NAK_CVR_Mods/IKSimulatedRootAngleFix/Main.cs
2024-06-24 02:55:03 -05:00

131 lines
No EOL
6.7 KiB
C#

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( // 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 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/NotAKidOnSteam/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;
}
}