Independent movement scale and pose transitions

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SDraw 2022-09-16 21:39:43 +03:00
parent f364d6d2aa
commit 2c118f20ba
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4 changed files with 30 additions and 53 deletions

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@ -4,8 +4,8 @@ Merged set of MelonLoader mods for ChilloutVR.
| Full name | Short name | Latest version | Available in [CVRMA](https://github.com/knah/CVRMelonAssistant) | Current Status | Notes |
|-----------|------------|----------------|-----------------------------------------------------------------|----------------|-------|
| Avatar Change Info | ml_aci | 1.0.2 | Yes | Working |
| Avatar Motion Tweaker | ml_amt | 1.0.9 | On review | Working |
| Avatar Motion Tweaker | ml_amt | 1.1.0 | On review | Working |
| Desktop Reticle Switch | ml_drs | 1.0.0 | Yes | Working |
| Four Point Tracking | ml_fpt | 1.0.4 | Yes | Working |
| Four Point Tracking | ml_fpt | 1.0.5 | On review | Working |
| Leap Motion Extension | ml_lme | 1.1.8 | Yes | Working |
| Server Connection Info | ml_sci | 1.0.1 | Yes | Working |

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@ -42,6 +42,7 @@ namespace ml_amt
VRIK m_vrIk = null;
float m_locomotionWeight = 1f; // Original weight
float m_avatarScale = 1f; // Instantiated scale
bool m_avatarReady = false;
bool m_compatibleAvatar = false;
@ -77,8 +78,9 @@ namespace ml_amt
// Update upright
Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * PlayerSetup.Instance._avatar.transform.localScale.y, 0f, float.MaxValue);
m_upright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
float l_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f;
float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * l_avatarScale, 0f, float.MaxValue);
m_upright = Mathf.Clamp(((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
PoseState l_poseState = (m_upright <= m_proneLimit) ? PoseState.Proning : ((m_upright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
if((m_vrIk != null) && m_vrIk.enabled)
@ -92,43 +94,23 @@ namespace ml_amt
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
}
if(m_poseTransitions && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
if(m_adjustedMovement)
{
switch(l_poseState)
MovementSystem.Instance.ChangeCrouch(l_poseState == PoseState.Crouching);
MovementSystem.Instance.ChangeProne(l_poseState == PoseState.Proning);
if(!m_poseTransitions)
{
case PoseState.Standing:
{
if(m_adjustedMovement)
{
MovementSystem.Instance.ChangeCrouch(false); //
MovementSystem.Instance.ChangeProne(false); // Affects movement speed
}
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); //
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Force to stop transitioning to standing locomotion while moving
}
break;
case PoseState.Crouching:
{
if(m_adjustedMovement)
MovementSystem.Instance.ChangeCrouch(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
break;
case PoseState.Proning:
{
if(m_adjustedMovement)
MovementSystem.Instance.ChangeProne(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", true);
}
break;
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
if(m_poseTransitions)
{
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (l_poseState == PoseState.Crouching) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (l_poseState == PoseState.Proning) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
}
}
m_poseState = l_poseState;
@ -174,15 +156,16 @@ namespace ml_amt
public void OnAvatarClear()
{
m_vrIk = null;
m_avatarReady = false;
m_compatibleAvatar = false;
m_vrIk = null;
m_poseState = PoseState.Standing;
m_parameters.Clear();
m_customCrouchLimit = false;
m_customProneLimit = false;
m_customLocomotionOffset = false;
m_locomotionOffset = Vector3.zero;
m_avatarScale = 1f;
m_parameters.Clear();
}
public void OnSetupAvatarGeneral()
@ -215,6 +198,7 @@ namespace ml_amt
}
m_compatibleAvatar = m_parameters.Exists(p => p.m_name.Contains("Upright"));
m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
m_customCrouchLimit = (l_customTransform != null);
@ -278,13 +262,8 @@ namespace ml_amt
{
m_poseTransitions = p_state;
if(!m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
if(!m_poseTransitions && m_avatarReady && PlayerSetup.Instance._inVr)
{
if(m_adjustedMovement)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);
}
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
@ -293,7 +272,7 @@ namespace ml_amt
{
m_adjustedMovement = p_state;
if(!m_adjustedMovement && m_poseTransitions && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
if(!m_adjustedMovement && m_avatarReady && PlayerSetup.Instance._inVr)
{
MovementSystem.Instance.ChangeCrouch(false);
MovementSystem.Instance.ChangeProne(false);

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@ -1,10 +1,10 @@
using System.Reflection;
[assembly: AssemblyTitle("AvatarMotionTweaker")]
[assembly: AssemblyVersion("1.0.9")]
[assembly: AssemblyFileVersion("1.0.9")]
[assembly: AssemblyVersion("1.1.0")]
[assembly: AssemblyFileVersion("1.1.0")]
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.0.9", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.1.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]

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@ -20,19 +20,17 @@ Available mod's settings in `Settings - Implementation - Avatar Motion Tweaker`:
* **Pose transitions:** allows regular avatars animator to transit in crouch/prone states; default value - `true`.
* Note: Avatar is considered as regular if its AAS animator doesn't have `Upright` parameter.
* **Adjusted pose movement speed:** scales movement speed upon crouching/proning; default value - `true`.
* Note: Requires enabled `Pose transitions` option.
Available additional parameters for AAS animator:
* **`Upright`:** defines linear coefficient between current viewpoint height and avatar's viewpoint height; float, range - [0.0, 1.0].
* Note: Can be set as local-only (not synced) if starts with `#` character.
* Note: Defining this parameter in AAS animator will consider avatar as compatible with mod.
* Note: Can't be used for transitions between poses in desktop mode. In desktop mode its value is driven by avatar animations. Use `CVR Parameter Stream` for detecting desktop/VR modes and change AAS animator transitions accordingly.
* **`GroundedRaw`:** defines instant grounding state of player instead of delayed default parameter `Grounded`.
* Note: Can be set as local-only (not synced) if starts with `#` character.
Additional avatars tweaks:
* If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion center.
* If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion mass center.
# Notes
* Usage of `Upright` parameter for transition between poses (standing/crouching/proning) in desktop mode is useless, because in this case your animations are updating value of `Upright` parameter, not the other way around.
* **Adjusted pose movement speed** option isn't applied to compatible avatars, in progress.
* Please, keep your avatars' root object at identity scale. Thank you.