Pose detection and animator transitions for regular avatars

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SDraw 2022-09-15 00:14:12 +03:00
parent 0cab0fb7db
commit 6b67471217
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7 changed files with 152 additions and 38 deletions

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@ -40,6 +40,7 @@ namespace ml_amt
float m_locomotionWeight = 1f; // Original weight
bool m_avatarReady = false;
bool m_compatibleAvatar = false;
bool m_ikOverride = true;
float m_currentUpright = 1f;
@ -47,7 +48,10 @@ namespace ml_amt
float m_crouchLimit = 0.65f;
bool m_customCrouchLimit = false;
float m_proneLimit = 0.3f; // Unused
bool m_detectPose = true;
float m_proneLimit = 0.3f;
bool m_customProneLimit = false;
bool m_customLocomotionOffset = false;
Vector3 m_locomotionOffset = Vector3.zero;
@ -70,10 +74,39 @@ namespace ml_amt
m_currentUpright = Mathf.Clamp((((l_currentHeight > 0f) && (l_avatarViewHeight > 0f)) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
PoseState l_poseState = (m_currentUpright <= m_proneLimit) ? PoseState.Proning : ((m_currentUpright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
if(m_ikOverride && (m_vrIk != null) && m_vrIk.enabled)
if((m_vrIk != null) && m_vrIk.enabled)
{
if((m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
if(m_ikOverride && (m_poseState != l_poseState) && (l_poseState == PoseState.Standing))
ms_rootVelocity.SetValue(m_vrIk.solver, Vector3.zero);
if(m_detectPose && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive)
{
switch(l_poseState)
{
case PoseState.Standing:
{
PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
PlayerSetup.Instance._movementSystem.ChangeProne(false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false); // Forced to stop transitioning to standing locomotion
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false); // Forced to stop transitioning to standing locomotion
}
break;
case PoseState.Crouching:
PlayerSetup.Instance._movementSystem.ChangeCrouch(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
break;
case PoseState.Proning:
{
PlayerSetup.Instance._movementSystem.ChangeProne(true);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", true);
}
break;
}
}
}
m_poseState = l_poseState;
@ -106,10 +139,12 @@ namespace ml_amt
public void OnAvatarClear()
{
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;
}
@ -143,10 +178,16 @@ namespace ml_amt
}
}
m_compatibleAvatar = m_parameters.Exists(p => p.m_name.Contains("Upright"));
Transform l_customTransform = PlayerSetup.Instance._avatar.transform.Find("CrouchLimit");
m_customCrouchLimit = (l_customTransform != null);
m_crouchLimit = m_customCrouchLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.CrouchLimit;
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("ProneLimit");
m_customProneLimit = (l_customTransform != null);
m_proneLimit = m_customProneLimit ? Mathf.Clamp(l_customTransform.localPosition.y, 0f, 1f) : Settings.ProneLimit;
l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
m_customLocomotionOffset = (l_customTransform != null);
m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
@ -164,23 +205,6 @@ namespace ml_amt
m_avatarReady = true;
}
public void SetIKOverride(bool p_state)
{
m_ikOverride = p_state;
}
public void SetCrouchLimit(float p_value)
{
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)
@ -196,5 +220,31 @@ namespace ml_amt
if(m_ikOverride)
m_vrIk.solver.locomotion.weight = m_locomotionWeight;
}
public void SetIKOverride(bool p_state)
{
m_ikOverride = p_state;
}
public void SetCrouchLimit(float p_value)
{
if(!m_customCrouchLimit)
m_crouchLimit = Mathf.Clamp(p_value, 0f, 1f);
}
public void SetDetectPose(bool p_state)
{
m_detectPose = p_state;
if(!m_detectPose && m_avatarReady && !m_compatibleAvatar && PlayerSetup.Instance._inVr)
{
PlayerSetup.Instance._movementSystem.ChangeCrouch(false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
PlayerSetup.Instance._movementSystem.ChangeProne(false);
PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
}
}
public void SetProneLimit(float p_value)
{
m_proneLimit = Mathf.Clamp(p_value, 0f, 1f);
}
}
}