diff --git a/README.md b/README.md index 8a9438b..a4a0c63 100644 --- a/README.md +++ b/README.md @@ -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 | diff --git a/ml_amt/MotionTweaker.cs b/ml_amt/MotionTweaker.cs index 2c48ae2..3e59cf5 100644 --- a/ml_amt/MotionTweaker.cs +++ b/ml_amt/MotionTweaker.cs @@ -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); diff --git a/ml_amt/Properties/AssemblyInfo.cs b/ml_amt/Properties/AssemblyInfo.cs index eb375a6..4649714 100644 --- a/ml_amt/Properties/AssemblyInfo.cs +++ b/ml_amt/Properties/AssemblyInfo.cs @@ -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)] \ No newline at end of file diff --git a/ml_amt/README.md b/ml_amt/README.md index 90ccbed..0733e6f 100644 --- a/ml_amt/README.md +++ b/ml_amt/README.md @@ -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.