Minor code improvements

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SDraw 2024-09-25 01:52:36 +03:00
parent a2f9c1303e
commit 45557943c4
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GPG key ID: BB95B4DAB2BB8BB5
35 changed files with 557 additions and 835 deletions

View file

@ -8,7 +8,9 @@ namespace ml_amt
{
public enum ParameterType
{
Moving
Moving,
MovementSpeed,
Velocity
}
readonly ParameterType m_type;
@ -44,6 +46,14 @@ namespace ml_amt
case ParameterType.Moving:
SetBoolean(p_tweaker.IsMoving());
break;
case ParameterType.MovementSpeed:
SetFloat(p_tweaker.GetMovementSpeed());
break;
case ParameterType.Velocity:
SetFloat(p_tweaker.GetVelocity());
break;
}
}

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@ -1,33 +1,33 @@
using ABI_RC.Core.Player;
using System.Collections;
using System.Collections;
using UnityEngine;
namespace ml_amt
{
public class AvatarMotionTweaker : MelonLoader.MelonMod
{
MotionTweaker m_localTweaker = null;
MotionTweaker m_tweaker = null;
public override void OnInitializeMelon()
{
Settings.Init();
GameEvents.Init(HarmonyInstance);
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
MelonLoader.MelonCoroutines.Start(WaitForRootLogic());
}
IEnumerator WaitForLocalPlayer()
IEnumerator WaitForRootLogic()
{
while(PlayerSetup.Instance == null)
while(ABI_RC.Core.RootLogic.Instance == null)
yield return null;
m_localTweaker = PlayerSetup.Instance.gameObject.AddComponent<MotionTweaker>();
m_tweaker = new GameObject("[AvatarMotionTweaker]").AddComponent<MotionTweaker>();
}
public override void OnDeinitializeMelon()
{
if(m_localTweaker != null)
UnityEngine.Object.Destroy(m_localTweaker);
m_localTweaker = null;
if(m_tweaker != null)
Object.Destroy(m_tweaker.gameObject);
m_tweaker = null;
}
}
}

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@ -1,4 +1,5 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.Util.AnimatorManager;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.Movement;
using RootMotion.FinalIK;
@ -19,24 +20,13 @@ namespace ml_amt
public bool m_bendNormalRight;
}
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
static readonly int ms_emoteHash = Animator.StringToHash("Emote");
IKState m_ikState;
VRIK m_vrIk = null;
int m_locomotionLayer = 0;
float m_avatarScale = 1f;
Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
bool m_avatarReady = false;
bool m_grounded = false;
bool m_moving = false;
bool m_locomotionOverride = false;
bool m_emoteActive = false;
Vector3 m_massCenter = Vector3.zero;
Transform m_ikLimits = null;
readonly List<AvatarParameter> m_parameters = null;
@ -49,6 +39,8 @@ namespace ml_amt
// Unity events
void Start()
{
DontDestroyOnLoad(this);
OnCrouchLimitChanged(Settings.CrouchLimit);
OnProneLimitChanged(Settings.ProneLimit);
@ -82,18 +74,8 @@ namespace ml_amt
{
if(m_avatarReady)
{
m_grounded = BetterBetterCharacterController.Instance.IsGrounded();
m_moving = BetterBetterCharacterController.Instance.IsMoving();
UpdateIKLimits();
m_emoteActive = false;
if(Settings.DetectEmotes && (m_locomotionLayer >= 0))
{
AnimatorStateInfo l_animState = PlayerSetup.Instance._animator.GetCurrentAnimatorStateInfo(m_locomotionLayer);
m_emoteActive = (l_animState.tagHash == ms_emoteHash);
}
foreach(AvatarParameter l_param in m_parameters)
l_param.Update(this);
}
@ -103,14 +85,9 @@ namespace ml_amt
void OnAvatarClear()
{
m_vrIk = null;
m_locomotionLayer = -1;
m_grounded = false;
m_avatarReady = false;
m_avatarScale = 1f;
m_locomotionOffset = Vector3.zero;
m_emoteActive = false;
m_moving = false;
m_locomotionOverride = false;
m_massCenter = Vector3.zero;
m_ikLimits = null;
m_parameters.Clear();
@ -124,11 +101,12 @@ namespace ml_amt
Utils.SetAvatarTPose();
m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
m_avatarScale = Mathf.Abs(PlayerSetup.Instance._avatar.transform.localScale.y);
// Parse animator parameters
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Moving, PlayerSetup.Instance.animatorManager));
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.MovementSpeed, PlayerSetup.Instance.animatorManager));
m_parameters.Add(new AvatarParameter(AvatarParameter.ParameterType.Velocity, PlayerSetup.Instance.animatorManager));
m_parameters.RemoveAll(p => !p.IsValid());
// Avatar custom IK limits
@ -153,8 +131,8 @@ namespace ml_amt
if((l_foot != null) && (l_toe != null))
{
Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()).GetPosition();
Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()).GetPosition();
m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
}
}
@ -192,44 +170,32 @@ namespace ml_amt
// IK events
void OnIKPreSolverUpdate()
{
bool l_locomotionOverride = false;
m_ikState.m_weight = m_vrIk.solver.IKPositionWeight;
m_ikState.m_locomotionWeight = m_vrIk.solver.locomotion.weight;
m_ikState.m_plantFeet = m_vrIk.solver.plantFeet;
m_ikState.m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
m_ikState.m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
if(Settings.DetectEmotes && m_emoteActive)
m_vrIk.solver.IKPositionWeight = 0f;
if(!BodySystem.isCalibratedAsFullBody)
{
if(BetterBetterCharacterController.Instance.AvatarUpright <= BetterBetterCharacterController.Instance.avatarCrouchLimit)
{
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(Settings.IKOverrideFly && BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
if(Settings.IKOverrideJump && !m_grounded && !BetterBetterCharacterController.Instance.IsFlying())
if(Settings.IKOverrideJump && !BetterBetterCharacterController.Instance.IsGrounded() && !BetterBetterCharacterController.Instance.IsFlying())
{
m_vrIk.solver.locomotion.weight = 0f;
m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
l_locomotionOverride = true;
}
}
if(m_locomotionOverride && !l_locomotionOverride)
m_vrIk.solver.Reset();
m_locomotionOverride = l_locomotionOverride;
}
void OnIKPostSolverUpdate()
@ -275,6 +241,12 @@ namespace ml_amt
}
// Parameters access
public bool IsMoving() => m_moving;
public bool IsMoving() => BetterBetterCharacterController.Instance.IsMoving();
public float GetMovementSpeed()
{
AvatarAnimatorManager l_animatorManager = PlayerSetup.Instance.animatorManager;
return Mathf.Sqrt(l_animatorManager.MovementX * l_animatorManager.MovementX + l_animatorManager.MovementY * l_animatorManager.MovementY);
}
public float GetVelocity() => BetterBetterCharacterController.Instance.velocity.magnitude;
}
}

View file

@ -1,4 +1,4 @@
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.4.1", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.4.2", "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)]

View file

@ -6,7 +6,7 @@ This mod adds features for AAS animator and avatar locomotion behaviour.
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_amt.dll` in `Mods` folder of game
* Put `AvatarMotionTweaker.dll` in `Mods` folder of game
# Usage
Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
@ -14,20 +14,15 @@ Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
* **Prone limit:** defines prone limit; default value - `40`.
* **IK override while flying:** disables legs locomotion/autostep in fly mode; default value - `true`.
* **IK override while jumping:** disables legs locomotion/autostep in jump; default value - `true`.
* **Detect animations emote tag:** disables avatar's IK entirely if current animator state has `Emote` tag; default value - `true`.
* Note: Created as example for [propoused game feature](https://feedback.abinteractive.net/p/disabling-vr-ik-for-emotes-via-animator-state-tag-7b80d963-053a-41c0-86ac-e3d53c61c1e2).
* **Adjusted locomotion mass center:** automatically changes IK locomotion center if avatar has toe bones; default value - `true`.
* Note: Compatible with [DesktopVRIK](https://github.com/NotAKidOnSteam/DesktopVRIK) and [FuckToes](https://github.com/NotAKidOnSteam/FuckToes).
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: Shouldn'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`; boolean.
* Note: Can be set as local-only (not synced) if starts with `#` character.
* **`Moving`:** defines movement state of player; boolean.
* Note: Can be set as local-only (not synced) if starts with `#` character.
* **`MovementSpeed`:** length of vector made of default `MovementX` and `MovementY` parameters
* **`Velocity`:** current player's movement velocity in space
Parameters can be set as local-only (not synced) if start with `#` character.
Additional mod's behaviour:
* Overrides and fixes IK behaviour in 4PT mode (head, hands and hips).
* Avatars can have controlled IK crouch and prone limits. For that create `[IKLimits]` GameObject parented to avatar's root. Its local X and Y positions will be used as crouch and prone limits respectively and can be changed via animations. Values should be in range of [0;1].

View file

@ -20,7 +20,6 @@ namespace ml_amt
ProneLimit,
IKOverrideFly,
IKOverrideJump,
DetectEmotes,
MassCenter
};
@ -28,7 +27,6 @@ namespace ml_amt
public static float ProneLimit { get; private set; } = 0.4f;
public static bool IKOverrideFly { get; private set; } = true;
public static bool IKOverrideJump { get; private set; } = true;
public static bool DetectEmotes { get; private set; } = true;
public static bool MassCenter { get; private set; } = true;
static MelonLoader.MelonPreferences_Category ms_category = null;
@ -51,7 +49,6 @@ namespace ml_amt
ms_category.CreateEntry(ModSetting.ProneLimit.ToString(), (int)(ProneLimit * 100f)),
ms_category.CreateEntry(ModSetting.IKOverrideFly.ToString(), IKOverrideFly),
ms_category.CreateEntry(ModSetting.IKOverrideJump.ToString(), IKOverrideJump),
ms_category.CreateEntry(ModSetting.DetectEmotes.ToString(), DetectEmotes),
ms_category.CreateEntry(ModSetting.MassCenter.ToString(), MassCenter)
};
@ -59,7 +56,6 @@ namespace ml_amt
ProneLimit = ((int)ms_entries[(int)ModSetting.ProneLimit].BoxedValue) * 0.01f;
IKOverrideFly = (bool)ms_entries[(int)ModSetting.IKOverrideFly].BoxedValue;
IKOverrideJump = (bool)ms_entries[(int)ModSetting.IKOverrideJump].BoxedValue;
DetectEmotes = (bool)ms_entries[(int)ModSetting.DetectEmotes].BoxedValue;
MassCenter = (bool)ms_entries[(int)ModSetting.MassCenter].BoxedValue;
MelonLoader.MelonCoroutines.Start(WaitMainMenuUi());
@ -142,13 +138,6 @@ namespace ml_amt
}
break;
case ModSetting.DetectEmotes:
{
DetectEmotes = l_value;
OnDetectEmotesChanged.Invoke(DetectEmotes);
}
break;
case ModSetting.MassCenter:
{
MassCenter = l_value;

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@ -3,12 +3,12 @@
<PropertyGroup>
<TargetFramework>netstandard2.1</TargetFramework>
<Authors>SDraw</Authors>
<Company>None</Company>
<Company>SDraw</Company>
<Product>AvatarMotionTweaker</Product>
<PackageId>AvatarMotionTweaker</PackageId>
<Version>1.4.1</Version>
<Version>1.4.2</Version>
<Platforms>x64</Platforms>
<AssemblyName>ml_amt</AssemblyName>
<AssemblyName>AvatarMotionTweaker</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">

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@ -109,23 +109,25 @@ namespace ml_bft
Utils.SetAvatarTPose();
InputHandler.Instance.Rebind(PlayerSetup.Instance.transform.rotation);
// Try to "fix" rotations of fingers
foreach(var l_tuple in ms_rotationFixChains)
if(Settings.FixFingers)
{
ReorientateTowards(
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item1),
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item2),
InputHandler.Instance.GetSourceForBone(l_tuple.Item1, l_tuple.Item3),
InputHandler.Instance.GetSourceForBone(l_tuple.Item2, l_tuple.Item3),
PlaneType.OXZ
);
ReorientateTowards(
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item1),
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item2),
InputHandler.Instance.GetSourceForBone(l_tuple.Item1, l_tuple.Item3),
InputHandler.Instance.GetSourceForBone(l_tuple.Item2, l_tuple.Item3),
PlaneType.OYX
);
foreach(var l_tuple in ms_rotationFixChains)
{
ReorientateTowards(
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item1),
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item2),
InputHandler.Instance.GetSourceForBone(l_tuple.Item1, l_tuple.Item3),
InputHandler.Instance.GetSourceForBone(l_tuple.Item2, l_tuple.Item3),
PlaneType.OXZ
);
ReorientateTowards(
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item1),
PlayerSetup.Instance._animator.GetBoneTransform(l_tuple.Item2),
InputHandler.Instance.GetSourceForBone(l_tuple.Item1, l_tuple.Item3),
InputHandler.Instance.GetSourceForBone(l_tuple.Item2, l_tuple.Item3),
PlaneType.OYX
);
}
}
// Bind hands

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@ -1,59 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
namespace ml_bft
{
class HandHandler
{
protected bool m_left = false;
protected List<Transform> m_bones = null;
protected List<Quaternion> m_localRotations = null;
protected Transform m_prefabRoot = null;
protected List<Renderer> m_renderers = null;
protected HandHandler(bool p_left)
{
m_left = p_left;
m_bones = new List<Transform>();
m_localRotations = new List<Quaternion>();
m_renderers = new List<Renderer>();
Settings.OnShowHandsChanged.AddListener(this.OnShowHandsChanged);
}
public virtual void Cleanup()
{
if(m_prefabRoot != null)
Object.Destroy(m_prefabRoot.gameObject);
m_prefabRoot = null;
m_bones.Clear();
m_localRotations.Clear();
m_renderers.Clear();
Settings.OnShowHandsChanged.RemoveListener(this.OnShowHandsChanged);
}
public virtual void Update()
{
}
public virtual Transform GetSourceForBone(HumanBodyBones p_bone)
{
return default;
}
public virtual void Rebind(Quaternion p_base)
{
}
protected void OnShowHandsChanged(bool p_state)
{
foreach(var l_render in m_renderers)
{
if(l_render != null)
l_render.enabled = p_state;
}
}
}
}

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@ -1,17 +1,29 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
namespace ml_bft
{
class HandHandlerVR : HandHandler
class HandHandlerVR
{
// 31 bones in each hand, get index at Valve.VR.SteamVR_Skeleton_JointIndexes or SteamVR_Skeleton_JointIndexEnum
const int c_fingerBonesCount = (int)SteamVR_Skeleton_JointIndexEnum.pinkyAux + 1;
bool m_left = false;
readonly List<Transform> m_bones = null;
readonly List<Quaternion> m_localRotations = null;
Transform m_prefabRoot = null;
readonly List<Renderer> m_renderers = null;
SteamVR_Action_Skeleton m_skeletonAction;
public HandHandlerVR(Transform p_root, bool p_left) : base(p_left)
public HandHandlerVR(Transform p_root, bool p_left)
{
m_left = p_left;
m_bones = new List<Transform>();
m_localRotations = new List<Quaternion>();
m_renderers = new List<Renderer>();
for(int i = 0; i < c_fingerBonesCount; i++)
{
m_bones.Add(null);
@ -75,22 +87,30 @@ namespace ml_bft
m_skeletonAction = SteamVR_Input.GetAction<SteamVR_Action_Skeleton>(p_left ? "SkeletonLeftHand" : "SkeletonRightHand");
base.OnShowHandsChanged(Settings.ShowHands);
OnShowHandsChanged(Settings.ShowHands);
OnMotionRangeChanged(Settings.MotionRange);
Settings.OnShowHandsChanged.AddListener(this.OnShowHandsChanged);
Settings.OnMotionRangeChanged.AddListener(this.OnMotionRangeChanged);
}
public override void Cleanup()
public void Cleanup()
{
base.Cleanup();
if(m_prefabRoot != null)
Object.Destroy(m_prefabRoot.gameObject);
m_prefabRoot = null;
m_bones.Clear();
m_localRotations.Clear();
m_renderers.Clear();
m_skeletonAction = null;
Settings.OnShowHandsChanged.RemoveListener(this.OnShowHandsChanged);
Settings.OnMotionRangeChanged.RemoveListener(this.OnMotionRangeChanged);
}
public override void Update()
public void Update()
{
if(m_skeletonAction != null)
{
@ -107,7 +127,7 @@ namespace ml_bft
}
}
public override Transform GetSourceForBone(HumanBodyBones p_bone)
public Transform GetSourceForBone(HumanBodyBones p_bone)
{
Transform l_result = null;
switch(p_bone)
@ -221,7 +241,7 @@ namespace ml_bft
return l_result;
}
public override void Rebind(Quaternion p_base)
public void Rebind(Quaternion p_base)
{
for(int i = 0; i < c_fingerBonesCount; i++)
{
@ -233,6 +253,16 @@ namespace ml_bft
m_bones[(int)SteamVR_Skeleton_JointIndexEnum.root].rotation = p_base * (m_left ? Quaternion.Euler(0f, -90f, -90f) : Quaternion.Euler(0f, 90f, 90f));
}
// Settings
void OnShowHandsChanged(bool p_state)
{
foreach(var l_render in m_renderers)
{
if(l_render != null)
l_render.enabled = p_state;
}
}
void OnMotionRangeChanged(Settings.MotionRangeType p_mode)
{
switch(p_mode)

View file

@ -1,229 +0,0 @@
using UnityEngine;
using UnityEngine.XR.OpenXR;
using UnityEngine.XR.Hands;
using UnityEngine.XR;
namespace ml_bft
{
class HandHandlerXR : HandHandler
{
// 26 bones, get in XRHandJointID enum
const int c_fingerBonesCount = (int)XRHandJointID.EndMarker - 1;
public HandHandlerXR(Transform p_root, bool p_left) : base(p_left)
{
for(int i = 0; i < c_fingerBonesCount; i++)
{
m_bones.Add(null);
m_localRotations.Add(Quaternion.identity);
}
m_prefabRoot = AssetsHandler.GetAsset(string.Format("Assets/OpenXR/Models/{0}Hand_IK.prefab", m_left ? "Left" : "Right")).transform;
m_prefabRoot.name = "[FingersTracking_XR]";
m_prefabRoot.parent = p_root;
m_prefabRoot.localPosition = Vector3.zero;
m_prefabRoot.localRotation = Quaternion.identity;
m_prefabRoot.GetComponentsInChildren(true, m_renderers);
// Ah yes, the stupid code
char l_side = (m_left ? 'L' : 'R');
m_bones[(int)XRHandJointID.Wrist - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist", l_side));
m_bones[(int)XRHandJointID.Palm - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_Palm", l_side));
m_bones[(int)XRHandJointID.ThumbMetacarpal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_ThumbMetacarpal", l_side));
m_bones[(int)XRHandJointID.ThumbProximal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_ThumbMetacarpal/{0}_Wrist/{0}_ThumbProximal", l_side));
m_bones[(int)XRHandJointID.ThumbDistal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_ThumbMetacarpal/{0}_Wrist/{0}_ThumbProximal/{0}_ThumbDistal", l_side));
m_bones[(int)XRHandJointID.ThumbTip - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_ThumbMetacarpal/{0}_Wrist/{0}_ThumbProximal/{0}_ThumbDistal/{0}_ThumbTip", l_side));
m_bones[(int)XRHandJointID.IndexMetacarpal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_IndexMetacarpal", l_side));
m_bones[(int)XRHandJointID.IndexProximal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_IndexMetacarpal/{0}_IndexProximal", l_side));
m_bones[(int)XRHandJointID.IndexIntermediate - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_IndexMetacarpal/{0}_IndexProximal/{0}_IndexIntermediate", l_side));
m_bones[(int)XRHandJointID.IndexDistal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_IndexMetacarpal/{0}_IndexProximal/{0}_IndexIntermediate/{0}_IndexDistal", l_side));
m_bones[(int)XRHandJointID.IndexTip - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_IndexMetacarpal/{0}_IndexProximal/{0}_IndexIntermediate/{0}_IndexDistal/{0}_IndexTip", l_side));
m_bones[(int)XRHandJointID.MiddleMetacarpal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_MiddleMetacarpal", l_side));
m_bones[(int)XRHandJointID.MiddleProximal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_MiddleMetacarpal/{0}_MiddleProximal", l_side));
m_bones[(int)XRHandJointID.MiddleIntermediate - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_MiddleMetacarpal/{0}_MiddleProximal/{0}_MiddleIntermediate", l_side));
m_bones[(int)XRHandJointID.MiddleDistal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_MiddleMetacarpal/{0}_MiddleProximal/{0}_MiddleIntermediate/{0}_MiddleDistal", l_side));
m_bones[(int)XRHandJointID.MiddleTip - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_MiddleMetacarpal/{0}_MiddleProximal/{0}_MiddleIntermediate/{0}_MiddleDistal/{0}_MiddleTip", l_side));
m_bones[(int)XRHandJointID.RingMetacarpal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_RingMetacarpal", l_side));
m_bones[(int)XRHandJointID.RingProximal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_RingMetacarpal/{0}_RingProximal", l_side));
m_bones[(int)XRHandJointID.RingIntermediate - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_RingMetacarpal/{0}_RingProximal/{0}_RingIntermediate", l_side));
m_bones[(int)XRHandJointID.RingDistal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_RingMetacarpal/{0}_RingProximal/{0}_RingIntermediate/{0}_RingDistal", l_side));
m_bones[(int)XRHandJointID.RingTip - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_RingMetacarpal/{0}_RingProximal/{0}_RingIntermediate/{0}_RingDistal/{0}_RingTip", l_side));
m_bones[(int)XRHandJointID.LittleMetacarpal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_LittleMetacarpal", l_side));
m_bones[(int)XRHandJointID.LittleProximal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_LittleMetacarpal/{0}_LittleProximal", l_side));
m_bones[(int)XRHandJointID.LittleIntermediate - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_LittleMetacarpal/{0}_LittleProximal/{0}_LittleIntermediate", l_side));
m_bones[(int)XRHandJointID.LittleDistal - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_LittleMetacarpal/{0}_LittleProximal/{0}_LittleIntermediate/{0}_LittleDistal", l_side));
m_bones[(int)XRHandJointID.LittleTip - 1] = m_prefabRoot.Find(string.Format("{0}_Wrist/{0}_LittleMetacarpal/{0}_LittleProximal/{0}_LittleIntermediate/{0}_LittleDistal/{0}_LittleTip", l_side));
for(int i = 0; i < c_fingerBonesCount; i++)
{
if(m_bones[i] != null)
m_localRotations[i] = m_bones[i].localRotation;
}
base.OnShowHandsChanged(Settings.ShowHands);
}
public override Transform GetSourceForBone(HumanBodyBones p_bone)
{
Transform l_result = null;
if(m_left)
{
switch(p_bone)
{
case HumanBodyBones.LeftHand:
l_result = m_bones[(int)XRHandJointID.Wrist - 1];
break;
case HumanBodyBones.LeftThumbProximal:
l_result = m_bones[(int)XRHandJointID.ThumbMetacarpal - 1];
break;
case HumanBodyBones.LeftThumbIntermediate:
l_result = m_bones[(int)XRHandJointID.ThumbProximal - 1];
break;
case HumanBodyBones.LeftThumbDistal:
l_result = m_bones[(int)XRHandJointID.ThumbDistal - 1];
break;
case HumanBodyBones.LeftIndexProximal:
l_result = m_bones[(int)XRHandJointID.IndexProximal - 1];
break;
case HumanBodyBones.LeftIndexIntermediate:
l_result = m_bones[(int)XRHandJointID.IndexIntermediate - 1];
break;
case HumanBodyBones.LeftIndexDistal:
l_result = m_bones[(int)XRHandJointID.IndexDistal - 1];
break;
case HumanBodyBones.LeftMiddleProximal:
l_result = m_bones[(int)XRHandJointID.MiddleProximal - 1];
break;
case HumanBodyBones.LeftMiddleIntermediate:
l_result = m_bones[(int)XRHandJointID.MiddleIntermediate - 1];
break;
case HumanBodyBones.LeftMiddleDistal:
l_result = m_bones[(int)XRHandJointID.MiddleDistal - 1];
break;
case HumanBodyBones.LeftRingProximal:
l_result = m_bones[(int)XRHandJointID.RingProximal - 1];
break;
case HumanBodyBones.LeftRingIntermediate:
l_result = m_bones[(int)XRHandJointID.RingIntermediate - 1];
break;
case HumanBodyBones.LeftRingDistal:
l_result = m_bones[(int)XRHandJointID.RingDistal - 1];
break;
case HumanBodyBones.LeftLittleProximal:
l_result = m_bones[(int)XRHandJointID.LittleProximal - 1];
break;
case HumanBodyBones.LeftLittleIntermediate:
l_result = m_bones[(int)XRHandJointID.LittleIntermediate - 1];
break;
case HumanBodyBones.LeftLittleDistal:
l_result = m_bones[(int)XRHandJointID.LittleDistal - 1];
break;
}
}
else
{
switch(p_bone)
{
case HumanBodyBones.RightHand:
l_result = m_bones[(int)XRHandJointID.Wrist - 1];
break;
case HumanBodyBones.RightThumbProximal:
l_result = m_bones[(int)XRHandJointID.ThumbMetacarpal - 1];
break;
case HumanBodyBones.RightThumbIntermediate:
l_result = m_bones[(int)XRHandJointID.ThumbProximal - 1];
break;
case HumanBodyBones.RightThumbDistal:
l_result = m_bones[(int)XRHandJointID.ThumbDistal - 1];
break;
case HumanBodyBones.RightIndexProximal:
l_result = m_bones[(int)XRHandJointID.IndexProximal - 1];
break;
case HumanBodyBones.RightIndexIntermediate:
l_result = m_bones[(int)XRHandJointID.IndexIntermediate - 1];
break;
case HumanBodyBones.RightIndexDistal:
l_result = m_bones[(int)XRHandJointID.IndexDistal - 1];
break;
case HumanBodyBones.RightMiddleProximal:
l_result = m_bones[(int)XRHandJointID.MiddleProximal - 1];
break;
case HumanBodyBones.RightMiddleIntermediate:
l_result = m_bones[(int)XRHandJointID.MiddleIntermediate - 1];
break;
case HumanBodyBones.RightMiddleDistal:
l_result = m_bones[(int)XRHandJointID.MiddleDistal - 1];
break;
case HumanBodyBones.RightRingProximal:
l_result = m_bones[(int)XRHandJointID.RingProximal - 1];
break;
case HumanBodyBones.RightRingIntermediate:
l_result = m_bones[(int)XRHandJointID.RingIntermediate - 1];
break;
case HumanBodyBones.RightRingDistal:
l_result = m_bones[(int)XRHandJointID.RingDistal - 1];
break;
case HumanBodyBones.RightLittleProximal:
l_result = m_bones[(int)XRHandJointID.LittleProximal - 1];
break;
case HumanBodyBones.RightLittleIntermediate:
l_result = m_bones[(int)XRHandJointID.LittleIntermediate - 1];
break;
case HumanBodyBones.RightLittleDistal:
l_result = m_bones[(int)XRHandJointID.LittleDistal - 1];
break;
}
}
return l_result;
}
public override void Update()
{
var l_tracking = OpenXRSettings.Instance.GetFeature<HandTrackingFeature>();
var l_device = InputDevices.GetDeviceAtXRNode(m_left ? XRNode.LeftHand : XRNode.RightHand);
if((l_device != null) && l_device.TryGetFeatureValue(CommonUsages.deviceRotation, out Quaternion l_deviceRot) && (l_tracking != null))
{
Quaternion l_handInv = Quaternion.Inverse(l_deviceRot);
l_tracking.GetHandJoints(m_left ? HandTrackingFeature.Hand_Index.L : HandTrackingFeature.Hand_Index.R, out var l_positions, out var l_rotations, out _);
if(l_positions.Length >= c_fingerBonesCount)
{
// Joints rotations are in global space, locations are in ... space??? ... wth is wrong with OpenXR?
Quaternion l_prefabRot = m_prefabRoot.rotation;
for(int i = 0; i < c_fingerBonesCount; i++)
{
if(m_bones[i] != null)
{
//m_bones[i].localPosition = l_positions[i];
m_bones[i].rotation = l_prefabRot * (l_handInv * l_rotations[i]);
}
}
}
}
}
public override void Rebind(Quaternion p_base)
{
for(int i = 0; i < c_fingerBonesCount; i++)
{
if(m_bones[i] != null)
m_bones[i].localRotation = m_localRotations[i];
}
if(m_bones[(int)XRHandJointID.Wrist - 1] != null)
m_bones[(int)XRHandJointID.Wrist - 1].rotation = p_base * (m_left ? Quaternion.Euler(0f, -90f, 0f) : Quaternion.Euler(0f, 90f, 0f));
}
}
}

View file

@ -12,8 +12,8 @@ namespace ml_bft
bool m_active = false;
HandHandler m_leftHandHandler = null;
HandHandler m_rightHandHandler = null;
HandHandlerVR m_leftHandHandler = null;
HandHandlerVR m_rightHandHandler = null;
internal InputHandler()
{

View file

@ -1,4 +1,4 @@
[assembly: MelonLoader.MelonInfo(typeof(ml_bft.BetterFingersTracking), "BetterFingersTracking", "1.0.4", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_bft.BetterFingersTracking), "BetterFingersTracking", "1.0.5", "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)]

View file

@ -4,7 +4,7 @@ Mod that overhauls behaviour of fingers tracking.
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_bft.dll` in `Mods` folder of game
* Put `BetterFingersTracking.dll` in `Mods` folder of game
# Usage
Available mod's settings in `Settings - Input & Key-Bindings - Better Fingers Tracking`:
@ -13,6 +13,7 @@ Available mod's settings in `Settings - Input & Key-Bindings - Better Fingers Tr
* **Filter humanoid limits:** Limits fingers rotations to be valid for Unity's Mechanim; `true` by default
* Note: Enabling this option ensures that visual representation of your fingers will be same for you and remote players, but it cancels out additional finger segments rotations that can be better visually in most cases.
* **Show hands model:** shows transparent hands model (mostly as debug option); `false` by default
* **Change fingers direction at bind:** tries to allign avatar's fingers for more accurate poses
# Notes
* Currently supports only SteamVR environment, OpenXR support is planned.

View file

@ -24,13 +24,15 @@ namespace ml_bft
SkeletalInput = 0,
MotionRange,
ShowHands,
MechanimFilter
MechanimFilter,
FixFingers
}
public static bool SkeletalInput { get; private set; } = false;
public static MotionRangeType MotionRange { get; private set; } = MotionRangeType.WithController;
public static bool ShowHands { get; private set; } = false;
public static bool MechanimFilter { get; private set; } = true;
public static bool FixFingers { get; private set; } = true;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
@ -39,6 +41,7 @@ namespace ml_bft
public static readonly SettingEvent<MotionRangeType> OnMotionRangeChanged = new SettingEvent<MotionRangeType>();
public static readonly SettingEvent<bool> OnShowHandsChanged = new SettingEvent<bool>();
public static readonly SettingEvent<bool> OnMechanimFilterChanged = new SettingEvent<bool>();
public static readonly SettingEvent<bool> OnFixFingersChanged = new SettingEvent<bool>();
internal static void Init()
{
@ -49,12 +52,14 @@ namespace ml_bft
ms_category.CreateEntry(ModSetting.SkeletalInput.ToString(), SkeletalInput),
ms_category.CreateEntry(ModSetting.MotionRange.ToString(), (int)MotionRange),
ms_category.CreateEntry(ModSetting.ShowHands.ToString(), ShowHands),
ms_category.CreateEntry(ModSetting.MechanimFilter.ToString(), MechanimFilter)
ms_category.CreateEntry(ModSetting.MechanimFilter.ToString(), MechanimFilter),
ms_category.CreateEntry(ModSetting.FixFingers.ToString(), FixFingers)
};
SkeletalInput = (bool)ms_entries[(int)ModSetting.SkeletalInput].BoxedValue;
MotionRange = (MotionRangeType)(int)ms_entries[(int)ModSetting.MotionRange].BoxedValue;
ShowHands = (bool)ms_entries[(int)ModSetting.ShowHands].BoxedValue;
FixFingers = (bool)ms_entries[(int)ModSetting.FixFingers].BoxedValue;
MelonLoader.MelonCoroutines.Start(WaitMainMenuUi());
}
@ -110,6 +115,13 @@ namespace ml_bft
OnMechanimFilterChanged.Invoke(MechanimFilter);
}
break;
case ModSetting.FixFingers:
{
FixFingers = l_value;
OnFixFingersChanged.Invoke(FixFingers);
}
break;
}
ms_entries[(int)l_setting].BoxedValue = l_value;

View file

@ -5,9 +5,10 @@
<Platforms>x64</Platforms>
<PackageId>BetterFingersTracking</PackageId>
<Authors>SDraw</Authors>
<Company>None</Company>
<Company>SDraw</Company>
<Product>BetterFingersTracking</Product>
<Version>1.0.4</Version>
<Version>1.0.5</Version>
<AssemblyName>BetterFingersTracking</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@ -18,7 +19,6 @@
<ItemGroup>
<EmbeddedResource Include="resources\mod_menu.js" />
<EmbeddedResource Include="resources\ovr_fingers.asset" />
<EmbeddedResource Include="resources\oxr_fingers.asset" />
</ItemGroup>
<ItemGroup>

View file

@ -20,6 +20,13 @@
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Change fingers direction at bind: </div>
<div class ="option-input">
<div id="FixFingers" class ="inp_toggle no-scroll" data-current="true"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Filter humanoid limits: </div>
<div class ="option-input">

View file

@ -107,9 +107,9 @@ namespace ml_pin
bool ShouldNotifyInCurrentInstance()
{
bool l_isInPublic = (MetaPort.Instance.CurrentInstancePrivacy.Contains("Public") && Settings.NotifyInPublic);
bool l_isInFriends = (MetaPort.Instance.CurrentInstancePrivacy.Contains("Friends") && Settings.NotifyInFriends);
bool l_isInPrivate = (MetaPort.Instance.CurrentInstancePrivacy.Contains("invite") && Settings.NotifyInPrivate);
bool l_isInPublic = ((MetaPort.Instance.CurrentInstancePrivacyType == MetaPort.InstancePrivacy.Public) && Settings.NotifyInPublic);
bool l_isInFriends = (((MetaPort.Instance.CurrentInstancePrivacyType == MetaPort.InstancePrivacy.Friends) || (MetaPort.Instance.CurrentInstancePrivacyType == MetaPort.InstancePrivacy.FriendsOfFriends)) && Settings.NotifyInFriends);
bool l_isInPrivate = (((MetaPort.Instance.CurrentInstancePrivacyType == MetaPort.InstancePrivacy.EveryoneCanInvite) || (MetaPort.Instance.CurrentInstancePrivacyType == MetaPort.InstancePrivacy.OwnerMustInvite)) && Settings.NotifyInPrivate);
return (l_isInPublic || l_isInFriends || l_isInPrivate);
}
}

View file

@ -1,4 +1,4 @@
[assembly: MelonLoader.MelonInfo(typeof(ml_pin.PlayersInstanceNotifier), "PlayersInstanceNotifier", "1.0.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_pin.PlayersInstanceNotifier), "PlayersInstanceNotifier", "1.0.9", "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)]

View file

@ -5,7 +5,7 @@ This can be considered as attempt of [JoinNotifier](https://github.com/knah/VRCM
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_pin.dll` in `Mods` folder of game
* Put `PlayersInstanceNotifier.dll` in `Mods` folder of game
# Usage
Available mod's settings in `Settings - Audio - Players Instance Notifier`:

View file

@ -59,7 +59,7 @@ namespace ml_pin
((DownloadHandlerAudioClip)l_uwr.downloadHandler).streamAudio = true;
yield return l_uwr.SendWebRequest();
if(l_uwr.isNetworkError || l_uwr.isHttpError)
if((l_uwr.result == UnityWebRequest.Result.ConnectionError) || (l_uwr.result == UnityWebRequest.Result.ProtocolError))
{
MelonLoader.MelonLogger.Warning(l_uwr.error);
yield break;

View file

@ -7,7 +7,8 @@
<Authors>SDraw</Authors>
<Company>None</Company>
<Product>PlayersInstanceNotifier</Product>
<Version>1.0.8</Version>
<Version>1.0.9</Version>
<AssemblyName>PlayersInstanceNotifier</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">

View file

@ -8,36 +8,35 @@ namespace ml_prm
{
public class PlayerRagdollMod : MelonLoader.MelonMod
{
RagdollController m_localController = null;
RagdollController m_controller = null;
public override void OnInitializeMelon()
{
Settings.Init();
ModUi.Init();
GameEvents.Init(HarmonyInstance);
WorldHandler.Init();
RemoteGestureManager.Init();
WorldManager.Init();
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
MelonLoader.MelonCoroutines.Start(WaitForRootLogic());
MelonLoader.MelonCoroutines.Start(WaitForWhitelist());
}
public override void OnDeinitializeMelon()
{
WorldHandler.DeInit();
RemoteGestureManager.DeInit();
WorldManager.DeInit();
if(m_localController != null)
UnityEngine.Object.Destroy(m_localController);
m_localController = null;
if(m_controller != null)
UnityEngine.Object.Destroy(m_controller.gameObject);
m_controller = null;
}
System.Collections.IEnumerator WaitForLocalPlayer()
System.Collections.IEnumerator WaitForRootLogic()
{
while(PlayerSetup.Instance == null)
while(ABI_RC.Core.RootLogic.Instance == null)
yield return null;
m_localController = PlayerSetup.Instance.gameObject.AddComponent<RagdollController>();
m_controller = new UnityEngine.GameObject("[PlayerRagdollMod]").AddComponent<RagdollController>();
m_controller.gameObject.AddComponent<RemoteGesturesManager>();
}
System.Collections.IEnumerator WaitForWhitelist()

View file

@ -1,4 +1,4 @@
[assembly: MelonLoader.MelonInfo(typeof(ml_prm.PlayerRagdollMod), "PlayerRagdollMod", "1.1.9", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_prm.PlayerRagdollMod), "PlayerRagdollMod", "1.2.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
[assembly: MelonLoader.MelonPriority(2)]
[assembly: MelonLoader.MelonAdditionalDependencies("BTKUILib")]

View file

@ -4,7 +4,7 @@ This mod turns player's avatar into ragdoll puppet.
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_prm.dll` in `Mods` folder of game
* Put `PlayerRagdollMod.dll` in `Mods` folder of game
# Usage
* Press `R` to turn into ragdoll and back.
@ -73,6 +73,8 @@ You can use this mod's functions within your mod. To do this you need:
Available methods:
* ```bool IsRagdolled()```
* ```void SwitchRagdoll()```
* ```void Ragdoll()```
* ```void Unragdoll()```
# Notes
* If ragdoll state is enabled during emote, remote players see whole emote playing while local player sees ragdolling. It's tied to how game handles remote players, currently can be prevented with (choose one):

View file

@ -64,6 +64,8 @@ namespace ml_prm
m_rigidBody.mass = mass;
m_physicsInfluencer.volume = mass * 0.005f;
m_physicsInfluencer.enableLocalGravity = true;
this.gameObject.name = string.Format("{0} [NoGizmo]", this.gameObject.name);
}
if(collider != null)
@ -109,11 +111,11 @@ namespace ml_prm
void OnTriggerEnter(Collider p_col)
{
if(Settings.PointersReaction && (RagdollController.Instance != null))
if(Settings.PointersReaction && (RagdollController.Instance != null) && !RagdollController.Instance.IsRagdolled())
{
CVRPointer l_pointer = p_col.GetComponent<CVRPointer>();
if((l_pointer != null) && (l_pointer.type == c_ragdollPointerType) && l_pointer.enabled && !IsIgnored(l_pointer.transform) && !RagdollController.Instance.IsRagdolled())
RagdollController.Instance.SwitchRagdoll();
if((l_pointer != null) && (l_pointer.type == c_ragdollPointerType) && l_pointer.enabled && !IsIgnored(l_pointer.transform))
RagdollController.Instance.Ragdoll();
}
}

View file

@ -20,15 +20,17 @@ namespace ml_prm
public static RagdollController Instance { get; private set; } = null;
Transform m_avatarTransform = null;
Transform m_hips = null;
VRIK m_vrIK = null;
bool m_applyHipsPosition = false;
bool m_applyHipsRotation = false;
bool m_enabled = false;
bool m_ragdolled = false;
bool m_forcedSwitch = false;
Transform m_puppetRoot = null;
Transform m_puppet = null;
Transform m_puppetRoot = null;
BipedRagdollReferences m_puppetReferences;
readonly List<RagdollBodypartHandler> m_ragdollBodyHandlers = null;
readonly List<System.Tuple<Transform, Transform>> m_boneLinks = null;
@ -36,21 +38,17 @@ namespace ml_prm
bool m_avatarReady = false;
Coroutine m_initCoroutine = null;
Vector3 m_lastPosition = Vector3.zero;
Vector3 m_velocity = Vector3.zero;
Vector3 m_ragdollLastPos = Vector3.zero;
bool m_wasSwimming = false;
RagdollToggle m_avatarRagdollToggle = null; // Custom component available for editor
AvatarBoolParameter m_ragdolledParameter = null;
PhysicMaterial m_physicsMaterial = null;
bool m_inAir = false;
bool m_reachedGround = true;
float m_groundedTime = 0f;
float m_downTime = float.MinValue;
bool m_inAir = false;
internal RagdollController()
{
m_ragdollBodyHandlers = new List<RagdollBodypartHandler>();
@ -69,6 +67,8 @@ namespace ml_prm
void Start()
{
this.gameObject.layer = LayerMask.NameToLayer("PlayerLocal");
m_physicsMaterial = new PhysicMaterial("Ragdoll");
m_physicsMaterial.dynamicFriction = c_defaultFriction;
m_physicsMaterial.staticFriction = c_defaultFriction;
@ -76,10 +76,10 @@ namespace ml_prm
m_physicsMaterial.bounciness = 0f;
m_physicsMaterial.bounceCombine = PhysicMaterialCombine.Average;
m_puppetRoot = new GameObject("[PlayerAvatarPuppet]").transform;
m_puppetRoot.parent = PlayerSetup.Instance.transform;
m_puppetRoot.localPosition = Vector3.zero;
m_puppetRoot.localRotation = Quaternion.identity;
m_puppet = new GameObject("[Puppet]").transform;
m_puppet.parent = this.transform;
m_puppet.localPosition = Vector3.zero;
m_puppet.localRotation = Quaternion.identity;
Settings.OnMovementDragChanged.AddListener(this.OnMovementDragChanged);
Settings.OnAngularDragChanged.AddListener(this.OnAngularDragChanged);
@ -104,7 +104,7 @@ namespace ml_prm
BetterBetterCharacterController.OnTeleport.AddListener(this.OnPlayerTeleport);
ModUi.OnSwitchChanged.AddListener(this.SwitchRagdoll);
RemoteGestureHandler.OnGestureState.AddListener(this.OnRemotePlayerGestureStateChanged);
RemoteGesturesManager.OnGestureState.AddListener(this.OnRemoteGestureStateChanged);
}
void OnDestroy()
@ -116,11 +116,11 @@ namespace ml_prm
StopCoroutine(m_initCoroutine);
m_initCoroutine = null;
if(m_puppetRoot != null)
Object.Destroy(m_puppetRoot);
m_puppetRoot = null;
if(m_puppet != null)
Object.Destroy(m_puppet);
m_puppet = null;
m_puppetRoot = null;
m_ragdollBodyHandlers.Clear();
m_boneLinks.Clear();
m_jointAnchors.Clear();
@ -153,70 +153,66 @@ namespace ml_prm
BetterBetterCharacterController.OnTeleport.RemoveListener(this.OnPlayerTeleport);
ModUi.OnSwitchChanged.RemoveListener(this.SwitchRagdoll);
RemoteGestureHandler.OnGestureState.RemoveListener(this.OnRemotePlayerGestureStateChanged);
RemoteGesturesManager.OnGestureState.RemoveListener(this.OnRemoteGestureStateChanged);
}
void Update()
{
if(m_avatarReady && !m_enabled && Settings.FallDamage && !BetterBetterCharacterController.Instance.IsFlying())
if(m_avatarReady)
{
bool l_grounded = BetterBetterCharacterController.Instance.IsGrounded();
bool l_inWater = BetterBetterCharacterController.Instance.IsInWater();
if(m_inAir && l_grounded && !l_inWater && (m_velocity.magnitude >= Settings.FallLimit))
SwitchRagdoll();
m_inAir = !(l_grounded || l_inWater);
}
if(m_avatarReady && m_enabled)
{
BodySystem.TrackingPositionWeight = 0f;
BetterBetterCharacterController.Instance.PauseGroundConstraint();
BetterBetterCharacterController.Instance.ResetAllForces();
}
if(m_avatarReady && !m_enabled)
{
Vector3 l_pos = PlayerSetup.Instance.transform.position;
m_velocity = (m_velocity + (l_pos - m_lastPosition) / Time.deltaTime) * 0.5f;
m_lastPosition = l_pos;
if(!m_reachedGround && BetterBetterCharacterController.Instance.IsOnGround())
if(!m_ragdolled && Settings.FallDamage && !BetterBetterCharacterController.Instance.IsFlying())
{
m_groundedTime += Time.deltaTime;
bool l_grounded = BetterBetterCharacterController.Instance.IsGrounded();
bool l_inWater = BetterBetterCharacterController.Instance.IsInWater();
if(m_inAir && l_grounded && !l_inWater && (BetterBetterCharacterController.Instance.characterMovement.landedVelocity.magnitude >= Settings.FallLimit))
Ragdoll();
m_inAir = !(l_grounded || l_inWater);
}
if(m_ragdolled)
{
BodySystem.TrackingPositionWeight = 0f;
BetterBetterCharacterController.Instance.PauseGroundConstraint();
BetterBetterCharacterController.Instance.ResetAllForces();
PlayerSetup.Instance.animatorManager.CancelEmote = true;
}
if(!m_ragdolled && !m_reachedGround && (BetterBetterCharacterController.Instance.IsOnGround() || BetterBetterCharacterController.Instance.IsInWater()))
{
m_groundedTime += Time.unscaledDeltaTime;
if(m_groundedTime >= 0.25f)
m_reachedGround = true;
}
}
if(m_avatarReady && m_enabled && Settings.AutoRecover)
{
m_downTime += Time.deltaTime;
if(m_downTime >= Settings.RecoverDelay)
if(m_ragdolled && Settings.AutoRecover)
{
SwitchRagdoll();
m_downTime = float.MinValue; // One attempt to recover
m_downTime += Time.unscaledDeltaTime;
if(m_downTime >= Settings.RecoverDelay)
{
Unragdoll();
m_downTime = float.MinValue; // One attempt to recover
}
}
if((m_avatarRagdollToggle != null) && m_avatarRagdollToggle.isActiveAndEnabled && m_avatarRagdollToggle.shouldOverride && (m_ragdolled != m_avatarRagdollToggle.isOn))
SwitchRagdoll();
if(Settings.Hotkey && Input.GetKeyDown(Settings.HotkeyKey) && !ViewManager.Instance.IsAnyMenuOpen)
SwitchRagdoll();
if(m_ragdolled && CVRInputManager.Instance.jump && Settings.JumpRecover)
Unragdoll();
}
if((m_avatarRagdollToggle != null) && m_avatarRagdollToggle.isActiveAndEnabled && m_avatarRagdollToggle.shouldOverride && (m_enabled != m_avatarRagdollToggle.isOn))
SwitchRagdoll();
if(Settings.Hotkey && Input.GetKeyDown(Settings.HotkeyKey) && !ViewManager.Instance.IsAnyMenuOpen)
SwitchRagdoll();
if(m_avatarReady && m_enabled && CVRInputManager.Instance.jump && Settings.JumpRecover)
SwitchRagdoll();
}
void FixedUpdate()
{
if(m_avatarReady && m_enabled)
if(m_avatarReady && m_ragdolled)
{
Vector3 l_dif = m_puppetReferences.hips.position - m_ragdollLastPos;
PlayerSetup.Instance.transform.position += l_dif;
m_puppetReferences.hips.position -= l_dif;
m_ragdollLastPos = m_puppetReferences.hips.position;
Vector3 l_currentPos = m_puppetReferences.hips.position;
PlayerSetup.Instance.transform.position += (l_currentPos - m_ragdollLastPos);
m_ragdollLastPos = l_currentPos;
}
}
@ -224,15 +220,21 @@ namespace ml_prm
{
if(m_avatarReady)
{
if(m_enabled)
if(m_ragdolled)
{
foreach(var l_link in m_boneLinks)
l_link.Item1.CopyGlobal(l_link.Item2);
}
else
{
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
if(m_vrIK == null)
{
m_puppetRoot.position = m_avatarTransform.position;
m_puppetRoot.rotation = m_avatarTransform.rotation;
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
}
}
}
}
@ -246,19 +248,21 @@ namespace ml_prm
m_initCoroutine = null;
}
if(m_enabled)
if(m_ragdolled)
{
TryRestoreMovement();
BodySystem.TrackingPositionWeight = 1f;
}
if(m_puppet != null)
Object.Destroy(m_puppet.gameObject);
m_puppet = null;
if(m_puppetRoot != null)
Object.Destroy(m_puppetRoot.gameObject);
m_puppetRoot = null;
m_avatarTransform = null;
m_hips = null;
m_vrIK = null;
m_applyHipsPosition = false;
m_enabled = false;
m_ragdolled = false;
m_avatarReady = false;
m_avatarRagdollToggle = null;
m_ragdolledParameter = null;
@ -269,25 +273,26 @@ namespace ml_prm
m_reachedGround = true;
m_groundedTime = 0f;
m_downTime = float.MinValue;
m_puppetRoot.localScale = Vector3.one;
m_puppet.localScale = Vector3.one;
m_inAir = false;
m_wasSwimming = false;
}
void OnAvatarSetup()
{
if(PlayerSetup.Instance._animator.isHuman)
{
m_avatarTransform = PlayerSetup.Instance._avatar.transform;
m_hips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
Utils.SetAvatarTPose();
BipedRagdollReferences l_avatarReferences = BipedRagdollReferences.FromAvatar(PlayerSetup.Instance._animator);
m_puppet = new GameObject("Root").transform;
m_puppet.parent = m_puppetRoot;
m_puppet.localPosition = Vector3.zero;
m_puppet.localRotation = Quaternion.identity;
m_puppetRoot = new GameObject("Root").transform;
m_puppetRoot.parent = m_puppet;
m_puppetRoot.position = m_avatarTransform.position;
m_puppetRoot.rotation = m_avatarTransform.rotation;
m_puppetReferences.root = m_puppet;
m_puppetReferences.root = m_puppetRoot;
m_puppetReferences.hips = CloneTransform(l_avatarReferences.hips, m_puppetReferences.root, "Hips");
m_puppetReferences.spine = CloneTransform(l_avatarReferences.spine, m_puppetReferences.hips, "Spine");
@ -312,7 +317,7 @@ namespace ml_prm
m_puppetReferences.rightLowerLeg = CloneTransform(l_avatarReferences.rightLowerLeg, m_puppetReferences.rightUpperLeg, "RightLowerLeg");
m_puppetReferences.rightFoot = CloneTransform(l_avatarReferences.rightFoot, m_puppetReferences.rightLowerLeg, "RightFoot");
// Move to world origin to overcome possible issues, maybe?
// Move to world origin to overcome possible issues
m_puppetRoot.position = Vector3.zero;
m_puppetRoot.rotation = Quaternion.identity;
@ -350,8 +355,8 @@ namespace ml_prm
}
// And return back
m_puppetRoot.localPosition = Vector3.zero;
m_puppetRoot.localRotation = Quaternion.identity;
m_puppetRoot.position = m_avatarTransform.position;
m_puppetRoot.rotation = m_avatarTransform.rotation;
m_vrIK = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
if(m_vrIK != null)
@ -386,12 +391,9 @@ namespace ml_prm
void OnAvatarPreReuse()
{
if(m_avatarReady && m_enabled)
{
m_forcedSwitch = true;
SwitchRagdoll();
m_forcedSwitch = false;
}
m_forcedSwitch = true;
Unragdoll();
m_forcedSwitch = false;
}
void OnAvatarPostReuse()
{
@ -412,32 +414,27 @@ namespace ml_prm
void OnSeatPreSit(CVRSeat p_seat)
{
if(m_avatarReady && m_enabled && !p_seat.occupied)
if(!p_seat.occupied)
{
m_forcedSwitch = true;
SwitchRagdoll();
Unragdoll();
m_forcedSwitch = false;
ResetStates();
m_inAir = false;
}
}
void OnCalibrationStart()
{
if(m_avatarReady && m_enabled)
{
m_forcedSwitch = true;
SwitchRagdoll();
m_forcedSwitch = false;
ResetStates();
}
m_forcedSwitch = true;
Unragdoll();
m_forcedSwitch = false;
m_inAir = false;
}
void OnWorldPreSpawn()
{
if(m_avatarReady && m_enabled)
SwitchRagdoll();
ResetStates();
Unragdoll();
m_inAir = false;
OnGravityChanged(Settings.Gravity);
OnPhysicsMaterialChanged(true);
@ -447,25 +444,24 @@ namespace ml_prm
void OnCombatPreDown()
{
if(m_avatarReady && !m_enabled && CombatSystem.Instance.isDown && Settings.CombatReaction)
if(CombatSystem.Instance.isDown && Settings.CombatReaction)
{
m_reachedGround = true;
m_forcedSwitch = true;
SwitchRagdoll();
Ragdoll();
m_forcedSwitch = false;
ResetStates(false);
m_inAir = false;
}
}
void OnFlightChange()
{
if(m_avatarReady && m_enabled && BetterBetterCharacterController.Instance.IsFlying())
if(BetterBetterCharacterController.Instance.IsFlying())
{
m_forcedSwitch = true;
SwitchRagdoll();
Unragdoll();
m_forcedSwitch = false;
ResetStates(false);
m_inAir = false;
}
}
@ -473,10 +469,14 @@ namespace ml_prm
{
try
{
ResetStates();
m_inAir = false;
if(m_avatarReady && m_enabled)
m_ragdollLastPos = m_puppetReferences.hips.position;
if(m_avatarReady && m_ragdolled)
{
Vector3 l_pos = m_hips.position;
m_puppetReferences.hips.position = l_pos;
m_ragdollLastPos = l_pos;
}
}
catch(System.Exception e)
{
@ -486,26 +486,20 @@ namespace ml_prm
void OnIKOffsetUpdate(GameEvents.EventResult p_result)
{
p_result.m_result |= (m_enabled && (m_vrIK != null));
p_result.m_result |= (m_ragdolled && (m_vrIK != null));
}
// Custom game events
void OnRemotePlayerGestureStateChanged(ABI_RC.Core.Player.PuppetMaster p_master, bool p_left, bool p_state)
void OnRemoteGestureStateChanged(ABI_RC.Core.Player.PuppetMaster p_master, RemoteGesturesManager.GestureHand p_hand, bool p_state)
{
if(m_avatarReady && m_enabled && Settings.GestureGrab && (p_master.animatorManager.Animator != null))
if(m_avatarReady && m_ragdolled && Settings.GestureGrab && (p_master.animatorManager.Animator != null))
{
Transform l_hand = p_master.animatorManager.Animator.GetBoneTransform(p_left ? HumanBodyBones.LeftHand : HumanBodyBones.RightHand);
Transform l_finger = p_master.animatorManager.Animator.GetBoneTransform(p_left ? HumanBodyBones.LeftMiddleProximal : HumanBodyBones.RightMiddleProximal);
Transform l_hand = p_master.animatorManager.Animator.GetBoneTransform((p_hand == RemoteGesturesManager.GestureHand.Left) ? HumanBodyBones.LeftHand : HumanBodyBones.RightHand);
Transform l_finger = p_master.animatorManager.Animator.GetBoneTransform((p_hand == RemoteGesturesManager.GestureHand.Left) ? HumanBodyBones.LeftMiddleProximal : HumanBodyBones.RightMiddleProximal);
if(l_hand != null)
{
Vector3 l_pos = l_hand.position;
if(l_finger != null)
{
l_pos += l_finger.position;
l_pos *= 0.5f;
}
Vector3 l_pos = (l_finger != null) ? ((l_hand.position + l_finger.position) * 0.5f) : l_hand.position;
foreach(var l_bodyHandler in m_ragdollBodyHandlers)
{
if(p_state)
@ -523,8 +517,11 @@ namespace ml_prm
// VRIK updates
void OnIKPostSolverUpdate()
{
if(!m_enabled)
if(!m_ragdolled)
{
m_puppetRoot.position = m_avatarTransform.position;
m_puppetRoot.rotation = m_avatarTransform.rotation;
foreach(var l_link in m_boneLinks)
l_link.Item2.CopyGlobal(l_link.Item1);
}
@ -535,7 +532,7 @@ namespace ml_prm
{
if(m_avatarReady)
{
float l_drag = (WorldHandler.IsSafeWorld() ? p_value : 1f);
float l_drag = (WorldManager.IsSafeWorld() ? p_value : 1f);
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
l_handler.SetDrag(l_drag);
}
@ -554,7 +551,7 @@ namespace ml_prm
{
if(m_avatarReady)
{
bool l_gravity = (!WorldHandler.IsSafeWorld() || p_state);
bool l_gravity = (!WorldManager.IsSafeWorld() || p_state);
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
l_handler.SetActiveGravity(l_gravity);
@ -570,8 +567,8 @@ namespace ml_prm
{
if(m_physicsMaterial != null)
{
bool l_slipperiness = (Settings.Slipperiness && WorldHandler.IsSafeWorld());
bool l_bounciness = (Settings.Bounciness && WorldHandler.IsSafeWorld());
bool l_slipperiness = (Settings.Slipperiness && WorldManager.IsSafeWorld());
bool l_bounciness = (Settings.Bounciness && WorldManager.IsSafeWorld());
m_physicsMaterial.dynamicFriction = (l_slipperiness ? 0f : c_defaultFriction);
m_physicsMaterial.staticFriction = (l_slipperiness ? 0f : c_defaultFriction);
m_physicsMaterial.frictionCombine = (l_slipperiness ? PhysicMaterialCombine.Minimum : PhysicMaterialCombine.Average);
@ -584,7 +581,7 @@ namespace ml_prm
{
if(m_avatarReady)
{
bool l_buoyancy = (!WorldHandler.IsSafeWorld() || p_state);
bool l_buoyancy = (!WorldManager.IsSafeWorld() || p_state);
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
l_handler.SetBuoyancy(l_buoyancy);
@ -603,7 +600,7 @@ namespace ml_prm
void OnGestureGrabChanged(bool p_state)
{
if(m_avatarReady && m_enabled & !p_state)
if(m_avatarReady && m_ragdolled & !p_state)
{
foreach(var l_hanlder in m_ragdollBodyHandlers)
l_hanlder.Detach();
@ -611,122 +608,106 @@ namespace ml_prm
}
// Arbitrary
public bool IsRagdolled() => (m_avatarReady && m_ragdolled);
public void SwitchRagdoll()
{
if(m_avatarReady)
if(m_ragdolled)
Unragdoll();
else
Ragdoll();
}
public void Ragdoll()
{
if(m_avatarReady && !m_ragdolled && CanRagdoll())
{
if(!m_enabled)
Vector3 l_velocity = Vector3.ClampMagnitude(BetterBetterCharacterController.Instance.velocity * (WorldManager.IsSafeWorld() ? Settings.VelocityMultiplier : 1f), WorldManager.GetMovementLimit());
if(Settings.ViewVelocity && WorldManager.IsSafeWorld())
{
if(CanRagdoll())
{
m_wasSwimming = BetterBetterCharacterController.Instance.IsSwimming();
if(BetterBetterCharacterController.Instance.IsFlying())
BetterBetterCharacterController.Instance.ChangeFlight(false, true);
BetterBetterCharacterController.Instance.SetImmobilized(true);
BetterBetterCharacterController.Instance.ClearFluidVolumes();
BetterBetterCharacterController.Instance.ResetAllForces();
BetterBetterCharacterController.Instance.PauseGroundConstraint();
BodySystem.TrackingPositionWeight = 0f;
m_applyHipsPosition = IKSystem.Instance.applyOriginalHipPosition;
IKSystem.Instance.applyOriginalHipPosition = true;
m_applyHipsRotation = IKSystem.Instance.applyOriginalHipRotation;
IKSystem.Instance.applyOriginalHipRotation = true;
PlayerSetup.Instance.animatorManager.CancelEmote = true;
m_ragdolledParameter.SetValue(true);
if(!WorldHandler.IsSafeWorld())
{
m_reachedGround = false; // Force player to unragdoll and reach ground first
m_groundedTime = 0f;
}
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
l_handler.SetAsKinematic(false);
m_puppetRoot.gameObject.SetActive(false); //
m_puppetRoot.gameObject.SetActive(true); // Resets rigidbodies and joints inner physics states
Vector3 l_velocity = Vector3.ClampMagnitude(m_velocity * (WorldHandler.IsSafeWorld() ? Settings.VelocityMultiplier : 1f), WorldHandler.GetMovementLimit());
if(Settings.ViewVelocity && WorldHandler.IsSafeWorld())
{
float l_mag = l_velocity.magnitude;
l_velocity = PlayerSetup.Instance.GetActiveCamera().transform.forward * l_mag;
}
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
{
l_handler.SetVelocity(l_velocity);
l_handler.SetAngularVelocity(Vector3.zero);
}
m_ragdollLastPos = m_puppetReferences.hips.position;
m_downTime = 0f;
m_enabled = true;
}
float l_mag = l_velocity.magnitude;
l_velocity = PlayerSetup.Instance.GetActiveCamera().transform.forward * l_mag;
}
else
if(BetterBetterCharacterController.Instance.IsFlying())
BetterBetterCharacterController.Instance.ChangeFlight(false, true);
BetterBetterCharacterController.Instance.SetImmobilized(true);
BetterBetterCharacterController.Instance.ClearFluidVolumes();
BetterBetterCharacterController.Instance.ResetAllForces();
BetterBetterCharacterController.Instance.PauseGroundConstraint();
BodySystem.TrackingPositionWeight = 0f;
m_applyHipsPosition = IKSystem.Instance.applyOriginalHipPosition;
IKSystem.Instance.applyOriginalHipPosition = true;
m_applyHipsRotation = IKSystem.Instance.applyOriginalHipRotation;
IKSystem.Instance.applyOriginalHipRotation = true;
PlayerSetup.Instance.animatorManager.CancelEmote = true;
m_ragdolledParameter.SetValue(true);
if(!WorldManager.IsSafeWorld())
{
if(CanUnragdoll())
{
BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, false);
TryRestoreMovement();
if(!WorldHandler.IsSafeWorld())
{
Vector3 l_vec = BetterBetterCharacterController.Instance.GetVelocity();
l_vec.y = Mathf.Clamp(l_vec.y, float.MinValue, 0f);
BetterBetterCharacterController.Instance.SetVelocity(l_vec);
}
BodySystem.TrackingPositionWeight = 1f;
IKSystem.Instance.applyOriginalHipPosition = m_applyHipsPosition;
IKSystem.Instance.applyOriginalHipRotation = m_applyHipsRotation;
if(m_vrIK != null)
m_vrIK.solver.Reset();
m_ragdolledParameter.SetValue(false);
m_puppetRoot.localPosition = Vector3.zero;
m_puppetRoot.localRotation = Quaternion.identity;
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
{
l_handler.Detach();
l_handler.ClearFluidVolumes();
l_handler.SetAsKinematic(true);
}
m_lastPosition = PlayerSetup.Instance.transform.position;
m_velocity = Vector3.zero;
m_downTime = float.MinValue;
// Restore rigidbody properties that could be affected by buoyancy
OnMovementDragChanged(Settings.MovementDrag);
OnAngularDragChanged(Settings.AngularDrag);
// Restore movement if was ragdolled in water and left it
if(m_wasSwimming)
BetterBetterCharacterController.Instance.SetMovementMode(ECM2.Character.MovementMode.Swimming);
m_enabled = false;
}
m_reachedGround = false; // Force player to unragdoll and reach ground first
m_groundedTime = 0f;
}
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
l_handler.SetAsKinematic(false);
m_puppet.gameObject.SetActive(false); //
m_puppet.gameObject.SetActive(true); // Resets rigidbodies and joints inner physics states
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
{
l_handler.SetVelocity(l_velocity);
l_handler.SetAngularVelocity(Vector3.zero);
}
m_ragdollLastPos = m_puppetReferences.hips.position;
m_downTime = 0f;
m_ragdolled = true;
}
}
public bool IsRagdolled() => (m_avatarReady && m_enabled);
void ResetStates(bool p_resetVelocity = true)
public void Unragdoll()
{
if(p_resetVelocity)
if(m_avatarReady && m_ragdolled && CanUnragdoll())
{
m_lastPosition = this.transform.position;
m_velocity = Vector3.zero;
}
BetterBetterCharacterController.Instance.TeleportPlayerTo(m_puppetReferences.hips.position, PlayerSetup.Instance.GetPlayerRotation().eulerAngles, false, false);
TryRestoreMovement();
if(!WorldManager.IsSafeWorld())
{
Vector3 l_vec = BetterBetterCharacterController.Instance.GetVelocity();
l_vec.y = Mathf.Clamp(l_vec.y, float.MinValue, 0f);
BetterBetterCharacterController.Instance.SetVelocity(l_vec);
}
BodySystem.TrackingPositionWeight = 1f;
IKSystem.Instance.applyOriginalHipPosition = m_applyHipsPosition;
IKSystem.Instance.applyOriginalHipRotation = m_applyHipsRotation;
m_inAir = false;
if(m_vrIK != null)
m_vrIK.solver.Reset();
m_ragdolledParameter.SetValue(false);
m_puppet.localPosition = Vector3.zero;
m_puppet.localRotation = Quaternion.identity;
foreach(RagdollBodypartHandler l_handler in m_ragdollBodyHandlers)
{
l_handler.Detach();
l_handler.ClearFluidVolumes();
l_handler.SetAsKinematic(true);
}
m_downTime = float.MinValue;
// Restore rigidbody properties that could be affected by buoyancy
OnMovementDragChanged(Settings.MovementDrag);
OnAngularDragChanged(Settings.AngularDrag);
m_ragdolled = false;
}
}
static Transform CloneTransform(Transform p_source, Transform p_parent, string p_name)
@ -739,7 +720,7 @@ namespace ml_prm
bool CanRagdoll()
{
if(WorldHandler.IsRestrictedWorld())
if(WorldManager.IsRestrictedWorld())
return false;
bool l_result = m_reachedGround;

View file

@ -1,48 +0,0 @@
using ABI_RC.Core.Networking.IO.Social;
using ABI_RC.Core.Player;
using System;
using UnityEngine;
namespace ml_prm
{
class RemoteGestureHandler : MonoBehaviour
{
internal class GestureEvent<T1, T2, T3>
{
event Action<T1, T2, T3> m_action;
public void AddListener(Action<T1, T2, T3> p_listener) => m_action += p_listener;
public void RemoveListener(Action<T1, T2, T3> p_listener) => m_action -= p_listener;
public void Invoke(T1 p_objA, T2 p_objB, T3 p_objC) => m_action?.Invoke(p_objA, p_objB, p_objC);
}
public static readonly GestureEvent<PuppetMaster, bool, bool> OnGestureState = new GestureEvent<PuppetMaster, bool, bool>();
PuppetMaster m_puppetMaster = null;
bool m_stateLeft = false;
bool m_stateRight = false;
void Start()
{
m_puppetMaster = this.GetComponent<PuppetMaster>();
}
void Update()
{
bool l_state = m_puppetMaster.IsLeftGrabPointerActive();
if(m_stateLeft != l_state)
{
m_stateLeft = l_state;
if(!Settings.FriendsGrab || Friends.FriendsWith(m_puppetMaster.CVRPlayerEntity.PlayerDescriptor.ownerId))
OnGestureState.Invoke(m_puppetMaster, true, m_stateLeft);
}
l_state = m_puppetMaster.IsRightGrabPointerActive();
if(m_stateRight != l_state)
{
m_stateRight = l_state;
if(!Settings.FriendsGrab || Friends.FriendsWith(m_puppetMaster.CVRPlayerEntity.PlayerDescriptor.ownerId))
OnGestureState.Invoke(m_puppetMaster, false, m_stateRight);
}
}
}
}

View file

@ -1,79 +0,0 @@
using ABI_RC.Core.Player;
using ABI_RC.Systems.GameEventSystem;
using System;
using System.Collections.Generic;
namespace ml_prm
{
static class RemoteGestureManager
{
static readonly Dictionary<CVRPlayerEntity, RemoteGestureHandler> ms_remoteHandlers = new Dictionary<CVRPlayerEntity, RemoteGestureHandler>();
internal static void Init()
{
CVRGameEventSystem.Player.OnJoinEntity.AddListener(OnRemotePlayerCreated);
CVRGameEventSystem.Player.OnLeaveEntity.AddListener(OnRemotePlayerDestroyed);
Settings.OnGestureGrabChanged.AddListener(OnGestureGrabChanged);
}
internal static void DeInit()
{
CVRGameEventSystem.Player.OnJoinEntity.RemoveListener(OnRemotePlayerCreated);
CVRGameEventSystem.Player.OnLeaveEntity.RemoveListener(OnRemotePlayerDestroyed);
Settings.OnGestureGrabChanged.RemoveListener(OnGestureGrabChanged);
}
static void OnRemotePlayerCreated(CVRPlayerEntity p_player)
{
try
{
if(Settings.GestureGrab && (p_player != null) && (p_player.PuppetMaster != null))
{
RemoteGestureHandler l_handler = p_player.PuppetMaster.gameObject.AddComponent<RemoteGestureHandler>();
ms_remoteHandlers.Add(p_player, l_handler);
}
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
static void OnRemotePlayerDestroyed(CVRPlayerEntity p_player)
{
try
{
if(p_player != null)
ms_remoteHandlers.Remove(p_player);
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
static void OnGestureGrabChanged(bool p_state)
{
if(p_state)
{
foreach(var l_player in CVRPlayerManager.Instance.NetworkPlayers)
{
if(!ms_remoteHandlers.ContainsKey(l_player) && (l_player.PuppetMaster != null))
{
RemoteGestureHandler l_handler = l_player.PuppetMaster.gameObject.AddComponent<RemoteGestureHandler>();
ms_remoteHandlers.Add(l_player, l_handler);
}
}
}
else
{
foreach(var l_pair in ms_remoteHandlers)
{
if(l_pair.Value != null)
UnityEngine.Object.Destroy(l_pair.Value);
}
ms_remoteHandlers.Clear();
}
}
}
}

View file

@ -0,0 +1,132 @@
using ABI_RC.Core.Networking.IO.Social;
using ABI_RC.Core.Player;
using ABI_RC.Systems.GameEventSystem;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ml_prm
{
[DisallowMultipleComponent]
class RemoteGesturesManager : MonoBehaviour
{
public enum GestureHand
{
Left = 0,
Right
}
internal class GestureEvent<T1, T2, T3>
{
event Action<T1, T2, T3> m_action;
public void AddListener(Action<T1, T2, T3> p_listener) => m_action += p_listener;
public void RemoveListener(Action<T1, T2, T3> p_listener) => m_action -= p_listener;
public void Invoke(T1 p_objA, T2 p_objB, T3 p_objC) => m_action?.Invoke(p_objA, p_objB, p_objC);
}
public static readonly GestureEvent<PuppetMaster, GestureHand, bool> OnGestureState = new GestureEvent<PuppetMaster, GestureHand, bool>();
class PlayerEntry
{
public CVRPlayerEntity m_entity = null;
public PuppetMaster m_puppetMaster = null;
public bool m_stateLeft = false;
public bool m_stateRight = false;
}
readonly List<PlayerEntry> m_entries = null;
internal RemoteGesturesManager()
{
m_entries = new List<PlayerEntry>();
}
void Start()
{
DontDestroyOnLoad(this);
CVRGameEventSystem.Player.OnJoinEntity.AddListener(OnRemotePlayerCreated);
CVRGameEventSystem.Player.OnLeaveEntity.AddListener(OnRemotePlayerDestroyed);
Settings.OnGestureGrabChanged.AddListener(OnGestureGrabChanged);
}
void OnDestroy()
{
m_entries.Clear();
CVRGameEventSystem.Player.OnJoinEntity.RemoveListener(OnRemotePlayerCreated);
CVRGameEventSystem.Player.OnLeaveEntity.RemoveListener(OnRemotePlayerDestroyed);
Settings.OnGestureGrabChanged.RemoveListener(OnGestureGrabChanged);
}
void Update()
{
if(Settings.GestureGrab)
{
foreach(var l_entry in m_entries)
{
bool l_state = l_entry.m_puppetMaster.IsLeftGrabPointerActive();
if(l_entry.m_stateLeft != l_state)
{
l_entry.m_stateLeft = l_state;
if(!Settings.FriendsGrab || Friends.FriendsWith(l_entry.m_entity.PlayerDescriptor.ownerId))
OnGestureState.Invoke(l_entry.m_puppetMaster, GestureHand.Left, l_entry.m_stateLeft);
}
l_state = l_entry.m_puppetMaster.IsRightGrabPointerActive();
if(l_entry.m_stateRight != l_state)
{
l_entry.m_stateRight = l_state;
if(!Settings.FriendsGrab || Friends.FriendsWith(l_entry.m_entity.PlayerDescriptor.ownerId))
OnGestureState.Invoke(l_entry.m_puppetMaster, GestureHand.Right, l_entry.m_stateRight);
}
}
}
}
void OnRemotePlayerCreated(CVRPlayerEntity p_player)
{
try
{
if((p_player != null) && (p_player.PuppetMaster != null))
{
PlayerEntry l_entry = new PlayerEntry()
{
m_entity = p_player,
m_puppetMaster = p_player.PuppetMaster,
m_stateLeft = false,
m_stateRight = false
};
m_entries.Add(l_entry);
}
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
void OnRemotePlayerDestroyed(CVRPlayerEntity p_player)
{
try
{
if(p_player != null)
m_entries.RemoveAll(e => ReferenceEquals(e.m_puppetMaster, p_player.PuppetMaster));
}
catch(Exception e)
{
MelonLoader.MelonLogger.Error(e);
}
}
void OnGestureGrabChanged(bool p_state)
{
if(!p_state)
{
foreach(var l_entry in m_entries)
{
l_entry.m_stateLeft = false;
l_entry.m_stateRight = false;
}
}
}
}
}

View file

@ -4,7 +4,7 @@ using UnityEngine;
namespace ml_prm
{
static class WorldHandler
static class WorldManager
{
static bool ms_safeWorld = true;
static bool ms_restrictedWorld = false;

View file

@ -4,10 +4,11 @@
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>x64</Platforms>
<PackageId>PlayerRagdollMod</PackageId>
<Version>1.1.9</Version>
<Version>1.2.0</Version>
<Authors>SDraw</Authors>
<Company>None</Company>
<Company>SDraw</Company>
<Product>PlayerRagdollMod</Product>
<AssemblyName>PlayerRagdollMod</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">

View file

@ -1,4 +1,4 @@
[assembly: MelonLoader.MelonInfo(typeof(ml_vei.ViveExtendedInput), "ViveExtendedInput", "1.0.4", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_vei.ViveExtendedInput), "ViveExtendedInput", "1.0.5", "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)]

View file

@ -4,7 +4,7 @@ This mod changes input behaviour for Vive controllers.
# Installation
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
* Get [latest release DLL](../../../releases/latest):
* Put `ml_vei.dll` in `Mods` folder of game
* Put `ViveExtendedInput.dll` in `Mods` folder of game
# Usage
Available mod's settings in `Settings - Input & Key-Bindings - Vive Extended Input`:

View file

@ -4,10 +4,11 @@
<TargetFramework>netstandard2.1</TargetFramework>
<Platforms>x64</Platforms>
<PackageId>ViveExtendedInput</PackageId>
<Version>1.0.4</Version>
<Version>1.0.5</Version>
<Authors>SDraw</Authors>
<Company>None</Company>
<Company>SDraw</Company>
<Product>ViveExtendedInput</Product>
<AssemblyName>ViveExtendedInput</AssemblyName>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">