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https://github.com/NotAKidoS/NAK_CVR_Mods.git
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[SmoothRay] Fixes for 2023r172.
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commit
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3 changed files with 33 additions and 24 deletions
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@ -26,7 +26,6 @@ using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Savior;
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using MelonLoader;
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using UnityEngine;
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using UnityEngine.Events;
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using Valve.VR;
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namespace NAK.SmoothRay;
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@ -67,7 +66,7 @@ public class SmoothRayer : MonoBehaviour
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// TrackedControllerFix support - OpenVR
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if (TryGetComponent(out _trackedObject))
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{
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_newPosesAction = SteamVR_Events.NewPosesAppliedAction(new UnityAction(OnAppliedPoses));
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_newPosesAction = SteamVR_Events.NewPosesAppliedAction(OnAppliedPoses);
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UpdatePosesAction(true);
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}
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@ -79,8 +78,9 @@ public class SmoothRayer : MonoBehaviour
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private void OnEnable()
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{
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_smoothedPosition = transform.localPosition;
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_smoothedRotation = transform.localRotation;
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Transform controller = transform;
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_smoothedPosition = controller.localPosition;
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_smoothedRotation = controller.localRotation;
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// desktopvrswitch support, start handles this for normal use
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UpdateTransformUpdatedEvent(true);
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@ -89,8 +89,9 @@ public class SmoothRayer : MonoBehaviour
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private void OnDisable()
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{
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_smoothedPosition = transform.localPosition;
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_smoothedRotation = transform.localRotation;
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Transform controller = transform;
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_smoothedPosition = controller.localPosition;
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_smoothedRotation = controller.localRotation;
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// desktopvrswitch support, normal use wont run this
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UpdateTransformUpdatedEvent(false);
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@ -115,7 +116,7 @@ public class SmoothRayer : MonoBehaviour
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if (enable && CheckVR.Instance.forceOpenXr)
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return;
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if (_behaviourPose == null)
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if (_behaviourPose == null)
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return;
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if (enable)
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@ -134,20 +135,26 @@ public class SmoothRayer : MonoBehaviour
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_rotationSmoothingValue = Math.Max(20f - Mathf.Clamp(SmoothRay.EntryRotationSmoothing.Value, 0f, 20f), 0.1f);
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}
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private void OnAppliedPoses() => SmoothTransform();
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private void OnAppliedPoses()
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{
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SmoothTransform();
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}
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private void OnTransformUpdated(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource) => SmoothTransform();
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private void OnTransformUpdated(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource)
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{
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SmoothTransform();
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}
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private void SmoothTransform()
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{
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Transform controller = transform;
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if (_isEnabled && ray.lineRenderer != null && ray.lineRenderer.enabled)
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{
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if (_menuOnly && (!ray.uiActive || (ray.hitTransform != ViewManager.Instance.transform && ray.hitTransform != CVR_MenuManager.Instance.quickMenu.transform)))
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{
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if (_menuOnly && (!ray.uiActive || (ray.hitTransform != ViewManager.Instance.transform &&
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ray.hitTransform != CVR_MenuManager.Instance.quickMenu.transform)))
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return;
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}
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var angDiff = Quaternion.Angle(_smoothedRotation, transform.localRotation);
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var angDiff = Quaternion.Angle(_smoothedRotation, controller.localRotation);
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_angleVelocitySnap = Mathf.Min(_angleVelocitySnap + angDiff, 90f);
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var snapMulti = Mathf.Clamp(_angleVelocitySnap / _smallMovementThresholdAngle, 0.1f, 2.5f);
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@ -157,20 +164,22 @@ public class SmoothRayer : MonoBehaviour
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if (_positionSmoothingValue < 20f)
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{
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_smoothedPosition = Vector3.Lerp(_smoothedPosition, transform.localPosition, _positionSmoothingValue * Time.deltaTime * snapMulti);
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transform.localPosition = _smoothedPosition;
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_smoothedPosition = Vector3.Lerp(_smoothedPosition, controller.localPosition,
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_positionSmoothingValue * Time.deltaTime * snapMulti);
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controller.localPosition = _smoothedPosition;
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}
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if (_rotationSmoothingValue < 20f)
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{
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_smoothedRotation = Quaternion.Lerp(_smoothedRotation, transform.localRotation, _rotationSmoothingValue * Time.deltaTime * snapMulti);
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transform.localRotation = _smoothedRotation;
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_smoothedRotation = Quaternion.Lerp(_smoothedRotation, controller.localRotation,
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_rotationSmoothingValue * Time.deltaTime * snapMulti);
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controller.localRotation = _smoothedRotation;
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}
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}
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else
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{
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_smoothedPosition = transform.localPosition;
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_smoothedRotation = transform.localRotation;
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_smoothedPosition = controller.localPosition;
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_smoothedRotation = controller.localRotation;
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}
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}
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