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https://github.com/hanetzer/sdraw_mods_cvr.git
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Minor fixes
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parent
aebf6c2c4e
commit
914bca26e4
14 changed files with 226 additions and 54 deletions
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@ -14,7 +14,7 @@ namespace ml_lme
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static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 270f, 0f);
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VRIK m_vrIK = null;
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Vector4 m_vrIKWeights = Vector2.zero;
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Vector4 m_vrIKWeights = Vector4.zero;
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bool m_inVR = false;
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Transform m_hips = null;
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Transform m_origLeftHand = null;
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@ -61,6 +61,31 @@ namespace ml_lme
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void OnDestroy()
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{
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if(m_leftArmIK != null)
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Destroy(m_leftArmIK);
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m_leftArmIK = null;
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if(m_rightArmIK != null)
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Destroy(m_rightArmIK);
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m_rightArmIK = null;
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if(m_leftHandTarget != null)
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Destroy(m_leftHandTarget);
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m_leftHandTarget = null;
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if(m_rightHandTarget != null)
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Destroy(m_rightHandTarget);
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m_rightHandTarget = null;
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m_poseHandler?.Dispose();
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m_poseHandler = null;
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m_vrIK = null;
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m_origLeftHand = null;
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m_origRightHand = null;
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m_origLeftElbow = null;
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m_origRightElbow = null;
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Settings.EnabledChange -= this.OnEnabledChange;
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Settings.FingersOnlyChange -= this.OnFingersOnlyChange;
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Settings.TrackElbowsChange -= this.OnTrackElbowsChange;
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@ -180,7 +205,7 @@ namespace ml_lme
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m_origLeftElbow = null;
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m_origRightElbow = null;
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m_hips = null;
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m_vrIKWeights = Vector2.zero;
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m_vrIKWeights = Vector4.zero;
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m_leftArmIK = null;
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m_rightArmIK = null;
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m_leftTargetActive = false;
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@ -328,16 +353,22 @@ namespace ml_lme
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}
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void OnIKPostUpdate()
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{
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m_vrIK.solver.leftArm.positionWeight = m_vrIKWeights.x;
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m_vrIK.solver.leftArm.rotationWeight = m_vrIKWeights.y;
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m_vrIK.solver.leftArm.target = m_origLeftHand;
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m_vrIK.solver.leftArm.bendGoal = m_origLeftElbow;
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m_vrIK.solver.leftArm.bendGoalWeight = ((m_origLeftElbow != null) ? 1f : 0f);
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m_vrIK.solver.rightArm.positionWeight = m_vrIKWeights.z;
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m_vrIK.solver.rightArm.rotationWeight = m_vrIKWeights.w;
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m_vrIK.solver.rightArm.target = m_origRightHand;
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m_vrIK.solver.rightArm.bendGoal = m_origRightElbow;
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m_vrIK.solver.rightArm.bendGoalWeight = ((m_origRightElbow != null) ? 1f : 0f);
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if(m_leftTargetActive)
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{
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m_vrIK.solver.leftArm.positionWeight = m_vrIKWeights.x;
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m_vrIK.solver.leftArm.rotationWeight = m_vrIKWeights.y;
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m_vrIK.solver.leftArm.target = m_origLeftHand;
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m_vrIK.solver.leftArm.bendGoal = m_origLeftElbow;
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m_vrIK.solver.leftArm.bendGoalWeight = ((m_origLeftElbow != null) ? 1f : 0f);
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}
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if(m_rightTargetActive)
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{
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m_vrIK.solver.rightArm.positionWeight = m_vrIKWeights.z;
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m_vrIK.solver.rightArm.rotationWeight = m_vrIKWeights.w;
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m_vrIK.solver.rightArm.target = m_origRightHand;
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m_vrIK.solver.rightArm.bendGoal = m_origRightElbow;
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m_vrIK.solver.rightArm.bendGoalWeight = ((m_origRightElbow != null) ? 1f : 0f);
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}
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}
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// Settings
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