Fixes for game build p168

Hands tracking for VR mode
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SDraw 2022-09-04 13:49:57 +03:00
parent 78bce5e34e
commit ba01e61ab3
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8 changed files with 141 additions and 33 deletions

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@ -6,6 +6,6 @@ Merged set of MelonLoader mods for ChilloutVR.
| Avatar Change Info | ml_aci | 1.0.1 | Yes | Working |
| Avatar Motion Tweaker | ml_amt | 1.0.6 | Pending | Working |
| Desktop Reticle Switch | ml_drs | 1.0.0 | Yes | Working |
| Four Point Tracking | ml_fpt | 1.0.3 | Pending | Working |
| Leap Motion Extension | ml_lme | 1.1.7 | Pending | Working |
| Four Point Tracking | ml_fpt | 1.0.4 | Pending | Working |
| Leap Motion Extension | ml_lme | 1.1.8 | Pending | Working |
| Server Connection Info | ml_sci | 1.0.1 | Yes | Working |

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@ -41,8 +41,7 @@ namespace ml_fpt
{
if(m_origVrIk != null)
m_origVrIk.enabled = false;
m_indexIk.calibrated = false;
m_ikCalibrator.enabled = false;
m_indexIk.enabled = false;
Transform l_hips = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Hips);
@ -58,10 +57,13 @@ namespace ml_fpt
m_origVrIk.solver.spine.pelvisTarget = PlayerSetup.Instance._trackerManager.trackers[m_hipsTrackerIndex].target;
m_origVrIk.solver.spine.pelvisPositionWeight = 1f;
m_origVrIk.solver.spine.pelvisRotationWeight = 1f;
m_origVrIk.solver.OnPreUpdate -= this.OverrideIKWeight;
m_origVrIk.solver.IKPositionWeight = 1f;
m_origVrIk.enabled = true;
}
m_indexIk.calibrated = true;
m_indexIk.enabled = true;
m_ikCalibrator.enabled = true;
PlayerSetup.Instance._animator.runtimeAnimatorController = m_oldRuntimeAnimator;
@ -114,7 +116,7 @@ namespace ml_fpt
void StartCalibration()
{
if(m_playerReady && !m_inCalibration && PlayerSetup.Instance._inVr && !PlayerSetup.Instance.avatarIsLoading && PlayerSetup.Instance._animator.isHuman && !m_ikCalibrator.inFullbodyCalibration && !m_ikCalibrator.avatarCalibratedAsFullBody && m_indexIk.calibrated)
if(m_playerReady && !m_inCalibration && PlayerSetup.Instance._inVr && !PlayerSetup.Instance.avatarIsLoading && PlayerSetup.Instance._animator.isHuman && !m_ikCalibrator.inFullbodyCalibration && !m_ikCalibrator.avatarCalibratedAsFullBody)
{
for(int i = 0; i < PlayerSetup.Instance._trackerManager.trackerNames.Length; i++)
{
@ -131,6 +133,8 @@ namespace ml_fpt
PlayerSetup.Instance._animator.runtimeAnimatorController = PlayerSetup.Instance.tPoseAnimatorController;
m_origVrIk = PlayerSetup.Instance._animator.GetComponent<RootMotion.FinalIK.VRIK>();
if(m_origVrIk != null)
m_origVrIk.solver.OnPreUpdate += this.OverrideIKWeight;
m_ikCalibrator.leftHandModel.SetActive(true);
m_ikCalibrator.rightHandModel.SetActive(true);
@ -157,13 +161,19 @@ namespace ml_fpt
m_origVrIk = null;
}
void OverrideIKWeight()
{
if(m_inCalibration && (m_origVrIk != null))
m_origVrIk.solver.IKPositionWeight = 0f;
}
static void OnAvatarClear_Postfix() => ms_instance?.OnAvatarClear();
void OnAvatarClear()
{
if(m_inCalibration)
{
m_indexIk.calibrated = true;
m_indexIk.enabled = true;
m_ikCalibrator.enabled = true;
m_ikCalibrator.leftHandModel.SetActive(false);
m_ikCalibrator.rightHandModel.SetActive(false);

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@ -1,10 +1,10 @@
using System.Reflection;
[assembly: AssemblyTitle("FourPointTracking")]
[assembly: AssemblyVersion("1.0.3")]
[assembly: AssemblyFileVersion("1.0.3")]
[assembly: AssemblyVersion("1.0.4")]
[assembly: AssemblyFileVersion("1.0.4")]
[assembly: MelonLoader.MelonInfo(typeof(ml_fpt.FourPointTracking), "FourPointTracking", "1.0.3", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_fpt.FourPointTracking), "FourPointTracking", "1.0.4", "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)]

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@ -8,7 +8,6 @@ This mod adds ability to use 4-point tracking.
# Usage
* Be sure that your tracker role is set to `Hips` in SteamVR
* Adjust your avatar at forward direction
* Go to `Settings - Implementation - 4-Point Tracking` and press `Calibrate` button
* Adjust your tracker in a similar way as in FBT calibration
* Press trigger on both controllers

View file

@ -1,5 +1,6 @@
using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using RootMotion.FinalIK;
using UnityEngine;
namespace ml_lme
@ -7,7 +8,12 @@ namespace ml_lme
[DisallowMultipleComponent]
class LeapTracked : MonoBehaviour
{
static readonly Quaternion ms_offsetLeft = Quaternion.Euler(0f, 90f, 330f);
static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 270f, 30f);
IndexIK m_indexIK = null;
CVR_IK_Calibrator m_ikCalibrator = null;
VRIK m_vrIK = null;
bool m_enabled = true;
bool m_fingersOnly = false;
@ -15,10 +21,30 @@ namespace ml_lme
LeapIK m_leapIK = null;
Transform m_leftHand = null;
Transform m_rightHand = null;
Transform m_leftHandTarget = null;
Transform m_rightHandTarget = null;
bool m_leftTargetActive = false;
bool m_rightTargetActive = false;
void Start()
{
m_indexIK = this.GetComponent<IndexIK>();
m_ikCalibrator = this.GetComponent<CVR_IK_Calibrator>();
if(m_leftHand != null)
{
m_leftHandTarget = new GameObject("RotationTarget").transform;
m_leftHandTarget.parent = m_leftHand;
m_leftHandTarget.localPosition = Vector3.zero;
m_leftHandTarget.localRotation = Quaternion.identity;
}
if(m_rightHand != null)
{
m_rightHandTarget = new GameObject("RotationTarget").transform;
m_rightHandTarget.parent = m_rightHand;
m_rightHandTarget.localPosition = Vector3.zero;
m_rightHandTarget.localRotation = Quaternion.identity;
}
}
public void SetEnabled(bool p_state)
@ -33,6 +59,9 @@ namespace ml_lme
if(m_leapIK != null)
m_leapIK.SetEnabled(m_enabled);
if(!m_enabled || m_fingersOnly)
RestoreIK();
}
public void SetFingersOnly(bool p_state)
@ -41,6 +70,9 @@ namespace ml_lme
if(m_leapIK != null)
m_leapIK.SetFingersOnly(m_fingersOnly);
if(!m_enabled || m_fingersOnly)
RestoreIK();
}
public void SetHands(Transform p_left, Transform p_right)
@ -91,18 +123,49 @@ namespace ml_lme
CVRInputManager.Instance.fingerCurlRightPinky = p_gesturesData.m_rightFingersBends[4];
}
}
if((m_vrIK != null) && !m_fingersOnly)
{
if(p_gesturesData.m_handsPresenses[0] && !m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_leftHandTarget;
m_leftTargetActive = true;
}
if(!p_gesturesData.m_handsPresenses[0] && m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_ikCalibrator.leftHandAnchor;
m_leftTargetActive = false;
}
if(p_gesturesData.m_handsPresenses[1] && !m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_rightHandTarget;
m_rightTargetActive = true;
}
if(!p_gesturesData.m_handsPresenses[1] && m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_ikCalibrator.rightHandAnchor;
m_rightTargetActive = false;
}
}
}
}
public void OnAvatarClear()
{
m_leapIK = null;
m_vrIK = null;
m_leftTargetActive = false;
m_rightTargetActive = false;
}
public void OnSetupAvatarGeneral()
{
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
if(m_indexIK != null)
{
m_indexIK.avatarAnimator = PlayerSetup.Instance._animator;
m_indexIK.activeControl = (m_enabled || Utils.AreKnucklesInUse());
CVRInputManager.Instance.individualFingerTracking = (m_enabled || Utils.AreKnucklesInUse());
}
@ -114,6 +177,59 @@ namespace ml_lme
m_leapIK.SetEnabled(m_enabled);
m_leapIK.SetFingersOnly(m_fingersOnly);
}
if((m_vrIK != null) && PlayerSetup.Instance._animator.isHuman)
{
// Here we fokin' go!
m_leftHand.position = Vector3.zero;
m_leftHand.rotation = Quaternion.identity;
Transform l_lowerArm = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
Transform l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftHand);
if((l_lowerArm != null) && (l_hand != null))
{
m_leftHandTarget.SetParent(l_lowerArm);
m_leftHandTarget.localPosition = l_hand.localPosition;
m_leftHandTarget.localRotation = l_hand.localRotation;
m_leftHandTarget.SetParent(m_leftHand, true);
m_leftHandTarget.localPosition = Vector3.zero;
Quaternion l_rot = m_leftHandTarget.localRotation;
m_leftHandTarget.localRotation = ms_offsetLeft * l_rot;
}
m_rightHand.position = Vector3.zero;
m_rightHand.rotation = Quaternion.identity;
l_lowerArm = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand);
if((l_lowerArm != null) && (l_hand != null))
{
m_rightHandTarget.SetParent(l_lowerArm);
m_rightHandTarget.localPosition = l_hand.localPosition;
m_rightHandTarget.localRotation = l_hand.localRotation;
m_rightHandTarget.SetParent(m_rightHand, true);
m_rightHandTarget.localPosition = Vector3.zero;
Quaternion l_rot = m_rightHandTarget.localRotation;
m_rightHandTarget.localRotation = ms_offsetRight * l_rot;
}
}
}
void RestoreIK()
{
if((m_ikCalibrator != null) && (m_vrIK != null))
{
if(m_leftTargetActive)
{
m_vrIK.solver.leftArm.target = m_ikCalibrator.leftHandAnchor;
m_leftTargetActive = false;
}
if(m_rightTargetActive)
{
m_vrIK.solver.rightArm.target = m_ikCalibrator.rightHandAnchor;
m_rightTargetActive = false;
}
}
}
}
}

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@ -20,8 +20,6 @@ namespace ml_lme
GameObject m_leapControllerModel = null;
LeapTracked m_leapTracked = null;
static bool ms_vrState = false;
public override void OnApplicationStart()
{
if(ms_instance == null)
@ -57,7 +55,7 @@ namespace ml_lme
);
HarmonyInstance.Patch(
typeof(PlayerSetup).GetMethod("SetupAvatarGeneral", System.Reflection.BindingFlags.Instance | System.Reflection.BindingFlags.NonPublic),
new HarmonyLib.HarmonyMethod(typeof(LeapMotionExtension).GetMethod(nameof(OnSetupAvatarGeneral_Prefix), System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic)),
null,
new HarmonyLib.HarmonyMethod(typeof(LeapMotionExtension).GetMethod(nameof(OnSetupAvatarGeneral_Postfix), System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic))
);
@ -100,7 +98,6 @@ namespace ml_lme
}
// Player setup
ms_vrState = PlayerSetup.Instance._inVr;
m_leapTracked = PlayerSetup.Instance.gameObject.AddComponent<LeapTracked>();
m_leapTracked.SetHands(m_leapHands[0].transform, m_leapHands[1].transform);
@ -325,18 +322,7 @@ namespace ml_lme
}
// Sneaky forced IndexIK calibration
static void OnSetupAvatarGeneral_Prefix(ref PlayerSetup __instance)
{
if(__instance != null)
__instance._inVr = true;
}
static void OnSetupAvatarGeneral_Postfix(ref PlayerSetup __instance)
{
if(__instance != null)
__instance._inVr = ms_vrState;
ms_instance?.OnSetupAvatarGeneral();
}
static void OnSetupAvatarGeneral_Postfix() => ms_instance?.OnSetupAvatarGeneral();
void OnSetupAvatarGeneral()
{
if(m_leapTracked != null)

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@ -1,10 +1,10 @@
using System.Reflection;
[assembly: AssemblyTitle("LeapMotionExtension")]
[assembly: AssemblyVersion("1.1.7")]
[assembly: AssemblyFileVersion("1.1.7")]
[assembly: AssemblyVersion("1.1.8")]
[assembly: AssemblyFileVersion("1.1.8")]
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.1.7", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.1.8", "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)]

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@ -20,6 +20,3 @@ Available mod's settings in `Settings - Implementation - Leap Motion Tracking`:
* **Offset angle:** rotation around X axis, useful for neck mounts, 0 by default.
* **Fingers tracking only:** apply only fingers tracking, disabled by default.
* **Model visibility:** show Leap Motion controller model, useful for tracking visualizing, disabled by default.
# Notes
* Only fingers tracking in VR mode.