Features merge from experimental:

Settings rework
Finger tracking networks sync only if hands are tracked
Working fix for animator override controller
Mass center offset calculations
Steps scaling
This commit is contained in:
SDraw 2023-03-16 09:20:45 +03:00
parent 8338fb758a
commit 971466da24
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GPG key ID: BB95B4DAB2BB8BB5
13 changed files with 474 additions and 451 deletions

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@ -11,8 +11,6 @@ namespace ml_lme
[DisallowMultipleComponent]
class LeapInput : CVRInputModule
{
static readonly FieldInfo ms_indexGestureToggle = typeof(InputModuleSteamVR).GetField("_steamVrIndexGestureToggleValue", BindingFlags.Instance | BindingFlags.NonPublic);
CVRInputManager m_inputManager = null;
InputModuleSteamVR m_steamVrModule = null;
bool m_inVR = false;
@ -123,8 +121,18 @@ namespace ml_lme
{
if(l_data.m_leftHand.m_present)
SetFingersInput(l_data.m_leftHand, true);
if(l_data.m_rightHand.m_present)
SetFingersInput(l_data.m_rightHand, false);
if(m_inVR)
{
m_inputManager.individualFingerTracking = !m_steamVrModule.GetIndexGestureToggle();
m_inputManager.individualFingerTracking |= (l_data.m_leftHand.m_present || l_data.m_rightHand.m_present);
}
else
m_inputManager.individualFingerTracking = (l_data.m_leftHand.m_present || l_data.m_rightHand.m_present);
IKSystem.Instance.FingerSystem.controlActive = m_inputManager.individualFingerTracking;
}
m_handRayLeft.enabled = (l_data.m_leftHand.m_present && (!m_inVR || !Utils.IsLeftHandTracked() || !Settings.FingersOnly));
@ -240,15 +248,12 @@ namespace ml_lme
// Arbitrary
void UpdateFingerTracking()
{
m_inputManager.individualFingerTracking = (Settings.Enabled || (m_inVR && Utils.AreKnucklesInUse() && !(bool)ms_indexGestureToggle.GetValue(m_steamVrModule)));
m_inputManager.individualFingerTracking = (Settings.Enabled || (m_inVR && Utils.AreKnucklesInUse() && !m_steamVrModule.GetIndexGestureToggle()));
IKSystem.Instance.FingerSystem.controlActive = m_inputManager.individualFingerTracking;
}
void SetFingersInput(GestureMatcher.HandData p_hand, bool p_left)
{
m_inputManager.individualFingerTracking = true;
IKSystem.Instance.FingerSystem.controlActive = true;
if(p_left)
{
m_inputManager.fingerCurlLeftThumb = p_hand.m_bends[0];
@ -256,11 +261,6 @@ namespace ml_lme
m_inputManager.fingerCurlLeftMiddle = p_hand.m_bends[2];
m_inputManager.fingerCurlLeftRing = p_hand.m_bends[3];
m_inputManager.fingerCurlLeftPinky = p_hand.m_bends[4];
IKSystem.Instance.FingerSystem.leftThumbCurl = p_hand.m_bends[0];
IKSystem.Instance.FingerSystem.leftIndexCurl = p_hand.m_bends[1];
IKSystem.Instance.FingerSystem.leftMiddleCurl = p_hand.m_bends[2];
IKSystem.Instance.FingerSystem.leftRingCurl = p_hand.m_bends[3];
IKSystem.Instance.FingerSystem.leftPinkyCurl = p_hand.m_bends[4];
}
else
{
@ -269,14 +269,10 @@ namespace ml_lme
m_inputManager.fingerCurlRightMiddle = p_hand.m_bends[2];
m_inputManager.fingerCurlRightRing = p_hand.m_bends[3];
m_inputManager.fingerCurlRightPinky = p_hand.m_bends[4];
IKSystem.Instance.FingerSystem.rightThumbCurl = p_hand.m_bends[0];
IKSystem.Instance.FingerSystem.rightIndexCurl = p_hand.m_bends[1];
IKSystem.Instance.FingerSystem.rightMiddleCurl = p_hand.m_bends[2];
IKSystem.Instance.FingerSystem.rightRingCurl = p_hand.m_bends[3];
IKSystem.Instance.FingerSystem.rightPinkyCurl = p_hand.m_bends[4];
}
}
// Game settings
void OnGameSettingBoolChange(string p_name, bool p_state)
{
if(p_name == "ControlUseGripToGrab")