/** 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; using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Savior; using ABI_RC.Systems.InputManagement; 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 SmoothRayMod.Category.Entries) setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings); MetaPort.Instance.settings.settingBoolChanged.AddListener(OnSettingsBoolChanged); 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 = SmoothRayMod.EntryEnabled.Value; _menuOnly = SmoothRayMod.EntryMenuOnly.Value; _smallMovementThresholdAngle = SmoothRayMod.EntrySmallMovementThresholdAngle.Value; // dont let value hit 0, itll freeze controllers _positionSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmoothRayMod.EntryPositionSmoothing.Value, 0f, 20f), 0.1f); _rotationSmoothingValue = Mathf.Max(20f - Mathf.Clamp(SmoothRayMod.EntryRotationSmoothing.Value, 0f, 20f), 0.1f); if (!_isEnabled) return; // only care about setting being enabled ray._enableSmoothRay = false; // ensure built-in smoothing is disabled if (MetaPort.Instance.settings.GetSettingsBool("ControlSmoothRaycast")) return; // disable saved setting once SmoothRayMod.Logger.Msg("Built-in SmoothRay setting found to be enabled. Disabling built-in SmoothRay implementation in favor of modded implementation."); MetaPort.Instance.settings.SetSettingsBool("ControlSmoothRaycast", false); ViewManager.SetGameSettingBool("ControlSmoothRaycast", false); // ^ did you know the game doesn't even use this method native... } private void OnSettingsBoolChanged(string key, bool value) { if (key != "ControlSmoothRaycast") return; // only care about SmoothRaycast setting if (!value) return; // only care about setting being enabled _isEnabled = false; // ensure modded SmoothRay is disabled if (!SmoothRayMod.EntryEnabled.Value) return; // disable saved setting once SmoothRayMod.Logger.Msg("Modded SmoothRay found to be enabled. Disabling modded SmoothRay implementation in favor of built-in implementation."); SmoothRayMod.EntryEnabled.Value = false; } private void OnAppliedPoses() { SmoothTransform(); } private void OnTransformUpdated(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource) { SmoothTransform(); } private void SmoothTransform() { Transform controller = transform; if (!CanSmoothRay()) { _smoothedPosition = controller.localPosition; _smoothedRotation = controller.localRotation; } else { 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; } } } private bool CanSmoothRay() { bool canSmoothRay = _isEnabled && ray.lineRenderer != null && ray.lineRenderer.enabled; if (_menuOnly) { switch (ray.hand) { case CVRHand.Left when !CVRInputManager.Instance.leftControllerPointingMenu: case CVRHand.Right when !CVRInputManager.Instance.rightControllerPointingMenu: canSmoothRay = false; break; } } return canSmoothRay; } #endregion Private Methods }