mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-02 06:19:22 +00:00
SmootherRay: expanded and enhanced
This commit is contained in:
parent
59cec7e7d3
commit
70ade663bc
9 changed files with 57 additions and 53 deletions
91
SmootherRay/Main.cs
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91
SmootherRay/Main.cs
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using System;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Player;
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using HarmonyLib;
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using MelonLoader;
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namespace NAK.SmootherRay;
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// ChilloutVR adaptation of:
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// https://github.com/kinsi55/BeatSaber_SmoothedController
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// https://github.com/kinsi55/BeatSaber_SmoothedController/blob/master/LICENSE
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public class SmootherRayMod : MelonMod
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{
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internal static MelonLogger.Instance Logger;
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#region Melon Preferences
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public static readonly MelonPreferences_Category Category =
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MelonPreferences.CreateCategory(nameof(SmootherRayMod));
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public static readonly MelonPreferences_Entry<bool> EntryEnabled =
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Category.CreateEntry("Enable Smoothing", true,
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description: "Enable or disable smoothing.");
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public static readonly MelonPreferences_Entry<bool> EntryMenuOnly =
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Category.CreateEntry("Menu Only", false,
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description: "Only use smoothing on Main Menu and Quick Menu. This will be fine for most users, but it may be desired on pickups & Unity UI elements too. When off it is best paired with WhereAmIPointing.");
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public static readonly MelonPreferences_Entry<float> EntryPositionSmoothing =
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Category.CreateEntry("Position Smoothing (3f)", 3f,
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description: "How much to smooth position changes by. Use the slider to adjust the position smoothing factor. Range: 0 to 20.");
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public static readonly MelonPreferences_Entry<float> EntryRotationSmoothing =
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Category.CreateEntry("Rotation Smoothing (12f)", 12f,
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description: "How much to smooth rotation changes by. Use the slider to adjust the rotation smoothing factor. Range: 0 to 20.");
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public static readonly MelonPreferences_Entry<float> EntrySmallMovementThresholdAngle =
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Category.CreateEntry("Small Angle Threshold (6f)", 6f,
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description: "Angle difference to consider a 'small' movement. The less shaky your hands are, the lower you probably want to set this. This is probably the primary value you want to tweak. Use the slider to adjust the threshold angle. Range: 4 to 15.");
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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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Logger = LoggerInstance;
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ApplyPatches(typeof(PlayerSetup_Patches));
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ApplyPatches(typeof(ControllerRay_Patches));
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}
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private void ApplyPatches(Type type)
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{
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try
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{
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HarmonyInstance.PatchAll(type);
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}
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catch (Exception e)
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{
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LoggerInstance.Msg($"Failed while patching {type.Name}!");
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LoggerInstance.Error(e);
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}
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}
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#endregion Melon Events
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#region Harmony Patches
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internal static class PlayerSetup_Patches
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{
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PlayerSetup), nameof(PlayerSetup.Start))]
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private static void Postfix_PlayerSetup_Start(ref PlayerSetup __instance)
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{
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__instance.vrLeftHandTracker.gameObject.AddComponent<SmootherRayer>().ray = __instance.vrRayLeft;
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__instance.vrRightHandTracker.gameObject.AddComponent<SmootherRayer>().ray = __instance.vrRayRight;
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}
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}
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internal static class ControllerRay_Patches
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{
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// SmootherRay
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[HarmonyPrefix]
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[HarmonyPatch(typeof(ControllerRay), nameof(ControllerRay.SmoothRay))]
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private static bool Prefix_ControllerRay_SmoothRay(ref ControllerRay __instance)
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=> !EntryEnabled.Value; // SmootherRay method enforces identity local pos when disabled, so we skip it
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}
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#endregion Harmony Patches
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}
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33
SmootherRay/Properties/AssemblyInfo.cs
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33
SmootherRay/Properties/AssemblyInfo.cs
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using MelonLoader;
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using NAK.SmootherRay.Properties;
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using System.Reflection;
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[assembly: AssemblyVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyFileVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyInformationalVersion(AssemblyInfoParams.Version)]
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[assembly: AssemblyTitle(nameof(NAK.SmootherRay))]
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[assembly: AssemblyCompany(AssemblyInfoParams.Author)]
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[assembly: AssemblyProduct(nameof(NAK.SmootherRay))]
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[assembly: MelonInfo(
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typeof(NAK.SmootherRay.SmootherRayMod),
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nameof(NAK.SmootherRay),
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AssemblyInfoParams.Version,
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AssemblyInfoParams.Author,
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downloadLink: "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/SmootherRay"
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)]
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[assembly: MelonGame("Alpha Blend Interactive", "ChilloutVR")]
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[assembly: MelonPlatform(MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonPlatformDomain(MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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[assembly: MelonColor(255, 246, 25, 99)] // red-pink
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[assembly: MelonAuthorColor(255, 158, 21, 32)] // red
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[assembly: HarmonyDontPatchAll]
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namespace NAK.SmootherRay.Properties;
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internal static class AssemblyInfoParams
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{
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public const string Version = "1.0.5";
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public const string Author = "NotAKidoS";
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}
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17
SmootherRay/README.md
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17
SmootherRay/README.md
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# SmoothRay
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Smoothes your controller while using the Quick and Main menus to make it easier to navigate.
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This is a CVR adaptation of a Beat Saber mod: [BeatSaber_SmoothedController](https://github.com/kinsi55/BeatSaber_SmoothedController)
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**Only supports OpenVR, not OpenXR.**
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---
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Here is the block of text where I tell you this mod is not affiliated or endorsed by ABI.
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https://documentation.abinteractive.net/official/legal/tos/#7-modding-our-games
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> This mod is an independent creation and is not affiliated with, supported by or approved by Alpha Blend Interactive.
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> Use of this mod is done so at the user's own risk and the creator cannot be held responsible for any issues arising from its use.
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> To the best of my knowledge, I have adhered to the Modding Guidelines established by Alpha Blend Interactive.
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6
SmootherRay/SmootherRay.csproj
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6
SmootherRay/SmootherRay.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<RootNamespace>SmoothRay</RootNamespace>
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</PropertyGroup>
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</Project>
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234
SmootherRay/SmootherRayer.cs
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234
SmootherRay/SmootherRayer.cs
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/**
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MIT License
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Copyright (c) 2021 Kinsi, NotAKidoS
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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**/
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using ABI_RC.Core;
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using ABI_RC.Core.InteractionSystem;
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using ABI_RC.Core.Savior;
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using ABI_RC.Systems.InputManagement;
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using MelonLoader;
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using UnityEngine;
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using Valve.VR;
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namespace NAK.SmootherRay;
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public class SmootherRayer : MonoBehaviour
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{
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#region Variables
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public ControllerRay ray;
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//settings
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private bool _isEnabled;
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private bool _menuOnly;
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private float _positionSmoothingValue;
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private float _rotationSmoothingValue;
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private float _smallMovementThresholdAngle;
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//internal
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private Vector3 _smoothedPosition = Vector3.zero;
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private Quaternion _smoothedRotation = Quaternion.identity;
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private float _angleVelocitySnap = 1f;
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//native & trackedcontrollerfix stuff
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private SteamVR_Behaviour_Pose _behaviourPose;
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private SteamVR_TrackedObject _trackedObject;
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private SteamVR_Events.Action _newPosesAction;
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#endregion
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#region Unity Methods
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private void Start()
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{
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// Native ChilloutVR - OpenVR
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if (TryGetComponent(out _behaviourPose))
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UpdateTransformUpdatedEvent(true);
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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(OnAppliedPoses);
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UpdatePosesAction(true);
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}
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foreach (MelonPreferences_Entry setting in SmootherRayMod.Category.Entries)
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setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
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MetaPort.Instance.settings.settingBoolChanged.AddListener(OnSettingsBoolChanged);
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OnUpdateSettings(null, null);
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}
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private void OnEnable()
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{
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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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UpdatePosesAction(true);
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}
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private void OnDisable()
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{
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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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UpdatePosesAction(false);
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}
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#endregion
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#region Private Methods
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private void UpdatePosesAction(bool enable)
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{
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if (enable && CheckVR.Instance.forceOpenXr)
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return;
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if (_trackedObject != null && _newPosesAction != null)
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_newPosesAction.enabled = enable;
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}
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private void UpdateTransformUpdatedEvent(bool enable)
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{
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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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return;
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if (enable)
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_behaviourPose.onTransformUpdatedEvent += OnTransformUpdated;
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else
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_behaviourPose.onTransformUpdatedEvent -= OnTransformUpdated;
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}
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private void OnUpdateSettings(object arg1, object arg2)
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{
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_isEnabled = SmootherRayMod.EntryEnabled.Value;
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_menuOnly = SmootherRayMod.EntryMenuOnly.Value;
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_smallMovementThresholdAngle = SmootherRayMod.EntrySmallMovementThresholdAngle.Value;
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// dont let value hit 0, itll freeze controllers
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_positionSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmootherRayMod.EntryPositionSmoothing.Value, 0f, 20f), 0.1f);
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_rotationSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmootherRayMod.EntryRotationSmoothing.Value, 0f, 20f), 0.1f);
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if (!_isEnabled)
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return; // only care about setting being enabled
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ray._enableSmoothRay = false; // ensure built-in smoothing is disabled
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if (MetaPort.Instance.settings.GetSettingsBool("ControlSmoothRaycast"))
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return; // disable saved setting once
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SmootherRayMod.Logger.Msg("Built-in SmootherRay setting found to be enabled. Disabling built-in SmootherRay implementation in favor of modded implementation.");
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MetaPort.Instance.settings.SetSettingsBool("ControlSmoothRaycast", false);
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ViewManager.SetGameSettingBool("ControlSmoothRaycast", false);
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// ^ did you know the game doesn't even use this method native...
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}
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private void OnSettingsBoolChanged(string key, bool value)
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{
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if (key != "ControlSmoothRaycast")
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return; // only care about SmoothRaycast setting
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if (!value)
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return; // only care about setting being enabled
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_isEnabled = false; // ensure modded SmootherRay is disabled
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if (!SmootherRayMod.EntryEnabled.Value) return; // disable saved setting once
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SmootherRayMod.Logger.Msg("Modded SmootherRay found to be enabled. Disabling modded SmootherRay implementation in favor of built-in implementation.");
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SmootherRayMod.EntryEnabled.Value = false;
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}
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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)
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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 (!CanSmoothRay())
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{
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_smoothedPosition = controller.localPosition;
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_smoothedRotation = controller.localRotation;
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}
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else
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{
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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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if (_angleVelocitySnap > 0.1f)
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_angleVelocitySnap -= Mathf.Max(0.4f, _angleVelocitySnap / 1.7f);
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if (_positionSmoothingValue < 20f)
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{
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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, 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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}
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private bool CanSmoothRay()
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{
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bool canSmoothRay = _isEnabled && ray.lineRenderer != null && ray.lineRenderer.enabled;
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if (_menuOnly)
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{
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switch (ray.hand)
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{
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case CVRHand.Left when !CVRInputManager.Instance.leftControllerPointingMenu:
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case CVRHand.Right when !CVRInputManager.Instance.rightControllerPointingMenu:
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canSmoothRay = false;
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break;
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}
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}
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return canSmoothRay;
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}
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#endregion Private Methods
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}
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23
SmootherRay/format.json
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23
SmootherRay/format.json
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{
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"_id": 162,
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"name": "SmootherRay",
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"modversion": "1.0.5",
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"gameversion": "2024r176",
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"loaderversion": "0.6.1",
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"modtype": "Mod",
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"author": "NotAKidoS",
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"description": "Smoothes your controller while the raycast lines are visible.\nThis is a CVR adaptation of a Beat Saber mod: [BeatSaber_SmoothedController](https://github.com/kinsi55/BeatSaber_SmoothedController)\n\n- An option is provided to only smooth when aiming at menus.\n- Smoothing characteristics are completely configurable, but the defaults are basically perfect.\n- Pairs well with the [WhereAmIPointing](https://discord.com/channels/1001388809184870441/1002058238545641542/1282798820073406556) mod.\n\n**Only supports OpenVR, not OpenXR.**\n\n-# NOTE: This disables the shitty built-in Smooth Ray setting when the mod is enabled. Compare both & you'll see why.",
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"searchtags": [
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"vr",
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"ray",
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"controller",
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"smoothing"
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],
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"requirements": [
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"None"
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],
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"downloadlink": "https://github.com/NotAKidoS/NAK_CVR_Mods/releases/download/r40/SmootherRay.dll",
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"sourcelink": "https://github.com/NotAKidoS/NAK_CVR_Mods/tree/main/SmootherRay/",
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"changelog": "- Fixed for 2024r176.",
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"embedcolor": "#f61963"
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}
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