mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-05 03:19:23 +00:00
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
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parent
8338fb758a
commit
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13 changed files with 474 additions and 451 deletions
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@ -37,6 +37,7 @@ namespace ml_lme
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bool m_leftTargetActive = false;
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bool m_rightTargetActive = false;
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// Unity events
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void Start()
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{
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m_inVR = Utils.IsInVR();
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@ -51,51 +52,20 @@ namespace ml_lme
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m_rightHandTarget.localPosition = Vector3.zero;
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m_rightHandTarget.localRotation = Quaternion.identity;
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Settings.EnabledChange += this.SetEnabled;
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Settings.FingersOnlyChange += this.SetFingersOnly;
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Settings.TrackElbowsChange += this.SetTrackElbows;
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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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SetEnabled(Settings.Enabled);
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SetFingersOnly(Settings.FingersOnly);
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SetTrackElbows(Settings.TrackElbows);
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OnEnabledChange(Settings.Enabled);
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OnFingersOnlyChange(Settings.FingersOnly);
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OnTrackElbowsChange(Settings.TrackElbows);
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}
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void OnDestroy()
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{
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Settings.EnabledChange -= this.SetEnabled;
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Settings.FingersOnlyChange -= this.SetFingersOnly;
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Settings.TrackElbowsChange -= this.SetTrackElbows;
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}
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void SetEnabled(bool p_state)
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{
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m_enabled = p_state;
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RefreshArmIK();
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if(!m_enabled || m_fingersOnly)
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RestoreVRIK();
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}
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void SetFingersOnly(bool p_state)
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{
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m_fingersOnly = p_state;
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RefreshArmIK();
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if(!m_enabled || m_fingersOnly)
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RestoreVRIK();
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}
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void SetTrackElbows(bool p_state)
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{
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m_trackElbows = p_state;
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if((m_leftArmIK != null) && (m_rightArmIK != null))
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{
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m_leftArmIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
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m_rightArmIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
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}
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RestoreVRIK();
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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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}
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void Update()
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@ -159,15 +129,18 @@ namespace ml_lme
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GestureMatcher.LeapData l_data = LeapManager.GetInstance().GetLatestData();
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Vector3 l_hipsLocalPos = m_hips.localPosition;
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Quaternion l_hipsLocalRot = m_hips.localRotation;
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m_poseHandler.GetHumanPose(ref m_pose);
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UpdateFingers(l_data);
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m_poseHandler.SetHumanPose(ref m_pose);
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m_hips.localPosition = l_hipsLocalPos;
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m_hips.localRotation = l_hipsLocalRot;
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}
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}
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// Tracking update
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void UpdateFingers(GestureMatcher.LeapData p_data)
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{
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if(p_data.m_leftHand.m_present)
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@ -227,6 +200,7 @@ namespace ml_lme
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}
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}
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// Game events
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internal void OnAvatarClear()
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{
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m_vrIK = null;
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@ -348,6 +322,7 @@ namespace ml_lme
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}
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}
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// IK updates
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void OnIKPreUpdate()
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{
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m_armsWeights.Set(
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@ -376,6 +351,39 @@ namespace ml_lme
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m_vrIK.solver.rightArm.rotationWeight = m_armsWeights.w;
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}
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// Settings
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void OnEnabledChange(bool p_state)
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{
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m_enabled = p_state;
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RefreshArmIK();
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if(!m_enabled || m_fingersOnly)
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RestoreVRIK();
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}
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void OnFingersOnlyChange(bool p_state)
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{
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m_fingersOnly = p_state;
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RefreshArmIK();
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if(!m_enabled || m_fingersOnly)
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RestoreVRIK();
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}
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void OnTrackElbowsChange(bool p_state)
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{
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m_trackElbows = p_state;
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if((m_leftArmIK != null) && (m_rightArmIK != null))
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{
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m_leftArmIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
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m_rightArmIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
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}
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RestoreVRIK();
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}
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// Arbitrary
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void RestoreVRIK()
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{
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if(m_vrIK != null)
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