mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
Rework of IK override
This commit is contained in:
parent
4e3d5dd6d4
commit
49b72a0711
5 changed files with 158 additions and 30 deletions
|
@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue