mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-03 14:59:23 +00:00
543 lines
No EOL
12 KiB
C#
543 lines
No EOL
12 KiB
C#
using System.Reflection;
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.InputManagement;
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using ABI_RC.Systems.Movement;
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using HarmonyLib;
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using MelonLoader;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.ConfigureCalibrationPose;
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public class ConfigureCalibrationPoseMod : MelonMod
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{
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#region Enums
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private enum CalibrationPose
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{
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TPose,
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APose,
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IKPose,
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BikePose,
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RacushSit,
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CCKSitting,
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CCKCrouch,
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CCKProne,
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}
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#endregion Enums
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#region Melon Preferences
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private static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(ConfigureCalibrationPose));
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private static readonly MelonPreferences_Entry<CalibrationPose> EntryCalibrationPose =
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Category.CreateEntry("calibration_pose", CalibrationPose.APose, display_name: "Calibration Pose",
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description: "What pose to use for FBT calibration.");
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#endregion Melon Preferences
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#region Melon Events
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public override void OnInitializeMelon()
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{
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#region BodySystem Patches
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HarmonyInstance.Patch(
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typeof(BodySystem).GetMethod(nameof(BodySystem.MuscleUpdate),
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BindingFlags.Public | BindingFlags.Instance),
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prefix: new HarmonyMethod(typeof(ConfigureCalibrationPoseMod).GetMethod(nameof(OnPreBodySystemMuscleUpdate),
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BindingFlags.NonPublic | BindingFlags.Static))
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);
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#endregion BodySystem Patches
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}
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#endregion Melon Events
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#region Harmony Patches
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private static bool OnPreBodySystemMuscleUpdate(ref float[] muscles)
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{
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PlayerSetup playerSetup = PlayerSetup.Instance;
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IKSystem ikSystem = IKSystem.Instance;
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ref HumanPose humanPose = ref ikSystem._humanPose;
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if (BodySystem.isCalibrating)
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{
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switch (EntryCalibrationPose.Value)
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{
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default:
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case CalibrationPose.TPose:
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for (int i = 0; i < MusclePoses.TPoseMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.TPoseMuscles[i], ref muscles);
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break;
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case CalibrationPose.APose:
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for (int i = 0; i < MusclePoses.APoseMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.APoseMuscles[i], ref muscles);
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break;
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case CalibrationPose.IKPose:
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for (int i = 0; i < MusclePoses.IKPoseMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, MusclePoses.IKPoseMuscles[i], ref muscles);
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break;
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case CalibrationPose.BikePose:
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for (int i = 0; i < MusclePoses.TPoseMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, 0f, ref muscles);
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break;
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case CalibrationPose.CCKSitting:
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for (int i = 0; i < CCKSittingMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKSittingMuscles[i], ref muscles);
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break;
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case CalibrationPose.CCKCrouch:
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for (int i = 0; i < CCKCrouchMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKCrouchMuscles[i], ref muscles);
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break;
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case CalibrationPose.CCKProne:
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for (int i = 0; i < CCKProneMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex) i, CCKProneMuscles[i], ref muscles);
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break;
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case CalibrationPose.RacushSit:
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for (int i = 0; i < RacushSitMuscles.Length; i++)
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ikSystem.ApplyMuscleValue((MuscleIndex)i, RacushSitMuscles[i], ref muscles);
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break;
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}
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humanPose.bodyPosition = Vector3.up;
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humanPose.bodyRotation = Quaternion.identity;
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}
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else if (BodySystem.isCalibratedAsFullBody && BodySystem.TrackingPositionWeight > 0f)
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{
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BetterBetterCharacterController characterController = playerSetup.CharacterController;
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bool isRunning = characterController.IsMoving();
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bool isGrounded = characterController.IsGrounded();
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bool isFlying = characterController.IsFlying();
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bool isSwimming = characterController.IsSwimming();
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if ((BodySystem.PlayRunningAnimationInFullBody
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&& (isRunning || !isGrounded && !isFlying && !isSwimming)))
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{
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ikSystem.applyOriginalHipPosition = true;
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ikSystem.applyOriginalHipRotation = true;
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IKSolverVR solver = IKSystem.vrik.solver;
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BodySystem.SetPelvisWeight(solver.spine, 0f);
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BodySystem.SetLegWeight(solver.leftLeg, 0f);
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BodySystem.SetLegWeight(solver.rightLeg, 0f);
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}
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else
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{
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ikSystem.applyOriginalHipPosition = true;
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ikSystem.applyOriginalHipRotation = false;
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humanPose.bodyRotation = Quaternion.identity;
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}
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}
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return false; // dont run original
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}
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#endregion Harmony Patches
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#region Custom Pose Arrays
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private static readonly float[] CCKSittingMuscles =
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[
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-0.8000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-0.8000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-1.0000f,
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0.0000f,
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-0.3000f,
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0.3000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-1.0000f,
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0.0000f,
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-0.3000f,
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0.3000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f
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];
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private static readonly float[] CCKCrouchMuscles =
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[
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-1.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.5000f,
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0.0000f,
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0.0000f,
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0.5000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-0.6279f,
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0.0000f,
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0.0000f,
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-0.8095f,
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0.0000f,
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-1.0091f,
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0.0000f,
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0.0000f,
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-0.4126f,
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0.0013f,
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-0.0860f,
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-0.9331f,
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-0.0869f,
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-1.3586f,
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0.1791f,
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0.0000f,
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0.0000f,
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0.0000f,
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-0.1998f,
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-0.2300f,
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0.1189f,
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0.3479f,
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0.1364f,
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-0.3737f,
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0.0069f,
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0.0000f,
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0.0000f,
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-0.1994f,
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-0.2301f,
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0.0267f,
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0.7532f,
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0.1922f,
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0.0009f,
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-0.0005f,
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-1.4747f,
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-0.0443f,
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-0.3347f,
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-0.3062f,
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-0.7596f,
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-1.2067f,
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-0.7329f,
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-0.7329f,
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-0.5984f,
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-2.7162f,
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-0.7439f,
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-0.7439f,
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-0.5812f,
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1.8528f,
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-0.7520f,
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-0.7520f,
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-0.7242f,
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0.5912f,
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-0.7632f,
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-0.7632f,
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-1.4747f,
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-0.0443f,
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-0.3347f,
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-0.3062f,
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-0.7596f,
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-1.2067f,
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-0.7329f,
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-0.7329f,
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-0.5984f,
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-2.7162f,
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-0.7439f,
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-0.7439f,
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-0.5812f,
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1.8528f,
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-0.7520f,
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0.8104f,
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-0.7242f,
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0.5912f,
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-0.7632f,
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0.8105f
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];
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private static readonly float[] CCKProneMuscles =
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[
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0.6604f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.7083f,
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0.0000f,
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0.0000f,
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0.7083f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.2444f,
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-0.0554f,
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-0.8192f,
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0.9301f,
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0.5034f,
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1.0274f,
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-0.1198f,
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0.5849f,
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0.2360f,
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-0.0837f,
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-1.1803f,
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0.9676f,
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0.7390f,
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0.9944f,
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-0.1717f,
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0.5849f,
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0.0000f,
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0.0000f,
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0.2823f,
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-0.6297f,
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0.3200f,
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-0.3376f,
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0.0714f,
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0.9260f,
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-1.5768f,
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0.0000f,
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0.0000f,
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0.1561f,
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-0.6712f,
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0.2997f,
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-0.3392f,
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0.0247f,
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0.7672f,
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-1.5269f,
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-1.1422f,
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0.0392f,
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0.6457f,
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0.0000f,
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0.6185f,
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-0.5393f,
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0.8104f,
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0.8104f,
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0.6223f,
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-0.8225f,
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0.8104f,
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0.8104f,
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0.6218f,
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-0.3961f,
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0.8104f,
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0.8104f,
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0.6160f,
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-0.3721f,
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0.8105f,
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0.8105f,
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-1.1422f,
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0.0392f,
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0.6457f,
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0.0000f,
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0.6185f,
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-0.5393f,
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0.8104f,
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0.8104f,
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0.6223f,
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-0.8226f,
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0.8104f,
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0.8104f,
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0.6218f,
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-0.3961f,
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0.8104f,
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0.8104f,
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0.6160f,
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-0.3721f,
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0.8105f,
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0.8105f
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];
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public static readonly float[] RacushSitMuscles =
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[
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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-0.7600f,
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0.1000f,
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0.0600f,
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-0.1800f,
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-0.0991f,
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0.1300f,
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0.0001f,
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0.0000f,
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-0.7600f,
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0.1000f,
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0.0600f,
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-0.1800f,
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-0.0991f,
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0.1300f,
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0.0001f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.3927f,
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0.3115f,
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0.0931f,
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0.9650f,
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-0.0662f,
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0.0026f,
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0.0006f,
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|
0.0000f,
|
|
0.0000f,
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|
0.3927f,
|
|
0.3115f,
|
|
0.0931f,
|
|
0.9650f,
|
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-0.0662f,
|
|
0.0026f,
|
|
0.0006f,
|
|
0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
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0.0000f,
|
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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,
|
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0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
|
0.0000f,
|
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0.0000f,
|
|
0.0000f,
|
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0.0000f,
|
|
0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
|
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f,
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0.0000f
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];
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#endregion Custom Pose Arrays
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} |