mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
Update to r170
This commit is contained in:
parent
dcd94ae906
commit
a06d002372
16 changed files with 311 additions and 175 deletions
|
@ -4,9 +4,9 @@ Merged set of MelonLoader mods for ChilloutVR.
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| Full name | Short name | Latest version | Available in [CVRMA](https://github.com/knah/CVRMelonAssistant) | Current Status | Notes |
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|-----------|------------|----------------|-----------------------------------------------------------------|----------------|-------|
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| Avatar Change Info | ml_aci | 1.0.3 | Yes | Working |
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| Avatar Motion Tweaker | ml_amt | 1.1.8 | Yes | Working |
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| Desktop Head Tracking | ml_dht | 1.1.1 | Yes, pending update | Working |
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| Avatar Motion Tweaker | ml_amt | 1.1.9 | Yes, pending review | Working |
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| Desktop Head Tracking | ml_dht | 1.1.1 | Yes, pending review | Working |
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| Desktop Reticle Switch | ml_drs | 1.0.0 | Yes | Working |
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| Four Point Tracking | ml_fpt | 1.0.9 | Yes | Working |
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| Leap Motion Extension | ml_lme | 1.2.7 | Yes | Working |
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| Four Point Tracking | ml_fpt | 1.0.9 | Retired | Deprecated | Not needed after r170 update
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| Leap Motion Extension | ml_lme | 1.2.8 | Yes, pending review | Working |
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| Server Connection Info | ml_sci | 1.0.2 | Yes | Working |
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@ -1,4 +1,5 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using System.Reflection;
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namespace ml_amt
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@ -9,6 +10,8 @@ namespace ml_amt
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MotionTweaker m_localTweaker = null;
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static bool ms_fbtDetour = false;
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public override void OnInitializeMelon()
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{
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if(ms_instance == null)
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@ -26,6 +29,27 @@ namespace ml_amt
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null,
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(OnSetupAvatar_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(BodySystem).GetMethod(nameof(BodySystem.Calibrate)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(OnCalibrate_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(BodySystem).GetMethod(nameof(BodySystem.FBTAvailable)),
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(OnFBTAvailable_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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null
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);
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod("Update", BindingFlags.NonPublic | BindingFlags.Instance),
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(FBTDetour_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(FBTDetour_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod("FixedUpdate", BindingFlags.NonPublic | BindingFlags.Instance),
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(FBTDetour_Prefix), BindingFlags.Static | BindingFlags.NonPublic)),
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new HarmonyLib.HarmonyMethod(typeof(AvatarMotionTweaker).GetMethod(nameof(FBTDetour_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
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}
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@ -83,5 +107,39 @@ namespace ml_amt
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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static void OnCalibrate_Postfix() => ms_instance?.OnCalibrate();
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void OnCalibrate()
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{
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try
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{
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if(m_localTweaker != null)
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m_localTweaker.OnCalibrate();
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}
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catch(System.Exception l_exception)
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{
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MelonLoader.MelonLogger.Error(l_exception);
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}
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}
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// FBT detection override
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static void FBTDetour_Prefix()
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{
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ms_fbtDetour = true;
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}
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static void FBTDetour_Postfix()
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{
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ms_fbtDetour = false;
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}
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static bool OnFBTAvailable_Prefix(ref bool __result)
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{
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if(ms_fbtDetour && !BodySystem.isCalibratedAsFullBody)
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{
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__result = false;
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return false;
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}
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return true;
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}
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}
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}
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@ -1,4 +1,5 @@
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using ABI_RC.Core.Player;
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using ABI_RC.Systems.IK.SubSystems;
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using ABI_RC.Systems.MovementSystem;
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using RootMotion.FinalIK;
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using System.Collections.Generic;
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@ -51,6 +52,8 @@ namespace ml_amt
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float m_locomotionWeight = 1f; // Original weight
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float m_avatarScale = 1f; // Instantiated scale
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Transform m_avatarHips = null;
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float m_viewPointHeight = 1f;
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bool m_isInVR = false;
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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@ -91,6 +94,8 @@ namespace ml_amt
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void Start()
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{
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m_isInVR = Utils.IsInVR();
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Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange += this.SetCrouchLimit;
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Settings.IKOverrideProneChange += this.SetIKOverrideProne;
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@ -126,20 +131,20 @@ namespace ml_amt
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m_moving = !Mathf.Approximately(MovementSystem.Instance.movementVector.magnitude, 0f);
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// Update upright
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (PlayerSetup.Instance._inVr ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_isInVR ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
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float l_currentHeight = Mathf.Clamp((l_hmdMatrix * ms_pointVector).y, 0f, float.MaxValue);
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float l_avatarScale = (m_avatarScale > 0f) ? (PlayerSetup.Instance._avatar.transform.localScale.y / m_avatarScale) : 0f;
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float l_avatarViewHeight = Mathf.Clamp(PlayerSetup.Instance.GetViewPointHeight() * l_avatarScale, 0f, float.MaxValue);
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float l_avatarViewHeight = Mathf.Clamp(m_viewPointHeight * l_avatarScale, 0f, float.MaxValue);
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m_upright = Mathf.Clamp(((l_avatarViewHeight > 0f) ? (l_currentHeight / l_avatarViewHeight) : 0f), 0f, 1f);
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PoseState l_poseState = (m_upright <= m_proneLimit) ? PoseState.Proning : ((m_upright <= m_crouchLimit) ? PoseState.Crouching : PoseState.Standing);
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if(m_followHips && (m_avatarHips != null))
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if(m_avatarHips != null)
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{
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Vector4 l_hipsToPlayer = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector;
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m_hipsToPlayer.Set(l_hipsToPlayer.x, 0f, l_hipsToPlayer.z);
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Vector4 l_hipsToPoint = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_avatarHips.GetMatrix()) * ms_pointVector;
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m_hipsToPlayer.Set(l_hipsToPoint.x, 0f, l_hipsToPoint.z);
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}
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if(PlayerSetup.Instance._inVr && (m_vrIk != null) && m_vrIk.enabled)
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if(m_isInVR && (m_vrIk != null) && m_vrIk.enabled)
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{
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if(m_poseState != l_poseState)
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{
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@ -164,8 +169,8 @@ namespace ml_amt
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if(m_poseTransitions)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (l_poseState == PoseState.Crouching) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (l_poseState == PoseState.Proning) && !m_compatibleAvatar && !PlayerSetup.Instance.fullBodyActive);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", (l_poseState == PoseState.Crouching) && !m_compatibleAvatar && !BodySystem.isCalibratedAsFullBody);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", (l_poseState == PoseState.Proning) && !m_compatibleAvatar && !BodySystem.isCalibratedAsFullBody);
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}
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}
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@ -249,14 +254,17 @@ namespace ml_amt
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m_moving = false;
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m_hipsToPlayer = Vector3.zero;
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m_avatarHips = null;
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m_viewPointHeight = 1f;
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m_parameters.Clear();
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}
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public void OnSetupAvatar()
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{
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m_isInVR = Utils.IsInVR();
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m_vrIk = PlayerSetup.Instance._avatar.GetComponent<VRIK>();
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m_locomotionLayer = PlayerSetup.Instance._animator.GetLayerIndex("Locomotion/Emotes");
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m_avatarHips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
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m_viewPointHeight = PlayerSetup.Instance._avatar.GetComponent<ABI.CCK.Components.CVRAvatar>().viewPosition.y;
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// Parse animator parameters
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AnimatorControllerParameter[] l_params = PlayerSetup.Instance._animator.parameters;
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@ -304,13 +312,27 @@ namespace ml_amt
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if(m_customLocomotionOffset)
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m_vrIk.solver.locomotion.offset = m_locomotionOffset;
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m_vrIk.solver.OnPreUpdate += this.OnIKPreUpdate;
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m_vrIk.solver.OnPostUpdate += this.OnIKPostUpdate;
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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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m_avatarReady = true;
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}
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public void OnCalibrate()
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{
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if(m_avatarReady && BodySystem.isCalibratedAsFullBody && BodySystem.enableHipTracking && !BodySystem.enableRightFootTracking && !BodySystem.enableLeftFootTracking && !BodySystem.enableLeftKneeTracking && !BodySystem.enableRightKneeTracking)
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{
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BodySystem.isCalibratedAsFullBody = false;
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BodySystem.TrackingLeftLegEnabled = false;
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BodySystem.TrackingRightLegEnabled = false;
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BodySystem.TrackingLocomotionEnabled = true;
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if(m_vrIk != null)
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m_vrIk.solver.spine.maxRootAngle = 25f; // I need to rotate my legs, ffs!
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}
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}
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void OnIKPreUpdate()
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{
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bool l_legsOverride = false;
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@ -321,22 +343,17 @@ namespace ml_amt
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if(m_detectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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// Game manages VRIK for desktop itself
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if(PlayerSetup.Instance._inVr)
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if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
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{
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if((m_ikOverrideCrouch && (m_poseState != PoseState.Standing)) || (m_ikOverrideProne && (m_poseState == PoseState.Proning)))
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{
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m_vrIk.solver.locomotion.weight = 0f;
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l_legsOverride = true;
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}
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if(m_ikOverrideFly && MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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l_legsOverride = true;
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}
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m_vrIk.solver.locomotion.weight = 0f;
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l_legsOverride = true;
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}
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if(m_ikOverrideFly && MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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l_legsOverride = true;
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}
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// But not this
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if(m_ikOverrideJump && !m_grounded && !MovementSystem.Instance.flying)
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{
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m_vrIk.solver.locomotion.weight = 0f;
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@ -345,8 +362,11 @@ namespace ml_amt
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bool l_solverActive = !Mathf.Approximately(m_vrIk.solver.IKPositionWeight, 0f);
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if(l_legsOverride && l_solverActive && m_followHips && !m_moving && PlayerSetup.Instance._inVr)
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if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_isInVR && !BodySystem.isCalibratedAsFullBody)
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{
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ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false;
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PlayerSetup.Instance._avatar.transform.localPosition = m_hipsToPlayer;
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}
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}
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void OnIKPostUpdate()
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@ -377,7 +397,7 @@ namespace ml_amt
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{
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m_poseTransitions = p_state;
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if(!m_poseTransitions && m_avatarReady && PlayerSetup.Instance._inVr)
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if(!m_poseTransitions && m_avatarReady && m_isInVR)
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{
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Crouching", false);
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PlayerSetup.Instance.animatorManager.SetAnimatorParameterBool("Prone", false);
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@ -387,7 +407,7 @@ namespace ml_amt
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{
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m_adjustedMovement = p_state;
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if(!m_adjustedMovement && m_avatarReady && PlayerSetup.Instance._inVr)
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if(!m_adjustedMovement && m_avatarReady && m_isInVR)
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{
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MovementSystem.Instance.ChangeCrouch(false);
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MovementSystem.Instance.ChangeProne(false);
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@ -1,10 +1,10 @@
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using System.Reflection;
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[assembly: AssemblyTitle("AvatarMotionTweaker")]
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[assembly: AssemblyVersion("1.1.8")]
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[assembly: AssemblyFileVersion("1.1.8")]
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[assembly: AssemblyVersion("1.1.9")]
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[assembly: AssemblyFileVersion("1.1.9")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.1.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.1.9", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
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[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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@ -37,3 +37,6 @@ Available additional parameters for AAS animator:
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Additional avatars tweaks:
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* If avatar has child object with name `LocomotionOffset` its local position will be used for offsetting VRIK locomotion mass center.
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Additional mod's behaviour:
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* Overrides FBT behaviour in 4PT mode (head, hands, hips). Be sure to disable legs and knees tracking in `Settings - IK tab`.
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@ -1,9 +1,12 @@
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using UnityEngine;
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using ABI_RC.Systems.IK;
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namespace ml_amt
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{
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static class Utils
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{
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public static bool IsInVR() => ((ABI_RC.Core.Savior.CheckVR.Instance != null) && ABI_RC.Core.Savior.CheckVR.Instance.hasVrDeviceLoaded);
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// Extensions
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public static Matrix4x4 GetMatrix(this Transform p_transform, bool p_pos = true, bool p_rot = true, bool p_scl = false)
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{
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@ -82,6 +82,6 @@
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy /y "$(TargetPath)" "C:\Games\Steam\common\ChilloutVR\Mods\"</PostBuildEvent>
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<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>
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</PropertyGroup>
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</Project>
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@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ReferencePath>C:\Games\Steam\common\ChilloutVR\MelonLoader\;C:\Games\Steam\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
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<ReferencePath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\;D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
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</PropertyGroup>
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</Project>
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@ -250,7 +250,7 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
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</div>
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</div>
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`;
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document.getElementById('settings-implementation').appendChild(l_block);
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document.getElementById('settings-ik').appendChild(l_block);
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// Update sliders in new menu block
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let l_sliders = l_block.querySelectorAll('.inp_slider');
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|
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@ -7,11 +7,11 @@ namespace ml_lme
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readonly static Vector2[] ms_fingerLimits =
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{
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new Vector2(0f, 15f),
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new Vector2(-20f, 20f),
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new Vector2(-50f, 50f),
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new Vector2(-7.5f, 7.5f),
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new Vector2(-20f, 20f)
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new Vector2(-50f, 0f),
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new Vector2(-20f, 30f),
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new Vector2(-15f, 15f),
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new Vector2(-10f, 20f),
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new Vector2(-10f, 25f)
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};
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public class GesturesData
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@ -156,57 +156,18 @@ namespace ml_lme
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l_angle -= 360f;
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// Pain
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switch(l_finger.Type)
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{
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case Leap.Finger.FingerType.TYPE_THUMB:
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{
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if(p_hand.IsRight)
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l_angle *= -1f;
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l_angle += ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_INDEX].y * 2f;
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l_angle *= 0.5f;
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}
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break;
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if(p_hand.IsRight)
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l_angle *= -1f;
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case Leap.Finger.FingerType.TYPE_INDEX:
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{
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if(p_hand.IsLeft)
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l_angle *= -1f;
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l_angle += ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_INDEX].y;
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l_angle *= 0.5f;
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}
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break;
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case Leap.Finger.FingerType.TYPE_MIDDLE:
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{
|
||||
l_angle += (ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_MIDDLE].y * (p_hand.IsRight ? 0.125f : -0.125f));
|
||||
l_angle *= (p_hand.IsLeft ? -4f : 4f);
|
||||
}
|
||||
break;
|
||||
|
||||
case Leap.Finger.FingerType.TYPE_RING:
|
||||
{
|
||||
if(p_hand.IsRight)
|
||||
l_angle *= -1f;
|
||||
l_angle += ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_RING].y;
|
||||
l_angle *= 0.5f;
|
||||
}
|
||||
break;
|
||||
|
||||
case Leap.Finger.FingerType.TYPE_PINKY:
|
||||
{
|
||||
l_angle += (p_hand.IsRight ? ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_PINKY].x : ms_fingerLimits[(int)Leap.Finger.FingerType.TYPE_PINKY].y);
|
||||
l_angle *= (p_hand.IsRight ? -0.5f : 0.5f);
|
||||
}
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
p_spreads[(int)l_finger.Type] = Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
|
||||
if(l_finger.Type != Leap.Finger.FingerType.TYPE_THUMB)
|
||||
{
|
||||
p_spreads[(int)l_finger.Type] *= 2f;
|
||||
p_spreads[(int)l_finger.Type] -= 1f;
|
||||
if(l_angle < 0f)
|
||||
p_spreads[(int)l_finger.Type] = 0.5f * Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, 0f, l_angle);
|
||||
else
|
||||
p_spreads[(int)l_finger.Type] = 0.5f + 0.5f * Mathf.InverseLerp(0f, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
|
||||
}
|
||||
else
|
||||
p_spreads[(int)l_finger.Type] = Mathf.InverseLerp(ms_fingerLimits[(int)l_finger.Type].x, ms_fingerLimits[(int)l_finger.Type].y, l_angle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -18,9 +18,11 @@ namespace ml_lme
|
|||
static readonly Quaternion ms_offsetRightDesktop = Quaternion.Euler(0f, 270f, 0f);
|
||||
|
||||
InputModuleSteamVR m_steamVrModule = null;
|
||||
IndexIK m_indexIK = null;
|
||||
VRIK m_vrIK = null;
|
||||
Vector2 m_armsWeights = Vector2.zero;
|
||||
bool m_isInVR = false;
|
||||
Transform m_origElbowLeft = null;
|
||||
Transform m_origElbowRight = null;
|
||||
|
||||
bool m_enabled = true;
|
||||
bool m_fingersOnly = false;
|
||||
|
@ -28,6 +30,8 @@ namespace ml_lme
|
|||
|
||||
ArmIK m_leftIK = null;
|
||||
ArmIK m_rightIK = null;
|
||||
HumanPoseHandler m_poseHandler = null;
|
||||
HumanPose m_pose;
|
||||
Transform m_leftHand = null;
|
||||
Transform m_rightHand = null;
|
||||
Transform m_leftHandTarget = null;
|
||||
|
@ -39,8 +43,8 @@ namespace ml_lme
|
|||
|
||||
void Start()
|
||||
{
|
||||
m_indexIK = this.GetComponent<IndexIK>();
|
||||
m_steamVrModule = CVRInputManager.Instance.GetComponent<InputModuleSteamVR>();
|
||||
m_isInVR = Utils.IsInVR();
|
||||
|
||||
if(m_leftHand != null)
|
||||
{
|
||||
|
@ -98,13 +102,7 @@ namespace ml_lme
|
|||
m_rightIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
}
|
||||
|
||||
if(m_vrIK != null)
|
||||
{
|
||||
if(m_leftTargetActive)
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
if(m_rightTargetActive)
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
}
|
||||
RestoreVRIK();
|
||||
}
|
||||
|
||||
public void SetTransforms(Transform p_left, Transform p_right, Transform p_leftElbow, Transform p_rightElbow)
|
||||
|
@ -116,101 +114,176 @@ namespace ml_lme
|
|||
m_rightElbow = p_rightElbow;
|
||||
}
|
||||
|
||||
public void UpdateTracking(GestureMatcher.GesturesData p_gesturesData)
|
||||
public void UpdateTracking(GestureMatcher.GesturesData p_data)
|
||||
{
|
||||
if(m_enabled)
|
||||
{
|
||||
if((m_leftIK != null) && (m_rightIK != null))
|
||||
{
|
||||
m_leftIK.solver.IKPositionWeight = Mathf.Lerp(m_leftIK.solver.IKPositionWeight, (p_gesturesData.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
m_leftIK.solver.IKRotationWeight = Mathf.Lerp(m_leftIK.solver.IKRotationWeight, (p_gesturesData.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
m_rightIK.solver.IKPositionWeight = Mathf.Lerp(m_rightIK.solver.IKPositionWeight, (p_gesturesData.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
m_rightIK.solver.IKRotationWeight = Mathf.Lerp(m_rightIK.solver.IKRotationWeight, (p_gesturesData.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
}
|
||||
m_leftIK.solver.IKPositionWeight = Mathf.Lerp(m_leftIK.solver.IKPositionWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
m_leftIK.solver.IKRotationWeight = Mathf.Lerp(m_leftIK.solver.IKRotationWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
if(m_trackElbows)
|
||||
m_leftIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_leftIK.solver.arm.bendGoalWeight, (p_data.m_handsPresenses[0] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
|
||||
if(!Utils.AreKnucklesInUse())
|
||||
UpdateFingers(p_gesturesData);
|
||||
m_rightIK.solver.IKPositionWeight = Mathf.Lerp(m_rightIK.solver.IKPositionWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
m_rightIK.solver.IKRotationWeight = Mathf.Lerp(m_rightIK.solver.IKRotationWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
if(m_trackElbows)
|
||||
m_rightIK.solver.arm.bendGoalWeight = Mathf.Lerp(m_rightIK.solver.arm.bendGoalWeight, (p_data.m_handsPresenses[1] && !m_fingersOnly) ? 1f : 0f, 0.25f);
|
||||
}
|
||||
|
||||
if((m_vrIK != null) && !m_fingersOnly)
|
||||
{
|
||||
if(p_gesturesData.m_handsPresenses[0] && !m_leftTargetActive)
|
||||
if(p_data.m_handsPresenses[0] && !m_leftTargetActive)
|
||||
{
|
||||
m_vrIK.solver.leftArm.target = m_leftHandTarget;
|
||||
m_vrIK.solver.leftArm.bendGoal = m_leftElbow;
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
m_leftTargetActive = true;
|
||||
}
|
||||
if(!p_gesturesData.m_handsPresenses[0] && m_leftTargetActive)
|
||||
if(!p_data.m_handsPresenses[0] && m_leftTargetActive)
|
||||
{
|
||||
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
|
||||
m_vrIK.solver.leftArm.bendGoal = null;
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = 0f;
|
||||
m_vrIK.solver.leftArm.bendGoal = m_origElbowLeft;
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = ((m_origElbowLeft != null) ? 1f : 0f);
|
||||
m_leftTargetActive = false;
|
||||
}
|
||||
|
||||
if(p_gesturesData.m_handsPresenses[1] && !m_rightTargetActive)
|
||||
if(p_data.m_handsPresenses[1] && !m_rightTargetActive)
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = m_rightHandTarget;
|
||||
m_vrIK.solver.rightArm.bendGoal = m_rightElbow;
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
m_rightTargetActive = true;
|
||||
}
|
||||
if(!p_gesturesData.m_handsPresenses[1] && m_rightTargetActive)
|
||||
if(!p_data.m_handsPresenses[1] && m_rightTargetActive)
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
|
||||
m_vrIK.solver.rightArm.bendGoal = null;
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = 0f;
|
||||
m_vrIK.solver.rightArm.bendGoal = m_origElbowRight;
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = ((m_origElbowRight != null) ? 1f : 0f);
|
||||
m_rightTargetActive = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateFingers(GestureMatcher.GesturesData p_data)
|
||||
{
|
||||
if(m_enabled && (m_indexIK != null) && (CVRInputManager.Instance != null))
|
||||
{
|
||||
CVRInputManager.Instance.individualFingerTracking = true;
|
||||
|
||||
if(p_data.m_handsPresenses[0])
|
||||
{
|
||||
m_indexIK.leftThumbCurl = p_data.m_leftFingersBends[0];
|
||||
m_indexIK.leftIndexCurl = p_data.m_leftFingersBends[1];
|
||||
m_indexIK.leftMiddleCurl = p_data.m_leftFingersBends[2];
|
||||
m_indexIK.leftRingCurl = p_data.m_leftFingersBends[3];
|
||||
m_indexIK.leftPinkyCurl = p_data.m_leftFingersBends[4];
|
||||
CVRInputManager.Instance.individualFingerTracking = true;
|
||||
CVRInputManager.Instance.fingerCurlLeftThumb = p_data.m_leftFingersBends[0];
|
||||
CVRInputManager.Instance.fingerCurlLeftIndex = p_data.m_leftFingersBends[1];
|
||||
CVRInputManager.Instance.fingerCurlLeftMiddle = p_data.m_leftFingersBends[2];
|
||||
CVRInputManager.Instance.fingerCurlLeftRing = p_data.m_leftFingersBends[3];
|
||||
CVRInputManager.Instance.fingerCurlLeftPinky = p_data.m_leftFingersBends[4];
|
||||
|
||||
IKSystem.Instance.FingerSystem.controlActive = true;
|
||||
IKSystem.Instance.FingerSystem.leftThumbCurl = p_data.m_leftFingersBends[0];
|
||||
IKSystem.Instance.FingerSystem.leftIndexCurl = p_data.m_leftFingersBends[1];
|
||||
IKSystem.Instance.FingerSystem.leftMiddleCurl = p_data.m_leftFingersBends[2];
|
||||
IKSystem.Instance.FingerSystem.leftRingCurl = p_data.m_leftFingersBends[3];
|
||||
IKSystem.Instance.FingerSystem.leftPinkyCurl = p_data.m_leftFingersBends[4];
|
||||
}
|
||||
|
||||
if(p_data.m_handsPresenses[1])
|
||||
{
|
||||
m_indexIK.rightThumbCurl = p_data.m_rightFingersBends[0];
|
||||
m_indexIK.rightIndexCurl = p_data.m_rightFingersBends[1];
|
||||
m_indexIK.rightMiddleCurl = p_data.m_rightFingersBends[2];
|
||||
m_indexIK.rightRingCurl = p_data.m_rightFingersBends[3];
|
||||
m_indexIK.rightPinkyCurl = p_data.m_rightFingersBends[4];
|
||||
CVRInputManager.Instance.individualFingerTracking = true;
|
||||
CVRInputManager.Instance.fingerCurlRightThumb = p_data.m_rightFingersBends[0];
|
||||
CVRInputManager.Instance.fingerCurlRightIndex = p_data.m_rightFingersBends[1];
|
||||
CVRInputManager.Instance.fingerCurlRightMiddle = p_data.m_rightFingersBends[2];
|
||||
CVRInputManager.Instance.fingerCurlRightRing = p_data.m_rightFingersBends[3];
|
||||
CVRInputManager.Instance.fingerCurlRightPinky = p_data.m_rightFingersBends[4];
|
||||
|
||||
IKSystem.Instance.FingerSystem.controlActive = true;
|
||||
IKSystem.Instance.FingerSystem.rightThumbCurl = p_data.m_rightFingersBends[0];
|
||||
IKSystem.Instance.FingerSystem.rightIndexCurl = p_data.m_rightFingersBends[1];
|
||||
IKSystem.Instance.FingerSystem.rightMiddleCurl = p_data.m_rightFingersBends[2];
|
||||
IKSystem.Instance.FingerSystem.rightRingCurl = p_data.m_rightFingersBends[3];
|
||||
IKSystem.Instance.FingerSystem.rightPinkyCurl = p_data.m_rightFingersBends[4];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateTrackingLate(GestureMatcher.GesturesData p_data)
|
||||
{
|
||||
if(m_enabled && !m_isInVR && (m_poseHandler != null))
|
||||
{
|
||||
m_poseHandler.GetHumanPose(ref m_pose);
|
||||
UpdateFingers(p_data);
|
||||
m_poseHandler.SetHumanPose(ref m_pose);
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateFingers(GestureMatcher.GesturesData p_data)
|
||||
{
|
||||
if(p_data.m_handsPresenses[0])
|
||||
{
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_leftFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_leftFingersSpreads[0])); // Ok
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_leftFingersSpreads[1])); // Ok
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_leftFingersSpreads[2]));
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_leftFingersSpreads[3]));
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_leftFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.LeftLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_leftFingersSpreads[4]));
|
||||
}
|
||||
|
||||
if(p_data.m_handsPresenses[1])
|
||||
{
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb1Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb2Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumb3Stretched, Mathf.Lerp(0.85f, -0.85f, p_data.m_rightFingersBends[0]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightThumbSpread, Mathf.Lerp(-1.5f, 1.0f, p_data.m_rightFingersSpreads[0])); // Ok
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndex3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[1]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightIndexSpread, Mathf.Lerp(1f, -1f, p_data.m_rightFingersSpreads[1])); // Ok
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[2]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightMiddleSpread, Mathf.Lerp(2f, -2f, p_data.m_rightFingersSpreads[2]));
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRing3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[3]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightRingSpread, Mathf.Lerp(-2f, 2f, p_data.m_rightFingersSpreads[3]));
|
||||
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle1Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle2Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittle3Stretched, Mathf.Lerp(0.7f, -1f, p_data.m_rightFingersBends[4]));
|
||||
UpdatePoseMuscle(ref m_pose, (int)MuscleIndex.RightLittleSpread, Mathf.Lerp(-0.5f, 1f, p_data.m_rightFingersSpreads[4]));
|
||||
}
|
||||
}
|
||||
|
||||
public void OnAvatarClear()
|
||||
{
|
||||
m_vrIK = null;
|
||||
m_origElbowLeft = null;
|
||||
m_origElbowRight = null;
|
||||
m_armsWeights = Vector2.zero;
|
||||
m_leftIK = null;
|
||||
m_rightIK = null;
|
||||
m_leftTargetActive = false;
|
||||
m_rightTargetActive = false;
|
||||
|
||||
if(!m_isInVR)
|
||||
m_poseHandler?.Dispose();
|
||||
m_poseHandler = null;
|
||||
|
||||
m_leftHandTarget.localPosition = Vector3.zero;
|
||||
m_leftHandTarget.localRotation = Quaternion.identity;
|
||||
m_rightHandTarget.localPosition = Vector3.zero;
|
||||
|
@ -219,33 +292,26 @@ namespace ml_lme
|
|||
|
||||
public void OnSetupAvatar()
|
||||
{
|
||||
m_isInVR = Utils.IsInVR();
|
||||
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
|
||||
|
||||
if(m_indexIK != null)
|
||||
{
|
||||
m_indexIK.avatarAnimator = PlayerSetup.Instance._animator;
|
||||
RefreshFingersTracking();
|
||||
}
|
||||
RefreshFingersTracking();
|
||||
|
||||
if(PlayerSetup.Instance._animator.isHuman)
|
||||
{
|
||||
HumanPoseHandler l_poseHandler = null;
|
||||
HumanPose l_initPose = new HumanPose();
|
||||
|
||||
// Force desktop non-VRIK avatar into T-Pose
|
||||
if(m_vrIK == null)
|
||||
if(!m_isInVR)
|
||||
{
|
||||
l_poseHandler = new HumanPoseHandler(PlayerSetup.Instance._animator.avatar, PlayerSetup.Instance._avatar.transform);
|
||||
l_poseHandler.GetHumanPose(ref l_initPose);
|
||||
// Force desktop avatar into T-Pose
|
||||
m_poseHandler = new HumanPoseHandler(PlayerSetup.Instance._animator.avatar, PlayerSetup.Instance._avatar.transform);
|
||||
m_poseHandler.GetHumanPose(ref m_pose);
|
||||
|
||||
HumanPose l_tPose = new HumanPose();
|
||||
l_tPose.bodyPosition = l_initPose.bodyPosition;
|
||||
l_tPose.bodyRotation = l_initPose.bodyRotation;
|
||||
l_tPose.muscles = new float[l_initPose.muscles.Length];
|
||||
l_tPose.bodyPosition = m_pose.bodyPosition;
|
||||
l_tPose.bodyRotation = m_pose.bodyRotation;
|
||||
l_tPose.muscles = new float[m_pose.muscles.Length];
|
||||
for(int i = 0; i < l_tPose.muscles.Length; i++)
|
||||
l_tPose.muscles[i] = ms_tposeMuscles[i];
|
||||
|
||||
l_poseHandler.SetHumanPose(ref l_tPose);
|
||||
m_poseHandler.SetHumanPose(ref l_tPose);
|
||||
}
|
||||
|
||||
Transform l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
|
||||
|
@ -294,15 +360,22 @@ namespace ml_lme
|
|||
m_rightIK.solver.arm.bendGoalWeight = (m_trackElbows ? 1f : 0f);
|
||||
m_rightIK.enabled = (m_enabled && !m_fingersOnly);
|
||||
|
||||
l_poseHandler.SetHumanPose(ref l_initPose);
|
||||
m_poseHandler?.SetHumanPose(ref m_pose);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_vrIK.solver.OnPreUpdate += this.OnIKPreUpdate;
|
||||
m_vrIK.solver.OnPostUpdate += this.OnIKPostUpdate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
l_poseHandler?.Dispose();
|
||||
public void OnCalibrate()
|
||||
{
|
||||
if(m_vrIK != null)
|
||||
{
|
||||
m_origElbowLeft = m_vrIK.solver.leftArm.bendGoal;
|
||||
m_origElbowRight = m_vrIK.solver.rightArm.bendGoal;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -337,15 +410,15 @@ namespace ml_lme
|
|||
if(m_leftTargetActive)
|
||||
{
|
||||
m_vrIK.solver.leftArm.target = IKSystem.Instance.leftHandAnchor;
|
||||
m_vrIK.solver.leftArm.bendGoal = null;
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = 0f;
|
||||
m_vrIK.solver.leftArm.bendGoal = m_origElbowLeft;
|
||||
m_vrIK.solver.leftArm.bendGoalWeight = ((m_origElbowLeft != null) ? 1f : 0f);
|
||||
m_leftTargetActive = false;
|
||||
}
|
||||
if(m_rightTargetActive)
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = IKSystem.Instance.rightHandAnchor;
|
||||
m_vrIK.solver.rightArm.bendGoal = null;
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = 0f;
|
||||
m_vrIK.solver.rightArm.bendGoal = m_origElbowRight;
|
||||
m_vrIK.solver.rightArm.bendGoalWeight = ((m_origElbowRight != null) ? 1f : 0f);
|
||||
m_rightTargetActive = false;
|
||||
}
|
||||
}
|
||||
|
@ -362,11 +435,14 @@ namespace ml_lme
|
|||
|
||||
void RefreshFingersTracking()
|
||||
{
|
||||
if(m_indexIK != null)
|
||||
{
|
||||
m_indexIK.activeControl = (m_enabled || (PlayerSetup.Instance._inVr && Utils.AreKnucklesInUse()));
|
||||
CVRInputManager.Instance.individualFingerTracking = (m_enabled || (PlayerSetup.Instance._inVr && Utils.AreKnucklesInUse() && !(bool)ms_indexGestureToggle.GetValue(m_steamVrModule)));
|
||||
}
|
||||
CVRInputManager.Instance.individualFingerTracking = (m_enabled || (m_isInVR && Utils.AreKnucklesInUse() && !(bool)ms_indexGestureToggle.GetValue(m_steamVrModule)));
|
||||
IKSystem.Instance.FingerSystem.controlActive = CVRInputManager.Instance.individualFingerTracking;
|
||||
}
|
||||
|
||||
static void UpdatePoseMuscle(ref HumanPose p_pose, int p_index, float p_value)
|
||||
{
|
||||
if(p_pose.muscles.Length > p_index)
|
||||
p_pose.muscles[p_index] = p_value;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
using ABI_RC.Core.Player;
|
||||
using ABI_RC.Core.UI;
|
||||
using ABI_RC.Systems.IK.SubSystems;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
|
@ -19,6 +20,8 @@ namespace ml_lme
|
|||
GameObject m_leapControllerModel = null;
|
||||
LeapTracked m_leapTracked = null;
|
||||
|
||||
bool m_isInVR = false;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
if(ms_instance == null)
|
||||
|
@ -58,9 +61,9 @@ namespace ml_lme
|
|||
new HarmonyLib.HarmonyMethod(typeof(LeapMotionExtension).GetMethod(nameof(OnSetupAvatar_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
|
||||
);
|
||||
HarmonyInstance.Patch(
|
||||
typeof(PlayerSetup).GetMethod("GetGesturesFromControllers", BindingFlags.Instance | BindingFlags.NonPublic),
|
||||
typeof(BodySystem).GetMethod(nameof(BodySystem.Calibrate)),
|
||||
null,
|
||||
new HarmonyLib.HarmonyMethod(typeof(LeapMotionExtension).GetMethod(nameof(OnGetGesturesFromControllers_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
|
||||
new HarmonyLib.HarmonyMethod(typeof(LeapMotionExtension).GetMethod(nameof(OnCalibrate_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
|
||||
);
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(CreateTrackingObjects());
|
||||
|
@ -81,6 +84,8 @@ namespace ml_lme
|
|||
while(PlayerSetup.Instance.vrCamera == null)
|
||||
yield return null;
|
||||
|
||||
m_isInVR = Utils.IsInVR();
|
||||
|
||||
m_leapTrackingRoot = new GameObject("[LeapRoot]");
|
||||
|
||||
for(int i = 0; i < GestureMatcher.GesturesData.ms_handsCount; i++)
|
||||
|
@ -167,6 +172,12 @@ namespace ml_lme
|
|||
}
|
||||
}
|
||||
|
||||
public override void OnLateUpdate()
|
||||
{
|
||||
if(Settings.Enabled && !m_isInVR && (m_leapTracked != null))
|
||||
m_leapTracked.UpdateTrackingLate(m_gesturesData);
|
||||
}
|
||||
|
||||
// Settings changes
|
||||
void OnEnableChange(bool p_state)
|
||||
{
|
||||
|
@ -183,7 +194,7 @@ namespace ml_lme
|
|||
{
|
||||
if((m_leapTrackingRoot != null) && !Settings.HeadAttach)
|
||||
{
|
||||
if(!PlayerSetup.Instance._inVr)
|
||||
if(!m_isInVR)
|
||||
m_leapTrackingRoot.transform.localPosition = p_offset * PlayerSetup.Instance.vrCameraRig.transform.localScale.x;
|
||||
else
|
||||
m_leapTrackingRoot.transform.localPosition = p_offset;
|
||||
|
@ -230,7 +241,7 @@ namespace ml_lme
|
|||
{
|
||||
if(p_state)
|
||||
{
|
||||
if(!PlayerSetup.Instance._inVr)
|
||||
if(!m_isInVR)
|
||||
{
|
||||
m_leapTrackingRoot.transform.parent = PlayerSetup.Instance.desktopCamera.transform;
|
||||
m_leapTrackingRoot.transform.localPosition = Settings.HeadOffset * PlayerSetup.Instance.vrCameraRig.transform.localScale.x;
|
||||
|
@ -245,7 +256,7 @@ namespace ml_lme
|
|||
}
|
||||
else
|
||||
{
|
||||
if(!PlayerSetup.Instance._inVr)
|
||||
if(!m_isInVR)
|
||||
{
|
||||
m_leapTrackingRoot.transform.parent = PlayerSetup.Instance.desktopCameraRig.transform;
|
||||
m_leapTrackingRoot.transform.localPosition = Settings.DesktopOffset * PlayerSetup.Instance.vrCameraRig.transform.localScale.x;
|
||||
|
@ -267,7 +278,7 @@ namespace ml_lme
|
|||
{
|
||||
if((m_leapTrackingRoot != null) && Settings.HeadAttach)
|
||||
{
|
||||
if(!PlayerSetup.Instance._inVr)
|
||||
if(!m_isInVR)
|
||||
m_leapTrackingRoot.transform.localPosition = p_offset * PlayerSetup.Instance.vrCameraRig.transform.localScale.x;
|
||||
else
|
||||
m_leapTrackingRoot.transform.localPosition = p_offset;
|
||||
|
@ -350,6 +361,8 @@ namespace ml_lme
|
|||
{
|
||||
try
|
||||
{
|
||||
m_isInVR = Utils.IsInVR();
|
||||
|
||||
if(m_leapTracked != null)
|
||||
m_leapTracked.OnSetupAvatar();
|
||||
|
||||
|
@ -361,13 +374,13 @@ namespace ml_lme
|
|||
}
|
||||
}
|
||||
|
||||
static void OnGetGesturesFromControllers_Postfix() => ms_instance?.OnGetGesturesFromControllers();
|
||||
void OnGetGesturesFromControllers()
|
||||
static void OnCalibrate_Postfix() => ms_instance?.OnCalibrate();
|
||||
void OnCalibrate()
|
||||
{
|
||||
try
|
||||
{
|
||||
if(Settings.Enabled && Utils.AreKnucklesInUse() && (m_leapTracked != null))
|
||||
m_leapTracked.UpdateFingers(m_gesturesData);
|
||||
if(m_leapTracked != null)
|
||||
m_leapTracked.OnCalibrate();
|
||||
}
|
||||
catch(System.Exception e)
|
||||
{
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyTitle("LeapMotionExtension")]
|
||||
[assembly: AssemblyVersion("1.2.7")]
|
||||
[assembly: AssemblyFileVersion("1.2.7")]
|
||||
[assembly: AssemblyVersion("1.2.8")]
|
||||
[assembly: AssemblyFileVersion("1.2.8")]
|
||||
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.2.7", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.2.8", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
|
||||
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
||||
|
|
|
@ -10,7 +10,9 @@ namespace ml_lme
|
|||
static readonly Quaternion ms_screentopRotationFix = new Quaternion(0f, 0f, -1f, 0f);
|
||||
|
||||
public static bool AreKnucklesInUse() => PlayerSetup.Instance._trackerManager.trackerNames.Contains("knuckles");
|
||||
|
||||
|
||||
public static bool IsInVR() => ((ABI_RC.Core.Savior.CheckVR.Instance != null) && ABI_RC.Core.Savior.CheckVR.Instance.hasVrDeviceLoaded);
|
||||
|
||||
public static Matrix4x4 GetMatrix(this Transform p_transform, bool p_pos = true, bool p_rot = true, bool p_scl = false)
|
||||
{
|
||||
return Matrix4x4.TRS(p_pos ? p_transform.position : Vector3.zero, p_rot ? p_transform.rotation : Quaternion.identity, p_scl ? p_transform.lossyScale : Vector3.one);
|
||||
|
|
|
@ -136,6 +136,6 @@
|
|||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>copy /y "$(TargetPath)" "C:\Games\Steam\common\ChilloutVR\Mods\"</PostBuildEvent>
|
||||
<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>
|
||||
</PropertyGroup>
|
||||
</Project>
|
|
@ -1,6 +1,6 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<PropertyGroup>
|
||||
<ReferencePath>C:\Games\Steam\common\ChilloutVR\MelonLoader\;C:\Games\Steam\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
|
||||
<ReferencePath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\;D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
|
||||
</PropertyGroup>
|
||||
</Project>
|
Loading…
Add table
Add a link
Reference in a new issue