using System.Reflection; using ABI_RC.Core.Player; using ABI_RC.Systems.IK; using ABI_RC.Systems.IK.VRIKHandlers; using ABI_RC.Systems.InputManagement; using ABI_RC.Systems.Movement; using HarmonyLib; using MelonLoader; using UnityEngine; namespace NAK.IKSimulatedRootAngleFix; public class IKSimulatedRootAngleFixMod : MelonMod { public override void OnInitializeMelon() { HarmonyInstance.Patch( // fix offsetting of _ikSimulatedRootAngle when player rotates on wall or ceiling typeof(IKHandler).GetMethod(nameof(IKHandler.OnPlayerHandleMovementParent), BindingFlags.Public | BindingFlags.Instance), prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnPlayerHandleMovementParent), BindingFlags.NonPublic | BindingFlags.Static)) ); HarmonyInstance.Patch( // fix offsetting of _ikSimulatedRootAngle when player rotates on wall or ceiling typeof(IKHandler).GetMethod(nameof(IKHandler.Reset), BindingFlags.Public | BindingFlags.Instance), postfix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandlerReset), BindingFlags.NonPublic | BindingFlags.Static)) ); HarmonyInstance.Patch( // why did i dupe logic weirdly between Desktop & VR IKHandler ... typeof(IKHandlerDesktop).GetMethod(nameof(IKHandlerDesktop.HandleBodyHeading), BindingFlags.NonPublic | BindingFlags.Instance), prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandleBodyHeading), BindingFlags.NonPublic | BindingFlags.Static)) ); HarmonyInstance.Patch( // why did i dupe logic weirdly between Desktop & VR IKHandler ... typeof(IKHandlerHalfBody).GetMethod(nameof(IKHandlerHalfBody.HandleRootAngle), BindingFlags.NonPublic | BindingFlags.Instance), prefix: new HarmonyMethod(typeof(IKSimulatedRootAngleFixMod).GetMethod(nameof(OnHandleRootAngle), BindingFlags.NonPublic | BindingFlags.Static)) ); } private static float GetRemappedPlayerHeading() { // invert, remap, then remap again so it matches playerlocal.eulerAngles.y that originally was used // NOTE: we want to still use GetPlayerHeading because it accounts for gravity (and cause exterrata helped with that method specifically :3) // NOTE: i am remapping it to match *original* DesktopVRIK logic before i reworked it native- dropping this remap into native method would not work var playerHeading = (-IKSystem.Instance.GetPlayerHeading() + 180) % 360; if (playerHeading < 0) playerHeading += 360; return playerHeading; } private static bool OnPlayerHandleMovementParent(BetterBetterCharacterController.PlayerMoveOffset moveOffset, ref IKHandler __instance) { __instance._solver.AddPlatformMotion(moveOffset.DeltaPosition, moveOffset.DeltaRotation, moveOffset.PivotPosition); Transform playerTransform = IKSystem.Instance.transform; Vector3 up = playerTransform.up; // for simplicity, we will just use the current up, instead of calc past up Quaternion playerRotation = playerTransform.rotation; Quaternion deltaRotation = moveOffset.DeltaRotation; // calculate the player's forward direction before the delta rotation was applied Quaternion originalRotation = Quaternion.Inverse(deltaRotation) * playerRotation; Vector3 forwardBeforeRotation = Vector3.ProjectOnPlane(originalRotation * Vector3.forward, up).normalized; Vector3 forwardAfterRotation = Vector3.ProjectOnPlane(playerRotation * Vector3.forward, up).normalized; // calculate the signed angle between the forward directions before and after the rotation around the up vector float headingDelta = Vector3.SignedAngle(forwardBeforeRotation, forwardAfterRotation, up); __instance._ikSimulatedRootAngle = Mathf.Repeat(__instance._ikSimulatedRootAngle + headingDelta, 360f); return false; } private static void OnHandlerReset(ref IKHandler __instance) { __instance._ikSimulatedRootAngle = GetRemappedPlayerHeading(); } private static bool OnHandleBodyHeading(ref IKHandlerDesktop __instance) { if (IKSystem.Instance.BodyHeadingLimit <= 0f) return false; float playerHeading = GetRemappedPlayerHeading(); // nicked original logic from DesktopVRIK, before i made it native and seemingly fucked it -_- // https://github.com/NotAKidoS/NAK_CVR_Mods/blob/db9d5a24b62c96e3c5c403ce3956cd3221955898/.DepricatedMods/DesktopVRIK/IK/IKHandlers/IKHandlerDesktop.cs#L68 var weightedAngleLimit = IKSystem.Instance.BodyHeadingLimit * __instance._solver.locomotion.weight; var deltaAngleRoot = Mathf.DeltaAngle(playerHeading, __instance._ikSimulatedRootAngle); var absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot); if (absDeltaAngleRoot > weightedAngleLimit) { deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit; __instance._ikSimulatedRootAngle = Mathf.MoveTowardsAngle(__instance._ikSimulatedRootAngle, playerHeading, absDeltaAngleRoot - weightedAngleLimit); } __instance._solver.spine.rootHeadingOffset = deltaAngleRoot; Vector3 axis = __instance._vrik.transform.rotation * Vector3.up; if (IKSystem.Instance.PelvisHeadingWeight > 0f) { __instance._solver.spine.pelvisRotationOffset *= Quaternion.AngleAxis( __instance._solver.spine.rootHeadingOffset * IKSystem.Instance.PelvisHeadingWeight, axis); __instance._solver.spine.chestRotationOffset *= Quaternion.AngleAxis( -__instance._solver.spine.rootHeadingOffset * IKSystem.Instance.PelvisHeadingWeight, axis); } if (IKSystem.Instance.ChestHeadingWeight > 0f) __instance._solver.spine.chestRotationOffset *= Quaternion.AngleAxis( __instance._solver.spine.rootHeadingOffset * IKSystem.Instance.ChestHeadingWeight, axis); return false; } private static bool OnHandleRootAngle(ref IKHandlerHalfBody __instance) { float playerHeading = GetRemappedPlayerHeading(); var rootAngleLimit = 25f; if (__instance._solver.spine.rotationWeight <= 0f || PlayerSetup.Instance.IsEmotePlaying()) rootAngleLimit = 180f; else if (CVRInputManager.Instance.movementVector.sqrMagnitude > 0f) rootAngleLimit = 0f; var weightedAngleLimit = rootAngleLimit * __instance._solver.locomotion.weight; var deltaAngleRoot = Mathf.DeltaAngle(playerHeading, __instance._ikSimulatedRootAngle); var absDeltaAngleRoot = Mathf.Abs(deltaAngleRoot); if (absDeltaAngleRoot > weightedAngleLimit) { deltaAngleRoot = Mathf.Sign(deltaAngleRoot) * weightedAngleLimit; __instance._ikSimulatedRootAngle = Mathf.MoveTowardsAngle(__instance._ikSimulatedRootAngle, playerHeading, absDeltaAngleRoot - weightedAngleLimit); } __instance._solver.spine.maxRootAngle = rootAngleLimit; __instance._solver.spine.rootHeadingOffset = deltaAngleRoot; return false; } }