mirror of
https://github.com/NotAKidoS/NAK_CVR_Mods.git
synced 2025-09-03 06:49:22 +00:00
148 lines
No EOL
5.4 KiB
C#
148 lines
No EOL
5.4 KiB
C#
/**
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MIT License
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Copyright (c) 2021 Kinsi, NotAKidOnSteam
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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.InteractionSystem;
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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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public class SmoothRayer : MonoBehaviour
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{
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public ControllerRay ray;
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//settings
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bool isEnabled;
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bool menuOnly;
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float positionSmoothingValue;
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float rotationSmoothingValue;
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float smallMovementThresholdAngle;
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//internal
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Vector3 smoothedPosition = Vector3.zero;
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Quaternion smoothedRotation = Quaternion.identity;
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float angleVelocitySnap = 1f;
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//native & trackedcontrollerfix stuff
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SteamVR_Behaviour_Pose pose;
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SteamVR_TrackedObject tracked;
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SteamVR_Events.Action newPosesAction = null;
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void Start()
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{
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// native CVR
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pose = GetComponent<SteamVR_Behaviour_Pose>();
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if (pose != null)
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pose.onTransformUpdatedEvent += OnTransformUpdated;
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// trackedcontrollerfix support
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tracked = GetComponent<SteamVR_TrackedObject>();
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if (tracked != null)
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{
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newPosesAction = SteamVR_Events.NewPosesAppliedAction(new UnityAction(OnAppliedPoses));
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newPosesAction.enabled = true;
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}
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foreach (var setting in SmoothRay.Category.Entries)
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{
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setting.OnEntryValueChangedUntyped.Subscribe(OnUpdateSettings);
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}
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OnUpdateSettings(null, null);
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}
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void OnEnable()
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{
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smoothedPosition = transform.localPosition;
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smoothedRotation = transform.localRotation;
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// desktopvrswitch support, start handles this for normal use
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if (pose != null)
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pose.onTransformUpdatedEvent += OnTransformUpdated;
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if (tracked != null && newPosesAction != null)
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newPosesAction.enabled = true;
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}
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void OnDisable()
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{
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smoothedPosition = transform.localPosition;
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smoothedRotation = transform.localRotation;
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// desktopvrswitch support, normal use wont run this
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if (pose != null)
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pose.onTransformUpdatedEvent -= OnTransformUpdated;
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if (tracked != null && newPosesAction != null)
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newPosesAction.enabled = false;
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}
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void OnUpdateSettings(object arg1, object arg2)
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{
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isEnabled = SmoothRay.EntryEnabled.Value;
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menuOnly = SmoothRay.EntryMenuOnly.Value;
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smallMovementThresholdAngle = SmoothRay.EntrySmallMovementThresholdAngle.Value;
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// dont let value hit 0, itll freeze controllers
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positionSmoothingValue = Math.Max(20f - Mathf.Clamp(SmoothRay.EntryPositionSmoothing.Value, 0f, 20f), 0.1f);
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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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void OnAppliedPoses() => SmoothTransform();
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void OnTransformUpdated(SteamVR_Behaviour_Pose pose, SteamVR_Input_Sources inputSource) => SmoothTransform();
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void SmoothTransform()
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{
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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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return;
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}
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var angDiff = Quaternion.Angle(smoothedRotation, transform.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, transform.localPosition, positionSmoothingValue * Time.deltaTime * snapMulti);
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transform.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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}
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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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}
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}
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} |