SmoothRay: brought back from the dead

This commit is contained in:
NotAKidoS 2024-09-08 16:38:06 -05:00
parent a51d5812e7
commit a168619d19
9 changed files with 95 additions and 52 deletions

187
SmoothRay/SmoothRayer.cs Normal file
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/**
MIT License
Copyright (c) 2021 Kinsi, NotAKidoS
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
**/
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Savior;
using MelonLoader;
using UnityEngine;
using Valve.VR;
namespace NAK.SmoothRay;
public class SmoothRayer : MonoBehaviour
{
#region Variables
public ControllerRay ray;
//settings
private bool _isEnabled;
private bool _menuOnly;
private float _positionSmoothingValue;
private float _rotationSmoothingValue;
private float _smallMovementThresholdAngle;
//internal
private Vector3 _smoothedPosition = Vector3.zero;
private Quaternion _smoothedRotation = Quaternion.identity;
private float _angleVelocitySnap = 1f;
//native & trackedcontrollerfix stuff
private SteamVR_Behaviour_Pose _behaviourPose;
private SteamVR_TrackedObject _trackedObject;
private SteamVR_Events.Action _newPosesAction;
#endregion
#region Unity Methods
private void Start()
{
// Native ChilloutVR - OpenVR
if (TryGetComponent(out _behaviourPose))
UpdateTransformUpdatedEvent(true);
// TrackedControllerFix support - OpenVR
if (TryGetComponent(out _trackedObject))
{
_newPosesAction = SteamVR_Events.NewPosesAppliedAction(OnAppliedPoses);
UpdatePosesAction(true);
}
foreach (MelonPreferences_Entry setting in SmoothRay.Category.Entries)
setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
OnUpdateSettings(null, null);
}
private void OnEnable()
{
Transform controller = transform;
_smoothedPosition = controller.localPosition;
_smoothedRotation = controller.localRotation;
// desktopvrswitch support, start handles this for normal use
UpdateTransformUpdatedEvent(true);
UpdatePosesAction(true);
}
private void OnDisable()
{
Transform controller = transform;
_smoothedPosition = controller.localPosition;
_smoothedRotation = controller.localRotation;
// desktopvrswitch support, normal use wont run this
UpdateTransformUpdatedEvent(false);
UpdatePosesAction(false);
}
#endregion
#region Private Methods
private void UpdatePosesAction(bool enable)
{
if (enable && CheckVR.Instance.forceOpenXr)
return;
if (_trackedObject != null && _newPosesAction != null)
_newPosesAction.enabled = enable;
}
private void UpdateTransformUpdatedEvent(bool enable)
{
if (enable && CheckVR.Instance.forceOpenXr)
return;
if (_behaviourPose == null)
return;
if (enable)
_behaviourPose.onTransformUpdatedEvent += OnTransformUpdated;
else
_behaviourPose.onTransformUpdatedEvent -= OnTransformUpdated;
}
private void OnUpdateSettings(object arg1, object arg2)
{
_isEnabled = SmoothRay.EntryEnabled.Value;
_menuOnly = SmoothRay.EntryMenuOnly.Value;
_smallMovementThresholdAngle = SmoothRay.EntrySmallMovementThresholdAngle.Value;
// dont let value hit 0, itll freeze controllers
_positionSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmoothRay.EntryPositionSmoothing.Value, 0f, 20f), 0.1f);
_rotationSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmoothRay.EntryRotationSmoothing.Value, 0f, 20f), 0.1f);
}
private void OnAppliedPoses()
{
SmoothTransform();
}
private void OnTransformUpdated(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource)
{
SmoothTransform();
}
private void SmoothTransform()
{
Transform controller = transform;
if (_isEnabled && ray.lineRenderer != null && ray.lineRenderer.enabled)
{
if (_menuOnly && (!ray.uiActive || (ray.hitTransform != ViewManager.Instance.transform &&
ray.hitTransform != CVR_MenuManager.Instance.quickMenu.transform)))
return;
var angDiff = Quaternion.Angle(_smoothedRotation, controller.localRotation);
_angleVelocitySnap = Mathf.Min(_angleVelocitySnap + angDiff, 90f);
var snapMulti = Mathf.Clamp(_angleVelocitySnap / _smallMovementThresholdAngle, 0.1f, 2.5f);
if (_angleVelocitySnap > 0.1f)
_angleVelocitySnap -= Mathf.Max(0.4f, _angleVelocitySnap / 1.7f);
if (_positionSmoothingValue < 20f)
{
_smoothedPosition = Vector3.Lerp(_smoothedPosition, controller.localPosition,
_positionSmoothingValue * Time.deltaTime * snapMulti);
controller.localPosition = _smoothedPosition;
}
if (_rotationSmoothingValue < 20f)
{
_smoothedRotation = Quaternion.Lerp(_smoothedRotation, controller.localRotation,
_rotationSmoothingValue * Time.deltaTime * snapMulti);
controller.localRotation = _smoothedRotation;
}
}
else
{
_smoothedPosition = controller.localPosition;
_smoothedRotation = controller.localRotation;
}
}
#endregion
}