mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
Mode switch handling, attempt two
This commit is contained in:
parent
66b448a2c3
commit
84b0de7065
13 changed files with 256 additions and 288 deletions
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@ -83,13 +83,7 @@ namespace ml_pam
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void OnDestroy()
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{
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if(m_armIKLeft != null)
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Destroy(m_armIKLeft);
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m_armIKLeft = null;
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if(m_armIKRight != null)
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Destroy(m_armIKRight);
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m_armIKRight = null;
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RemoveArmIK();
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if(m_rootLeft != null)
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Destroy(m_rootLeft);
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@ -331,19 +325,15 @@ namespace ml_pam
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internal void OnAvatarSetup()
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{
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// Recheck if user could switch to VR
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RecheckMode();
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m_inVR = Utils.IsInVR();
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m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
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if(!m_inVR && PlayerSetup.Instance._animator.isHuman)
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ReparentRoots();
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if(PlayerSetup.Instance._animator.isHuman)
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{
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m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
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TPoseHelper l_tpHelper = new TPoseHelper();
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if(m_vrIK == null)
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{
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l_tpHelper.Assign(PlayerSetup.Instance._animator);
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l_tpHelper.Apply();
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}
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if(!m_inVR)
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PoseHelper.ForceTPose(PlayerSetup.Instance._animator);
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Transform l_leftHand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
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if(l_leftHand != null)
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@ -352,59 +342,14 @@ namespace ml_pam
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if(l_rightHand != null)
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m_rightTarget.localRotation = ms_offsetRight * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_rightHand.GetMatrix()).rotation;
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if(m_vrIK == null)
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{
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Transform l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.UpperChest);
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if(l_chest == null)
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l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Chest);
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if(l_chest == null)
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l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Spine);
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m_armIKLeft = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
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m_armIKLeft.solver.isLeft = true;
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m_armIKLeft.solver.SetChain(
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l_chest,
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftShoulder),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftUpperArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftLowerArm),
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l_leftHand,
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PlayerSetup.Instance._animator.transform
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);
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m_armIKLeft.solver.arm.target = m_leftTarget;
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m_armIKLeft.solver.arm.positionWeight = 1f;
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m_armIKLeft.solver.arm.rotationWeight = 1f;
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m_armIKLeft.solver.IKPositionWeight = 0f;
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m_armIKLeft.solver.IKRotationWeight = 0f;
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m_armIKLeft.enabled = false;
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m_armLength = m_armIKLeft.solver.arm.mag * 1.25f;
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m_armIKRight = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
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m_armIKRight.solver.isLeft = false;
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m_armIKRight.solver.SetChain(
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l_chest,
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightShoulder),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightUpperArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightLowerArm),
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l_rightHand,
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PlayerSetup.Instance._animator.transform
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);
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m_armIKRight.solver.arm.target = m_rightTarget;
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m_armIKRight.solver.arm.positionWeight = 1f;
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m_armIKRight.solver.arm.rotationWeight = 1f;
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m_armIKRight.solver.IKPositionWeight = 0f;
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m_armIKRight.solver.IKRotationWeight = 0f;
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m_armIKRight.enabled = false;
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}
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else
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if(m_vrIK != null)
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{
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m_armLength = m_vrIK.solver.leftArm.mag * 1.25f;
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m_vrIK.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIK.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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l_tpHelper.Restore();
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l_tpHelper.Unassign();
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else if(!m_inVR)
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SetupArmIK();
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}
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SetEnabled(m_enabled);
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@ -413,14 +358,23 @@ namespace ml_pam
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internal void OnAvatarReinitialize()
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{
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// Old VRIK is destroyed by game
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RecheckMode();
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m_inVR = Utils.IsInVR();
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m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
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ReparentRoots();
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if(m_inVR)
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RemoveArmIK();
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if(m_vrIK != null)
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{
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m_armLength = m_vrIK.solver.leftArm.mag * 1.25f;
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m_vrIK.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIK.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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}
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else if(!m_inVR)
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SetupArmIK();
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SetEnabled(m_enabled);
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}
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internal void OnPickupGrab(CVRPickupObject p_pickup, ControllerRay p_ray, Vector3 p_hit)
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@ -494,6 +448,62 @@ namespace ml_pam
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}
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// Arbitrary
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void SetupArmIK()
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{
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Transform l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.UpperChest);
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if(l_chest == null)
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l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Chest);
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if(l_chest == null)
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l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Spine);
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m_armIKLeft = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
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m_armIKLeft.solver.isLeft = true;
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m_armIKLeft.solver.SetChain(
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l_chest,
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftShoulder),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftUpperArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftLowerArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand),
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PlayerSetup.Instance._animator.transform
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);
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m_armIKLeft.solver.arm.target = m_leftTarget;
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m_armIKLeft.solver.arm.positionWeight = 1f;
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m_armIKLeft.solver.arm.rotationWeight = 1f;
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m_armIKLeft.solver.IKPositionWeight = 0f;
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m_armIKLeft.solver.IKRotationWeight = 0f;
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m_armIKLeft.enabled = false;
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m_armLength = m_armIKLeft.solver.arm.mag * 1.25f;
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m_armIKRight = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
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m_armIKRight.solver.isLeft = false;
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m_armIKRight.solver.SetChain(
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l_chest,
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightShoulder),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightUpperArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightLowerArm),
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PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand),
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PlayerSetup.Instance._animator.transform
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);
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m_armIKRight.solver.arm.target = m_rightTarget;
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m_armIKRight.solver.arm.positionWeight = 1f;
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m_armIKRight.solver.arm.rotationWeight = 1f;
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m_armIKRight.solver.IKPositionWeight = 0f;
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m_armIKRight.solver.IKRotationWeight = 0f;
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m_armIKRight.enabled = false;
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}
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void RemoveArmIK()
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{
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if(m_armIKLeft != null)
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Object.Destroy(m_armIKLeft);
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m_armIKLeft = null;
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if(m_armIKRight != null)
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Object.Destroy(m_armIKRight);
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m_armIKRight = null;
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}
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void SetArmActive(Settings.LeadHand p_hand, bool p_state, bool p_forced = false)
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{
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if(m_enabled || p_forced)
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@ -513,19 +523,15 @@ namespace ml_pam
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}
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}
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void RecheckMode()
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void ReparentRoots()
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{
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if(m_inVR != Utils.IsInVR())
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{
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m_rootLeft.parent = PlayerSetup.Instance.GetActiveCamera().transform;
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m_rootLeft.localPosition = Vector3.zero;
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m_rootLeft.localRotation = Quaternion.identity;
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m_rootLeft.parent = PlayerSetup.Instance.GetActiveCamera().transform;
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m_rootLeft.localPosition = Vector3.zero;
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m_rootLeft.localRotation = Quaternion.identity;
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m_rootRight.parent = PlayerSetup.Instance.GetActiveCamera().transform;
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m_rootRight.localPosition = Vector3.zero;
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m_rootRight.localRotation = Quaternion.identity;
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}
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m_inVR = Utils.IsInVR();
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m_rootRight.parent = PlayerSetup.Instance.GetActiveCamera().transform;
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m_rootRight.localPosition = Vector3.zero;
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m_rootRight.localRotation = Quaternion.identity;
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}
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}
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}
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26
ml_pam/PoseHelper.cs
Normal file
26
ml_pam/PoseHelper.cs
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@ -0,0 +1,26 @@
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using UnityEngine;
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using ABI_RC.Systems.IK;
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namespace ml_pam
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{
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static class PoseHelper
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{
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public static void ForceTPose(Animator p_animator)
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{
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if(p_animator.isHuman)
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{
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HumanPoseHandler l_handler = new HumanPoseHandler(p_animator.avatar, p_animator.transform);
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HumanPose l_pose = new HumanPose();
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l_handler.GetHumanPose(ref l_pose);
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for(int i = 0, j = Mathf.Min(l_pose.muscles.Length, MusclePoses.TPoseMuscles.Length); i < j; i++)
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l_pose.muscles[i] = MusclePoses.TPoseMuscles[i];
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l_pose.bodyPosition = Vector3.up;
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l_pose.bodyRotation = Quaternion.identity;
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l_handler.SetHumanPose(ref l_pose);
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l_handler.Dispose();
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}
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}
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}
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}
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@ -1,59 +0,0 @@
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using UnityEngine;
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namespace ml_pam
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{
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class TPoseHelper
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{
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HumanPoseHandler m_poseHandler = null;
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HumanPose m_oldPose;
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HumanPose m_newPose;
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Vector3 m_hipsLocalPos = Vector3.zero;
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Transform m_hips = null;
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public void Assign(Animator p_animator)
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{
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if(m_poseHandler != null)
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{
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m_poseHandler = new HumanPoseHandler(p_animator.avatar, p_animator.transform);
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m_hips = p_animator.GetBoneTransform(HumanBodyBones.Hips);
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}
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}
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public void Unassign()
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{
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m_poseHandler?.Dispose();
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m_poseHandler = null;
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m_oldPose = new HumanPose();
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m_newPose = new HumanPose();
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m_hips = null;
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m_hipsLocalPos = Vector3.zero;
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}
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public void Apply()
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{
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if(m_hips != null)
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m_hipsLocalPos = m_hips.localPosition;
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if(m_poseHandler != null)
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{
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m_poseHandler.GetHumanPose(ref m_oldPose);
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m_newPose.bodyPosition = m_oldPose.bodyPosition;
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m_newPose.bodyRotation = m_oldPose.bodyRotation;
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m_newPose.muscles = new float[m_oldPose.muscles.Length];
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for(int i = 0, j = m_newPose.muscles.Length; i < j; i++)
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m_newPose.muscles[i] = ABI_RC.Systems.IK.MusclePoses.TPoseMuscles[i];
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m_poseHandler.SetHumanPose(ref m_newPose);
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}
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}
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public void Restore()
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{
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if(m_poseHandler != null)
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m_poseHandler.SetHumanPose(ref m_oldPose);
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if(m_hips != null)
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m_hips.localPosition = m_hipsLocalPos;
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}
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}
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}
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