mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
92 lines
No EOL
3.6 KiB
C#
92 lines
No EOL
3.6 KiB
C#
using ABI_RC.Systems.IK;
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using ABI_RC.Systems.IK.SubSystems;
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using HarmonyLib;
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NAK.Melons.KneeFix.HarmonyPatches;
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internal static class BodySystemPatches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BodySystem), "SetupOffsets")]
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private static void Postfix_BodySystem_SetupOffsets(List<TrackingPoint> trackingPoints)
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{
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//redo offsets for knees as native is too far from pivot
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foreach (TrackingPoint trackingPoint in trackingPoints)
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{
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Transform parent = null;
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if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.LeftKnee)
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{
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parent = IKSystem.vrik.references.leftCalf;
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}
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else if (trackingPoint.assignedRole == TrackingPoint.TrackingRole.RightKnee)
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{
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parent = IKSystem.vrik.references.rightCalf;
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}
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if (parent != null)
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{
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trackingPoint.offsetTransform.parent = parent;
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trackingPoint.offsetTransform.localPosition = Vector3.zero;
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trackingPoint.offsetTransform.localRotation = Quaternion.identity;
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trackingPoint.offsetTransform.parent = trackingPoint.referenceTransform;
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Vector3 b = IKSystem.vrik.references.root.forward * 0.5f;
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trackingPoint.offsetTransform.position += b;
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}
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}
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}
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[HarmonyPostfix]
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[HarmonyPatch(typeof(BodySystem), "Update")]
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private static void Postfix_BodySystem_Update()
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{
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// FBT needs avatar root to follow head
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if (IKSystem.vrik != null)
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IKSystem.vrik.solver.spine.maxRootAngle = BodySystem.isCalibratedAsFullBody ? 0f : 180f;
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}
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}
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internal static class VRIKPatches
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{
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/**
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Leg solver uses virtual bone calf and foot, plus world tracked knee position for normal maths.
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This breaks as you playspace up, because calf and foot position aren't offset yet in solve order.
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**/
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "ApplyOffsets")]
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private static bool Prefix_IKSolverVR_Leg_ApplyOffsets(ref IKSolverVR.Leg __instance)
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{
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//This is the second part of the above fix, preventing the solver from calculating a bad bendNormal
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//when it doesn't need to. The knee tracker should dictate the bendNormal completely.
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if (__instance.usingKneeTracker)
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{
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__instance.ApplyPositionOffset(__instance.footPositionOffset, 1f);
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__instance.ApplyRotationOffset(__instance.footRotationOffset, 1f);
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Quaternion quaternion = Quaternion.FromToRotation(__instance.footPosition - __instance.position, __instance.footPosition + __instance.heelPositionOffset - __instance.position);
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__instance.footPosition = __instance.position + quaternion * (__instance.footPosition - __instance.position);
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__instance.footRotation = quaternion * __instance.footRotation;
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return false;
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}
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// run full method like normal otherwise
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float num = __instance.bendGoalWeight;
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__instance.bendGoalWeight = 0f;
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__instance.ApplyOffsetsOld();
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__instance.bendGoalWeight = num;
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return false;
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}
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[HarmonyPrefix]
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[HarmonyPatch(typeof(IKSolverVR.Leg), "Solve")]
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private static void Prefix_IKSolverVR_Leg_Solve(ref IKSolverVR.Leg __instance)
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{
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//Turns out VRIK applies bend goal maths before root is offset in solving process.
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//We will apply ourselves before then to fix it.
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if (__instance.usingKneeTracker)
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__instance.ApplyBendGoal();
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}
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} |