Handling of "VR <-> Desktop" switch, attempt one

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SDraw 2024-01-29 23:11:01 +03:00
parent c2a219dfa3
commit 66b448a2c3
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GPG key ID: BB95B4DAB2BB8BB5
20 changed files with 356 additions and 77 deletions

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@ -28,7 +28,6 @@ namespace ml_amt
int m_locomotionLayer = 0;
float m_avatarScale = 1f;
Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
bool m_inVR = false;
bool m_avatarReady = false;
bool m_grounded = false;
@ -55,8 +54,6 @@ namespace ml_amt
// Unity events
void Start()
{
m_inVR = Utils.IsInVR();
SetCrouchLimit(Settings.CrouchLimit);
SetProneLimit(Settings.ProneLimit);
SetIKOverrideFly(Settings.IKOverrideFly);
@ -131,7 +128,6 @@ namespace ml_amt
internal void OnSetupAvatar()
{
m_inVR = Utils.IsInVR();
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);
@ -177,34 +173,25 @@ namespace ml_amt
m_avatarReady = true;
}
internal void OnCalibrate()
{
if(m_avatarReady && (m_vrIk != null) && (m_vrIk.solver.spine.pelvisTarget != null) && (m_vrIk.solver.leftLeg.target == null) && (m_vrIk.solver.rightLeg.target == null))
{
// Do not consider 4PT as FBT (!!!)
m_vrIk.solver.spine.bodyPosStiffness = 0.55f;
m_vrIk.solver.spine.bodyRotStiffness = 0.1f;
m_vrIk.solver.spine.neckStiffness = 0.5f;
m_vrIk.solver.spine.chestClampWeight = 0.55f;
m_vrIk.solver.spine.moveBodyBackWhenCrouching = 0.5f;
m_vrIk.solver.spine.maxRootAngle = 25f;
m_vrIk.fixTransforms = false;
BodySystem.isCalibratedAsFullBody = false;
BodySystem.TrackingLeftLegEnabled = false;
BodySystem.TrackingRightLegEnabled = false;
BodySystem.TrackingLocomotionEnabled = true;
IKSystem.Instance.applyOriginalHipRotation = true;
}
}
internal void OnPlayspaceScale()
{
if((m_vrIk != null) && Settings.MassCenter)
m_vrIk.solver.locomotion.offset = m_massCenter * GetRelativeScale();
}
internal void OnAvatarReinitialize()
{
// Old VRIK is destroyed by game
m_vrIk = PlayerSetup.Instance._animator.GetComponent<VRIK>();
if(m_vrIk != null)
{
m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
}
}
// IK events
void OnIKPreUpdate()
{