Rework of IK override

This commit is contained in:
SDraw 2022-09-14 00:09:09 +03:00
parent 4e3d5dd6d4
commit 49b72a0711
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GPG key ID: BB95B4DAB2BB8BB5
5 changed files with 158 additions and 30 deletions

View file

@ -13,6 +13,7 @@ namespace ml_amt
ms_instance = this;
Settings.Init();
Settings.IKOverrideChange += this.OnIKOverrideChange;
Settings.CrouchLimitChange += this.OnCrouchLimitChange;
HarmonyInstance.Patch(
@ -35,8 +36,16 @@ namespace ml_amt
yield return null;
m_localTweaker = PlayerSetup.Instance.gameObject.AddComponent<MotionTweaker>();
m_localTweaker.SetIKOverride(Settings.IKOverride);
m_localTweaker.SetCrouchLimit(Settings.CrouchLimit);
}
void OnIKOverrideChange(bool p_state)
{
if(m_localTweaker != null)
m_localTweaker.SetIKOverride(p_state);
}
void OnCrouchLimitChange(float p_value)
{
if(m_localTweaker != null)

View file

@ -27,18 +27,27 @@ namespace ml_amt
public int m_hash; // For local only
}
enum PoseState
{
Standing = 0,
Crouching,
Proning
}
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
CVR_IK_Calibrator m_ikCalibrator = null;
VRIK m_vrIk = null;
float m_locomotionWeight = 1f; // Original weight
bool m_ready = false;
bool m_avatarReady = false;
bool m_standing = true;
bool m_ikOverride = true;
float m_currentUpright = 1f;
float m_locomotionWeight = 1f;
PoseState m_poseState = PoseState.Standing;
float m_crouchLimit = 0.65f;
bool m_customCrouchLimit = false;
float m_proneLimit = 0.3f; // Unused
bool m_customLocomotionOffset = false;
Vector3 m_locomotionOffset = Vector3.zero;
@ -50,32 +59,24 @@ namespace ml_amt
m_parameters = new List<AdditionalParameterInfo>();
}
void Start()
{
m_ikCalibrator = this.GetComponent<CVR_IK_Calibrator>();
}
void Update()
{
if(m_ready)
if(m_avatarReady)
{
// 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_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
bool l_standing = (m_currentUpright > m_crouchLimit);
PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
if(!m_ikCalibrator.avatarCalibratedAsFullBody && (m_vrIk != null) && m_vrIk.enabled && !PlayerSetup.Instance._movementSystem.sitting && (PlayerSetup.Instance._movementSystem.movementVector.magnitude <= Mathf.Epsilon))
if(m_ikOverride && (m_vrIk != null) && m_vrIk.enabled)
{
m_locomotionWeight = Mathf.Lerp(m_locomotionWeight, l_standing ? 1f : 0f, 0.5f);
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
if(l_standing && (m_standing != l_standing))
if((m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
}
m_standing = l_standing;
m_poseState = l_poseState;
if(m_parameters.Count > 0)
{
@ -104,12 +105,10 @@ namespace ml_amt
public void OnAvatarClear()
{
m_ready = false;
m_avatarReady = false;
m_vrIk = null;
m_standing = true;
m_poseState = PoseState.Standing;
m_parameters.Clear();
m_locomotionWeight = 1f;
m_crouchLimit = 0.65f;
m_customCrouchLimit = false;
m_customLocomotionOffset = false;
m_locomotionOffset = Vector3.zero;
@ -155,11 +154,20 @@ namespace ml_amt
// Apply VRIK tweaks
if(m_vrIk != null)
{
if(m_customLocomotionOffset && (m_vrIk.solver?.locomotion != null))
if(m_customLocomotionOffset)
m_vrIk.solver.locomotion.offset = m_locomotionOffset;
m_vrIk.solver.OnPreUpdate += this.OnIKPreUpdate;
m_vrIk.solver.OnPostUpdate += this.OnIKPostUpdate;
}
m_ready = true;
m_avatarReady = true;
}
public void SetIKOverride(bool p_state)
{
m_ikOverride = p_state;
}
public void SetCrouchLimit(float p_value)
@ -167,5 +175,26 @@ namespace ml_amt
if(!m_customCrouchLimit)
m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetProneLimit(float p_value)
{
m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
}
void OnIKPreUpdate()
{
if(m_ikOverride)
{
m_locomotionWeight = m_vrIk.solver.locomotion.weight;
if(m_poseState != PoseState.Standing)
m_vrIk.solver.locomotion.weight = 0f;
}
}
void OnIKPostUpdate()
{
if(m_ikOverride)
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
}
}
}

View file

@ -1,10 +1,10 @@
using System.Reflection;
[assembly: AssemblyTitle("AvatarMotionTweaker")]
[assembly: AssemblyVersion("1.0.6")]
[assembly: AssemblyFileVersion("1.0.6")]
[assembly: AssemblyVersion("1.0.7")]
[assembly: AssemblyFileVersion("1.0.7")]
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.0.6", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.0.7", "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

@ -2,7 +2,6 @@
using cohtml;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace ml_amt
{
@ -10,14 +9,17 @@ namespace ml_amt
{
enum ModSetting
{
CrouchLimit = 0
IKOverride = 0,
CrouchLimit
};
static bool ms_ikOverride = true;
static float ms_crouchLimit = 0.65f;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
static public event Action<bool> IKOverrideChange;
static public event Action<float> CrouchLimitChange;
public static void Init()
@ -25,6 +27,7 @@ namespace ml_amt
ms_category = MelonLoader.MelonPreferences.CreateCategory("AMT");
ms_entries = new List<MelonLoader.MelonPreferences_Entry>();
ms_entries.Add(ms_category.CreateEntry(ModSetting.IKOverride.ToString(), true));
ms_entries.Add(ms_category.CreateEntry(ModSetting.CrouchLimit.ToString(), 65));
Load();
@ -44,6 +47,7 @@ namespace ml_amt
ViewManager.Instance.gameMenuView.Listener.ReadyForBindings += () =>
{
ViewManager.Instance.gameMenuView.View.BindCall("MelonMod_AMT_Call_InpSlider", new Action<string, string>(OnSliderUpdate));
ViewManager.Instance.gameMenuView.View.BindCall("MelonMod_AMT_Call_InpToggle", new Action<string, string>(OnToggleUpdate));
};
ViewManager.Instance.gameMenuView.Listener.FinishLoad += (_) =>
{
@ -55,6 +59,7 @@ namespace ml_amt
static void Load()
{
ms_ikOverride = (bool)ms_entries[(int)ModSetting.IKOverride].BoxedValue;
ms_crouchLimit = ((int)ms_entries[(int)ModSetting.CrouchLimit].BoxedValue) * 0.01f;
}
@ -66,18 +71,42 @@ namespace ml_amt
{
case ModSetting.CrouchLimit:
{
ms_crouchLimit = ((int)ms_entries[(int)ModSetting.CrouchLimit].BoxedValue) * 0.01f;
ms_crouchLimit = int.Parse(p_value) * 0.01f;
CrouchLimitChange?.Invoke(ms_crouchLimit);
} break;
}
break;
}
ms_entries[(int)l_setting].BoxedValue = int.Parse(p_value);
}
}
static void OnToggleUpdate(string p_name, string p_value)
{
if(Enum.TryParse(p_name, out ModSetting l_setting))
{
switch(l_setting)
{
case ModSetting.IKOverride:
{
ms_ikOverride = bool.Parse(p_value);
IKOverrideChange?.Invoke(ms_ikOverride);
}
break;
}
ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
}
}
public static float CrouchLimit
{
get => ms_crouchLimit;
}
public static bool IKOverride
{
get => ms_ikOverride;
}
}
}

View file

@ -123,6 +123,54 @@ function inp_slider_mod_amt(_obj, _callbackName) {
}
}
// Modified from original `inp` types, because I have no js knowledge to hook stuff
function inp_toggle_mod_amt(_obj, _callbackName) {
this.obj = _obj;
this.callbackName = _callbackName;
this.value = _obj.getAttribute('data-current');
this.name = _obj.id;
this.type = _obj.getAttribute('data-type');
var self = this;
this.mouseDown = function (_e) {
self.value = self.value == "True" ? "False" : "True";
self.updateState();
}
this.updateState = function () {
self.obj.classList.remove("checked");
if (self.value == "True") {
self.obj.classList.add("checked");
}
engine.call(self.callbackName, self.name, self.value);
}
_obj.addEventListener('mousedown', this.mouseDown);
this.getValue = function () {
return self.value;
}
this.updateValue = function (value) {
self.value = value;
self.obj.classList.remove("checked");
if (self.value == "True") {
self.obj.classList.add("checked");
}
}
this.updateValue(this.value);
return {
name: this.name,
value: this.getValue,
updateValue: this.updateValue
}
}
// Add own menu
{
let l_block = document.createElement('div');
@ -132,6 +180,13 @@ function inp_slider_mod_amt(_obj, _callbackName) {
<div class ="subcategory-description"></div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">IK override: </div>
<div class ="option-input">
<div id="IKOverride" class ="inp_toggle no-scroll" data-current="true"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Legs locomotion upright limit: </div>
<div class ="option-input">
@ -146,4 +201,10 @@ function inp_slider_mod_amt(_obj, _callbackName) {
for (var i = 0; i < l_sliders.length; i++) {
g_modSettingsAMT[g_modSettingsAMT.length] = new inp_slider_mod_amt(l_sliders[i], 'MelonMod_AMT_Call_InpSlider');
}
// Update toggles in new menu block
let l_toggles = l_block.querySelectorAll('.inp_toggle');
for (var i = 0; i < l_toggles.length; i++) {
g_modSettingsAMT[g_modSettingsAMT.length] = new inp_toggle_mod_amt(l_toggles[i], 'MelonMod_AMT_Call_InpToggle');
}
}