
// Prevent targeting other parent position
if (lastMovementParent == currentParent || lastMovementParent == null)
{
// Add platform motion to IK solver
IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
}
// Store for next frame
lastMovementParent = currentParent;
lastMovementPosition = currentPosition;
lastMovementRotation = currentRotation;
return false;
}
return true;
// Prevent targeting previous movement parent
if (lastMovementParent == currentParent || lastMovementParent == null)
IKSystem.vrik.solver.AddPlatformMotion(deltaPosition, deltaRotation, currentPosition);
lastMovementParent = currentParent;
lastMovementPosition = currentPosition;
lastMovementRotation = currentRotation;
return false;
}
}

View file

@ -1,2 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<Project Sdk="Microsoft.NET.Sdk"/>
<Project Sdk="Microsoft.NET.Sdk">
<ItemGroup>
<Reference Include="UIExpansionKit">
<HintPath>$(MsBuildThisFileDirectory)\..\.ManagedLibs\UIExpansionKit.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Project>

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@ -0,0 +1,21 @@
using System.Runtime.CompilerServices;
using MelonLoader;
using UIExpansionKit.API;
namespace NAK.IKFixes.Integrations;
public static class UIExKitAddon
{
[MethodImpl(MethodImplOptions.NoInlining)]
public static void Initialize()
{
var settings = ExpansionKitApi.GetSettingsCategory(IKFixes.SettingsCategory);
settings.AddSimpleButton("Reset Settings (Only visually updates bool values, UIExpansionKit bug!)", ResetSettings);
}
private static void ResetSettings()
{
foreach (MelonPreferences_Entry setting in IKFixes.Category.Entries)
setting.ResetToDefault();
}
}

View file

@ -4,41 +4,47 @@ namespace NAK.IKFixes;
public class IKFixes : MelonMod
{
internal const string SettingsCategory = nameof(IKFixes);
public static readonly MelonPreferences_Category Category =
MelonPreferences.CreateCategory(nameof(IKFixes));
MelonPreferences.CreateCategory(SettingsCategory);
public static readonly MelonPreferences_Entry<bool> EntryUseFakeRootAngle =
Category.CreateEntry("Use Fake Root Angle", true, description: "Emulates maxRootAngle. This fixes feet pointing in direction of head when looking around.");
public static readonly MelonPreferences_Entry<float> EntryFakeRootAngleLimit =
Category.CreateEntry("Fake Root Angle Limit", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
Category.CreateEntry("Fake Root Angle Limit (25f)", 25f, description: "Specifies the maximum angle the lower body can have relative to the head when rotating.");
public static readonly MelonPreferences_Entry<float> EntryNeckStiffness =
Category.CreateEntry("Neck Stiffness", 0.2f, description: "Neck stiffness.");
Category.CreateEntry("Neck Stiffness (0.2f)", 0.2f, description: "Neck stiffness.");
public static readonly MelonPreferences_Entry<float> EntryBodyRotStiffness =
Category.CreateEntry("Body Rot Stiffness", 0.1f, description: "Body rotation stiffness.");
Category.CreateEntry("Body Rot Stiffness (0.1f)", 0.1f, description: "Body rotation stiffness.");
public static readonly MelonPreferences_Entry<float> EntryRotateChestByHands =
Category.CreateEntry("Rot Chest By Hands", 1f, description: "Rotate chest by hands.");
Category.CreateEntry("Rot Chest By Hands (1f)", 1f, description: "Rotate chest by hands.");
public static readonly MelonPreferences_Entry<float> EntryBendToTargetWeight =
Category.CreateEntry("Leg Bend To Target", 1f, description: "Leg bend to target weight");
Category.CreateEntry("Leg Bend To Target (1f)", 1f, description: "Leg bend to target weight");
public static readonly MelonPreferences_Entry<bool> EntryAssignRemainingTrackers =
Category.CreateEntry("Assign Remaining Trackers", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
public static readonly MelonPreferences_Entry<bool> EntryUseIKPose =
Category.CreateEntry("Use IK Pose", true, description: "Should an IKPose be used after VRIK initialization? This can fix some issues with feet targeting.");
public static readonly MelonPreferences_Entry<bool> EntryNetIKPass =
Category.CreateEntry("Network IK Pass", true, description: "Should NetIK pass be applied? This fixes a bunch of small rotation errors after VRIK is run.");
Category.CreateEntry("Assign Remaining Trackers (true)", true, description: "Should the game calibrate any additional trackers as secondary trackers for already-tracked points?");
public override void OnInitializeMelon()
{
ApplyPatches(typeof(HarmonyPatches.BodySystemPatches));
ApplyPatches(typeof(HarmonyPatches.PlayerSetupPatches));
ApplyPatches(typeof(HarmonyPatches.IKSystemPatches));
InitializeIntegration("UI Expansion Kit", Integrations.UIExKitAddon.Initialize);
}
private void InitializeIntegration(string modName, Action integrationAction)
{
if (RegisteredMelons.All(it => it.Info.Name != modName))
return;
LoggerInstance.Msg($"Initializing {modName} integration.");
integrationAction.Invoke();
}
private void ApplyPatches(Type type)

View file

@ -25,6 +25,6 @@ using System.Reflection;
namespace NAK.IKFixes.Properties;
internal static class AssemblyInfoParams
{
public const string Version = "1.0.6";
public const string Version = "1.0.7";
public const string Author = "NotAKidoS";
}

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@ -1,23 +1,24 @@
{
"_id": 142,
"name": "IKFixes",
"modversion": "1.0.6",
"gameversion": "2022r170p1",
"modversion": "1.0.7",
"gameversion": "2023r171",
"loaderversion": "0.6.1",
"modtype": "Mod",
"author": "NotAKidoS",
"description": "A few small fixes and configuration options to IK. Major ones are listed below:\n\n**FBT** - Fixes knee tracking, running animation direction, and animation bleeding into IK while calibrating/running. (no more chest tracker wiggle)\n\n**Halfbody** - Fixes footsteps while on a MovementParent, uses root angle offset to prevent feet from only pointing in head direction, and uses an IKPose to fix feet pointing upward.",
"description": "A few small fixes and configuration options to IK. Major ones are listed below:\n\n**FBT** - Fixes root rotation animation bleeding, chest tracking, locomotion animations, and bend goal offsets.\n\n**Halfbody** - Fixes footsteps while on a Movement Parent & feet always pointing in head direction.",
"searchtags": [
"knee",
"ik",
"tracking",
"fix"
"fix",
"chest"
],
"requirements": [
"None"
],
"downloadlink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/releases/download/r8/IKFixes.dll",
"sourcelink": "https://github.com/NotAKidOnSteam/NAK_CVR_Mods/tree/main/IKFixes/",
"changelog": "- Added fix for animations affecting root to bleed into IK.\n- Use an IKPose after HalfbodyIK Initialization.\n- Fixed patch to leg solver that prevented lower leg rotation while using knee trackers.\n- Adjusted elbow target offsets for a balance between accuracy and stability. Makes StandableFBE-tracked elbows feel much better to use.\n- Added option to disable AssignRemainingTrackers feature.\n- Exposed a couple VRIK solver settings for more fine-tuning.",
"changelog": "- Updates for 2023r171\n- Removed unneeded settings (IKPose & NetIKPass).\n- Fixed halfbody fake root angle option.\n- Added Reset Settings UIExpansionKit button.",
"embedcolor": "f46e49"
}