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https://github.com/hanetzer/sdraw_mods_cvr.git
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IK shenanigans
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parent
963a0de161
commit
c7556b3bfe
5 changed files with 84 additions and 10 deletions
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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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@ -53,6 +54,7 @@ namespace ml_amt
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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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public static bool ms_fptActive = false;
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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@ -137,10 +139,10 @@ namespace ml_amt
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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(m_isInVR && (m_vrIk != null) && m_vrIk.enabled)
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@ -255,6 +257,7 @@ namespace ml_amt
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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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ms_fptActive = false;
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}
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public void OnSetupAvatar()
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@ -310,13 +313,30 @@ 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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// Place our pre-solver listener first
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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.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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ms_fptActive = true;
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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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@ -327,7 +347,6 @@ 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 doesn't manages VRIK for desktop itself anymore
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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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@ -347,8 +366,11 @@ 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 || m_poseState == PoseState.Proning) && m_isInVR)
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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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