mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 18:39:23 +00:00
Automatic locomotion mass center
Animated bend normal while jumping/flying Arm weights fix Mod remake
This commit is contained in:
parent
f2b63303eb
commit
cb26ab1e6c
16 changed files with 773 additions and 96 deletions
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@ -4,11 +4,11 @@ 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| Avatar Change Info | ml_aci | 1.0.3 | Retired | Retired | Superseded by `Extended Game Notifications`
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| Avatar Motion Tweaker | ml_amt | 1.2.2 | Yes | Working |
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| Avatar Motion Tweaker | ml_amt | 1.2.3 | Yes, update review | Working |
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| Desktop Head Tracking | ml_dht | 1.1.1 | Yes | Working |
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| Desktop Reticle Switch | ml_drs | 1.0.0 | Yes | Working |
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| Extended Game Notifications | ml_egn | 1.0.1 | Yes, update review | Working
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| Extended Game Notifications | ml_egn | 1.0.1 | Yes | Working
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| Four Point Tracking | ml_fpt | 1.0.9 | Retired | Deprecated | In-game feature since 2022r170 update
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| Leap Motion Extension | ml_lme | 1.3.0 | Yes, update review | Working |
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| Pickup Arm Movement | ml_pam | 1.0.0 | Retired | Retired | No desire for development
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| Leap Motion Extension | ml_lme | 1.3.1 | Yes, update review | Working |
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| Pickup Arm Movement | ml_pam | 1.0.1 | Retired, update review | Working |
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| Server Connection Info | ml_sci | 1.0.2 | Retired | Retired | Superseded by `Extended Game Notifications`
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@ -11,8 +11,10 @@ namespace ml_amt
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[DisallowMultipleComponent]
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class MotionTweaker : MonoBehaviour
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{
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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static readonly FieldInfo ms_grounded = typeof(MovementSystem).GetField("_isGrounded", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly FieldInfo ms_groundedRaw = typeof(MovementSystem).GetField("_isGroundedRaw", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly FieldInfo ms_hasToes = typeof(IKSolverVR).GetField("hasToes", BindingFlags.NonPublic | BindingFlags.Instance);
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static readonly int ms_emoteHash = Animator.StringToHash("Emote");
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enum PoseState
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@ -22,17 +24,18 @@ namespace ml_amt
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Proning
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}
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static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
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VRIK m_vrIk = null;
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int m_locomotionLayer = 0;
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float m_ikWeight = 1f; // Original weight
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float m_locomotionWeight = 1f; // Original weight
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bool m_plantFeet = false; // Original plant feet
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float m_avatarScale = 1f; // Instantiated scale
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Vector3 m_locomotionOffset = Vector3.zero; // Original locomotion offset
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bool m_bendNormalLeft = false;
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bool m_bendNormalRight = false;
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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_inVR = false;
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bool m_avatarReady = false;
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bool m_compatibleAvatar = false;
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@ -55,15 +58,14 @@ namespace ml_amt
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bool m_ikOverrideFly = true;
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bool m_ikOverrideJump = true;
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bool m_customLocomotionOffset = false;
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Vector3 m_locomotionOffset = Vector3.zero;
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bool m_detectEmotes = true;
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bool m_emoteActive = false;
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bool m_followHips = true;
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Vector3 m_hipsToPlayer = Vector3.zero;
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Vector3 m_massCenter = Vector3.zero;
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readonly List<AvatarParameter> m_parameters = null;
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internal MotionTweaker()
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@ -73,7 +75,7 @@ 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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m_inVR = Utils.IsInVR();
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Settings.IKOverrideCrouchChange += this.SetIKOverrideCrouch;
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Settings.CrouchLimitChange += this.SetCrouchLimit;
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@ -85,6 +87,7 @@ namespace ml_amt
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Settings.IKOverrideJumpChange += this.SetIKOverrideJump;
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Settings.DetectEmotesChange += this.SetDetectEmotes;
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Settings.FollowHipsChange += this.SetFollowHips;
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Settings.MassCenterChange += this.SetMassCenter;
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}
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void OnDestroy()
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@ -99,6 +102,7 @@ namespace ml_amt
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Settings.IKOverrideJumpChange -= this.SetIKOverrideJump;
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Settings.DetectEmotesChange -= this.SetDetectEmotes;
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Settings.FollowHipsChange -= this.SetFollowHips;
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Settings.MassCenterChange -= this.SetMassCenter;
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}
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void Update()
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@ -110,7 +114,7 @@ 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 * (m_isInVR ? PlayerSetup.Instance.vrHeadTracker.transform.GetMatrix() : PlayerSetup.Instance.desktopCameraRig.transform.GetMatrix());
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Matrix4x4 l_hmdMatrix = PlayerSetup.Instance.transform.GetMatrix().inverse * (m_inVR ? 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(m_viewPointHeight * l_avatarScale, 0f, float.MaxValue);
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@ -123,7 +127,7 @@ namespace ml_amt
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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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if(m_inVR && (m_vrIk != null) && m_vrIk.enabled)
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{
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if(m_adjustedMovement)
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{
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@ -170,20 +174,20 @@ namespace ml_amt
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m_poseState = PoseState.Standing;
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m_customCrouchLimit = false;
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m_customProneLimit = false;
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m_customLocomotionOffset = false;
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m_locomotionOffset = Vector3.zero;
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m_avatarScale = 1f;
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m_locomotionOffset = Vector3.zero;
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m_emoteActive = false;
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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_massCenter = Vector3.zero;
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m_parameters.Clear();
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}
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internal void OnSetupAvatar()
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{
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m_isInVR = Utils.IsInVR();
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m_inVR = 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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@ -222,15 +226,31 @@ namespace ml_amt
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m_customProneLimit = (l_customTransform != null);
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m_proneLimit = m_customProneLimit ? Mathf.Clamp01(l_customTransform.localPosition.y) : Settings.ProneLimit;
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l_customTransform = PlayerSetup.Instance._avatar.transform.Find("LocomotionOffset");
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m_customLocomotionOffset = (l_customTransform != null);
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m_locomotionOffset = m_customLocomotionOffset ? l_customTransform.localPosition : Vector3.zero;
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// Apply VRIK tweaks
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if(m_vrIk != null)
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{
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if(m_customLocomotionOffset)
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m_vrIk.solver.locomotion.offset = m_locomotionOffset;
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m_locomotionOffset = m_vrIk.solver.locomotion.offset;
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m_massCenter = m_locomotionOffset;
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if((bool)ms_hasToes.GetValue(m_vrIk.solver))
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{
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Transform l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftFoot);
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if(l_foot == null)
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l_foot = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightFoot);
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Transform l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.LeftToes);
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if(l_toe == null)
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l_toe = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightToes);
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if((l_foot != null) && (l_toe != null))
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{
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Vector3 l_footPos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_foot.GetMatrix()) * ms_pointVector;
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Vector3 l_toePos = (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_toe.GetMatrix()) * ms_pointVector;
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m_massCenter = new Vector3(0f, 0f, l_toePos.z - l_footPos.z);
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}
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}
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
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m_vrIk.onPreSolverUpdate.AddListener(this.OnIKPreUpdate);
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m_vrIk.onPostSolverUpdate.AddListener(this.OnIKPostUpdate);
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@ -260,6 +280,8 @@ namespace ml_amt
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m_ikWeight = m_vrIk.solver.IKPositionWeight;
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m_locomotionWeight = m_vrIk.solver.locomotion.weight;
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m_plantFeet = m_vrIk.solver.plantFeet;
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m_bendNormalLeft = m_vrIk.solver.leftLeg.useAnimatedBendNormal;
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m_bendNormalRight = m_vrIk.solver.rightLeg.useAnimatedBendNormal;
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if(m_detectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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@ -272,18 +294,22 @@ namespace ml_amt
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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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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_legsOverride = true;
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}
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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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m_vrIk.solver.leftLeg.useAnimatedBendNormal = true;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = true;
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l_legsOverride = true;
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}
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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 && !BodySystem.isCalibratedAsFullBody)
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if(l_legsOverride && l_solverActive && m_followHips && (!m_moving || (m_poseState == PoseState.Proning)) && m_inVR && !BodySystem.isCalibratedAsFullBody)
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{
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m_vrIk.solver.plantFeet = false;
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ABI_RC.Systems.IK.IKSystem.VrikRootController.enabled = false;
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@ -296,6 +322,8 @@ namespace ml_amt
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m_vrIk.solver.IKPositionWeight = m_ikWeight;
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m_vrIk.solver.locomotion.weight = m_locomotionWeight;
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m_vrIk.solver.plantFeet = m_plantFeet;
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m_vrIk.solver.leftLeg.useAnimatedBendNormal = m_bendNormalLeft;
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m_vrIk.solver.rightLeg.useAnimatedBendNormal = m_bendNormalRight;
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}
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public void SetIKOverrideCrouch(bool p_state)
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@ -320,7 +348,7 @@ namespace ml_amt
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{
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m_poseTransitions = p_state;
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if(!m_poseTransitions && m_avatarReady && m_isInVR)
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if(!m_poseTransitions && m_avatarReady && m_inVR)
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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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@ -330,7 +358,7 @@ namespace ml_amt
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{
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m_adjustedMovement = p_state;
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if(!m_adjustedMovement && m_avatarReady && m_isInVR)
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if(!m_adjustedMovement && m_avatarReady && m_inVR)
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{
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MovementSystem.Instance.ChangeCrouch(false);
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MovementSystem.Instance.ChangeProne(false);
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@ -352,6 +380,11 @@ namespace ml_amt
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{
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m_followHips = p_state;
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}
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public void SetMassCenter(bool p_state)
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{
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if(m_vrIk != null)
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m_vrIk.solver.locomotion.offset = (Settings.MassCenter ? m_massCenter : m_locomotionOffset);
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}
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public float GetUpright() => m_upright;
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public bool GetGroundedRaw() => m_groundedRaw;
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@ -18,7 +18,7 @@ Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
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* Note: Can be overrided by avatar. For this avatar has to have child gameobject with name `ProneLimit`, its Y-axis location will be used as limit, should be in range [0.0, 1.0].
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* **IK override while flying:** disables legs locomotion/autostep in fly mode; default value - `true`.
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* **IK override while jumping:** disables legs locomotion/autostep in jump; default value - `true`.
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* **Follow hips on IK override:** adjust avatar position to overcome animation snapping on IK override; default value - `true`.
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* **Follow hips on IK override:** adjusts avatar position to overcome animation snapping on IK override; default value - `true`.
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* Note: Works best with animations that have root transform position (XZ) based on center of mass.
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* Note: Made for four point tracking (head, hands, hips) in mind.
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* **Pose transitions:** allows regular avatars animator to transit in crouch/prone states; default value - `true`.
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@ -26,6 +26,8 @@ Available mod's settings in `Settings - IK - Avatar Motion Tweaker`:
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* **Adjusted pose movement speed:** scales movement speed upon crouching/proning; default value - `true`.
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* **Detect animations emote tag:** disables avatar's IK entirely if current animator state has `Emote` tag; default value - `true`.
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* Note: Created as example for [propoused game feature](https://feedback.abinteractive.net/p/disabling-vr-ik-for-emotes-via-animator-state-tag-7b80d963-053a-41c0-86ac-e3d53c61c1e2).
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* **Adjusted locomotion mass center:** automatically changes IK locomotion center if avatar has toe bones; default value - `true`.
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* Note: Compatible with [DesktopVRIK](https://github.com/NotAKidOnSteam/DesktopVRIK) and [FuckToes](https://github.com/NotAKidOnSteam/FuckToes).
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* **Alternative avatar collider scale:** applies slightly different approach to avatar collider size change; default value - `true`
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Available additional parameters for AAS animator:
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@ -38,8 +40,5 @@ Available additional parameters for AAS animator:
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* **`Moving`:** defines movement state of player
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* Note: Can be set as local-only (not synced) if starts with `#` character.
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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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@ -19,7 +19,8 @@ namespace ml_amt
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IKOverrideJump,
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DetectEmotes,
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FollowHips,
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CollisionScale
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CollisionScale,
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MassCenter
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};
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static bool ms_ikOverrideCrouch = true;
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@ -33,6 +34,7 @@ namespace ml_amt
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static bool ms_detectEmotes = true;
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static bool ms_followHips = true;
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static bool ms_collisionScale = true;
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static bool ms_massCenter = true;
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static MelonLoader.MelonPreferences_Category ms_category = null;
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static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
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static public event Action<bool> DetectEmotesChange;
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static public event Action<bool> FollowHipsChange;
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static public event Action<bool> CollisionScaleChange;
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static public event Action<bool> MassCenterChange;
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internal static void Init()
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{
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@ -65,7 +68,8 @@ namespace ml_amt
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ms_category.CreateEntry(ModSetting.IKOverrideJump.ToString(), true),
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ms_category.CreateEntry(ModSetting.DetectEmotes.ToString(), true),
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ms_category.CreateEntry(ModSetting.FollowHips.ToString(), true),
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ms_category.CreateEntry(ModSetting.CollisionScale.ToString(), true)
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ms_category.CreateEntry(ModSetting.CollisionScale.ToString(), true),
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ms_category.CreateEntry(ModSetting.MassCenter.ToString(), true)
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};
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Load();
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@ -108,6 +112,7 @@ namespace ml_amt
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ms_detectEmotes = (bool)ms_entries[(int)ModSetting.DetectEmotes].BoxedValue;
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ms_followHips = (bool)ms_entries[(int)ModSetting.FollowHips].BoxedValue;
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ms_collisionScale = (bool)ms_entries[(int)ModSetting.CollisionScale].BoxedValue;
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ms_massCenter = (bool)ms_entries[(int)ModSetting.MassCenter].BoxedValue;
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}
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static void OnSliderUpdate(string p_name, string p_value)
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@ -203,6 +208,12 @@ namespace ml_amt
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CollisionScaleChange?.Invoke(ms_collisionScale);
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}
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break;
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case ModSetting.MassCenter:
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{
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ms_massCenter = bool.Parse(p_value);
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MassCenterChange?.Invoke(ms_massCenter);
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} break;
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}
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ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
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@ -253,5 +264,9 @@ namespace ml_amt
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{
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get => ms_collisionScale;
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}
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public static bool MassCenter
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{
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get => ms_massCenter;
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}
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}
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}
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@ -249,6 +249,13 @@ function inp_toggle_mod_amt(_obj, _callbackName) {
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<div id="DetectEmotes" class ="inp_toggle no-scroll" data-current="true"></div>
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</div>
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">Adjusted locomotion mass center: </div>
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<div class ="option-input">
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<div id="MassCenter" class ="inp_toggle no-scroll" data-current="true"></div>
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</div>
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</div>
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<div class ="row-wrapper">
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<div class ="option-caption">Alternative avatar collider scale: </div>
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@ -16,7 +16,7 @@ namespace ml_lme
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static readonly Quaternion ms_offsetRightDesktop = Quaternion.Euler(0f, 270f, 0f);
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VRIK m_vrIK = null;
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Vector2 m_armsWeights = Vector2.zero;
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Vector4 m_armsWeights = Vector2.zero;
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bool m_inVR = false;
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Transform m_hips = null;
|
||||
Transform m_origLeftHand = null;
|
||||
|
@ -350,14 +350,19 @@ namespace ml_lme
|
|||
|
||||
void OnIKPreUpdate()
|
||||
{
|
||||
m_armsWeights.Set(m_vrIK.solver.leftArm.positionWeight, m_vrIK.solver.rightArm.positionWeight);
|
||||
m_armsWeights.Set(
|
||||
m_vrIK.solver.leftArm.positionWeight,
|
||||
m_vrIK.solver.leftArm.rotationWeight,
|
||||
m_vrIK.solver.rightArm.positionWeight,
|
||||
m_vrIK.solver.rightArm.rotationWeight
|
||||
);
|
||||
|
||||
if(m_leftTargetActive && Mathf.Approximately(m_armsWeights.x, 0f))
|
||||
if(m_leftTargetActive && (Mathf.Approximately(m_armsWeights.x, 0f) || Mathf.Approximately(m_armsWeights.y, 0f)))
|
||||
{
|
||||
m_vrIK.solver.leftArm.positionWeight = 1f;
|
||||
m_vrIK.solver.leftArm.rotationWeight = 1f;
|
||||
}
|
||||
if(m_rightTargetActive && Mathf.Approximately(m_armsWeights.y, 0f))
|
||||
if(m_rightTargetActive && (Mathf.Approximately(m_armsWeights.z, 0f) || Mathf.Approximately(m_armsWeights.w, 0f)))
|
||||
{
|
||||
m_vrIK.solver.rightArm.positionWeight = 1f;
|
||||
m_vrIK.solver.rightArm.rotationWeight = 1f;
|
||||
|
@ -366,10 +371,9 @@ namespace ml_lme
|
|||
void OnIKPostUpdate()
|
||||
{
|
||||
m_vrIK.solver.leftArm.positionWeight = m_armsWeights.x;
|
||||
m_vrIK.solver.leftArm.rotationWeight = m_armsWeights.x;
|
||||
|
||||
m_vrIK.solver.rightArm.positionWeight = m_armsWeights.y;
|
||||
m_vrIK.solver.rightArm.rotationWeight = m_armsWeights.y;
|
||||
m_vrIK.solver.leftArm.rotationWeight = m_armsWeights.y;
|
||||
m_vrIK.solver.rightArm.positionWeight = m_armsWeights.z;
|
||||
m_vrIK.solver.rightArm.rotationWeight = m_armsWeights.w;
|
||||
}
|
||||
|
||||
void RestoreVRIK()
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyTitle("LeapMotionExtension")]
|
||||
[assembly: AssemblyVersion("1.3.0")]
|
||||
[assembly: AssemblyFileVersion("1.3.0")]
|
||||
[assembly: AssemblyVersion("1.3.1")]
|
||||
[assembly: AssemblyFileVersion("1.3.1")]
|
||||
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.3.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_lme.LeapMotionExtension), "LeapMotionExtension", "1.3.1", "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)]
|
||||
|
|
|
@ -12,15 +12,15 @@ This mod allows you to use your Leap Motion controller for hands and fingers tra
|
|||
# Usage
|
||||
## Settings
|
||||
Available mod's settings in `Settings - Implementation - Leap Motion Tracking`:
|
||||
* **Enable tracking:** enable hands tracking from Leap Motion data, disabled by default.
|
||||
* **Tracking mode:** set Leap Motion tracking mode, available values: `Screentop`, `Desktop` (by default), `HMD`.
|
||||
* **Enable tracking:** enables/disables hands tracking from Leap Motion data, disabled by default.
|
||||
* **Tracking mode:** sets Leap Motion tracking mode, available values: `Screentop`, `Desktop` (by default), `HMD`.
|
||||
* **Desktop offset X/Y/Z:** offset position for body attachment, (0, -45, 30) by default.
|
||||
* **Attach to head:** attach hands transformation to head instead of body, disabled by default.
|
||||
* **Attach to head:** attaches hands transformation to head instead of body, disabled by default.
|
||||
* **Head offset X/Y/Z:** offset position for head attachment (`Attach to head` is **`true`**), (0, -30, 15) by default.
|
||||
* **Offset angle X/Y/X:** rotation around specific axis, useful for neck mounts, 0 by default.
|
||||
* **Track elbows:** elbows tracking, works best in `Screentop` and `HMD` tracking modes, `true` 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.
|
||||
* **Fingers tracking only:** applies only fingers tracking, disabled by default.
|
||||
* **Model visibility:** shows Leap Motion controller model, useful for tracking visualizing, disabled by default.
|
||||
* **Interaction input:** enables in-game interactions (props, menu and etc.); `true` by default.
|
||||
* **Interact gesture threadhold:** activation limit for interaction based on hand gesture; 80 by default.
|
||||
* **Grip gesture threadhold:** activation limit for grip based on hand gesture; 40 by default.
|
||||
|
|
|
@ -1,5 +1,8 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.InteractionSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using RootMotion.FinalIK;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ml_pam
|
||||
|
@ -7,57 +10,275 @@ namespace ml_pam
|
|||
[DisallowMultipleComponent]
|
||||
class ArmMover : MonoBehaviour
|
||||
{
|
||||
const float c_offsetLimit = 0.5f;
|
||||
|
||||
static readonly float[] ms_tposeMuscles = typeof(ABI_RC.Systems.IK.SubSystems.BodySystem).GetField("TPoseMuscles", BindingFlags.Static | BindingFlags.NonPublic).GetValue(null) as float[];
|
||||
static readonly Vector4 ms_pointVector = new Vector4(0f, 0f, 0f, 1f);
|
||||
static readonly Quaternion ms_rotationOffset = Quaternion.Euler(0f, 0f, -90f);
|
||||
static readonly Quaternion ms_offsetRight = Quaternion.Euler(0f, 0f, 90f);
|
||||
static readonly Quaternion ms_offsetRightDesktop = Quaternion.Euler(0f, 270f, 0f);
|
||||
static readonly Quaternion ms_palmToLeft = Quaternion.Euler(0f, 0f, -90f);
|
||||
|
||||
Animator m_animator = null;
|
||||
bool m_inVR = false;
|
||||
VRIK m_vrIK = null;
|
||||
Vector2 m_armWeight = Vector2.zero;
|
||||
Transform m_origRightHand = null;
|
||||
float m_playspaceScale = 1f;
|
||||
|
||||
int m_mainLayer = -1;
|
||||
CVRPickupObject m_target = null;
|
||||
bool m_enabled = true;
|
||||
ArmIK m_armIK = null;
|
||||
Transform m_target = null;
|
||||
Transform m_rotationTarget = null;
|
||||
CVRPickupObject m_pickup = null;
|
||||
Matrix4x4 m_offset = Matrix4x4.identity;
|
||||
bool m_targetActive = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
m_animator = PlayerSetup.Instance._animator;
|
||||
m_mainLayer = m_animator.GetLayerIndex("Locomotion/Emotes");
|
||||
m_inVR = Utils.IsInVR();
|
||||
|
||||
m_target = new GameObject("ArmPickupTarget").transform;
|
||||
m_target.parent = PlayerSetup.Instance.GetActiveCamera().transform;
|
||||
m_target.localPosition = Vector3.zero;
|
||||
m_target.localRotation = Quaternion.identity;
|
||||
|
||||
m_rotationTarget = new GameObject("RotationTarget").transform;
|
||||
m_rotationTarget.parent = m_target;
|
||||
m_rotationTarget.localPosition = new Vector3(c_offsetLimit * Settings.GrabOffset, 0f, 0f);
|
||||
m_rotationTarget.localRotation = Quaternion.identity;
|
||||
|
||||
m_enabled = Settings.Enabled;
|
||||
|
||||
Settings.EnabledChange += this.SetEnabled;
|
||||
Settings.GrabOffsetChange += this.SetGrabOffset;
|
||||
}
|
||||
|
||||
void OnAnimatorIK(int p_layerIndex)
|
||||
void OnDestroy()
|
||||
{
|
||||
if((p_layerIndex == m_mainLayer) && (m_target != null)) // Only main Locomotion/Emotes layer
|
||||
Settings.EnabledChange -= this.SetEnabled;
|
||||
Settings.GrabOffsetChange -= this.SetGrabOffset;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(m_enabled && (m_pickup != null))
|
||||
{
|
||||
Transform l_camera = PlayerSetup.Instance.GetActiveCamera().transform;
|
||||
Matrix4x4 l_result = m_pickup.transform.GetMatrix() * m_offset;
|
||||
m_target.position = l_result * ms_pointVector;
|
||||
}
|
||||
}
|
||||
|
||||
m_animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f);
|
||||
m_animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1f);
|
||||
void OnIKPreUpdate()
|
||||
{
|
||||
m_armWeight.Set(m_vrIK.solver.rightArm.positionWeight, m_vrIK.solver.rightArm.rotationWeight);
|
||||
|
||||
switch(m_target.gripType)
|
||||
if(m_targetActive && (Mathf.Approximately(m_armWeight.x, 0f) || Mathf.Approximately(m_armWeight.y, 0f)))
|
||||
{
|
||||
m_vrIK.solver.rightArm.positionWeight = 1f;
|
||||
m_vrIK.solver.rightArm.rotationWeight = 1f;
|
||||
}
|
||||
}
|
||||
void OnIKPostUpdate()
|
||||
{
|
||||
m_vrIK.solver.rightArm.positionWeight = m_armWeight.x;
|
||||
m_vrIK.solver.rightArm.rotationWeight = m_armWeight.y;
|
||||
}
|
||||
|
||||
// Settings
|
||||
void SetEnabled(bool p_state)
|
||||
{
|
||||
m_enabled = p_state;
|
||||
|
||||
RefreshArmIK();
|
||||
if(m_enabled)
|
||||
RestorePickup();
|
||||
else
|
||||
RestoreVRIK();
|
||||
}
|
||||
|
||||
void SetGrabOffset(float p_value)
|
||||
{
|
||||
if(m_rotationTarget != null)
|
||||
m_rotationTarget.localPosition = new Vector3(c_offsetLimit * m_playspaceScale * p_value, 0f, 0f);
|
||||
}
|
||||
|
||||
// Game events
|
||||
internal void OnAvatarClear()
|
||||
{
|
||||
m_vrIK = null;
|
||||
m_origRightHand = null;
|
||||
m_armIK = null;
|
||||
m_targetActive = false;
|
||||
}
|
||||
|
||||
internal void OnAvatarSetup()
|
||||
{
|
||||
// Recheck if user could switch to VR
|
||||
if(m_inVR != Utils.IsInVR())
|
||||
{
|
||||
m_target.parent = PlayerSetup.Instance.GetActiveCamera().transform;
|
||||
m_target.localPosition = Vector3.zero;
|
||||
m_target.localRotation = Quaternion.identity;
|
||||
}
|
||||
|
||||
m_inVR = Utils.IsInVR();
|
||||
m_vrIK = PlayerSetup.Instance._animator.GetComponent<VRIK>();
|
||||
|
||||
if(PlayerSetup.Instance._animator.isHuman)
|
||||
{
|
||||
HumanPose l_currentPose = new HumanPose();
|
||||
HumanPoseHandler l_poseHandler = null;
|
||||
|
||||
if(!m_inVR)
|
||||
{
|
||||
case CVRPickupObject.GripType.Origin:
|
||||
{
|
||||
if(m_target.gripOrigin != null)
|
||||
{
|
||||
m_animator.SetIKPosition(AvatarIKGoal.RightHand, m_target.gripOrigin.position);
|
||||
m_animator.SetIKRotation(AvatarIKGoal.RightHand, l_camera.rotation * ms_rotationOffset);
|
||||
}
|
||||
}
|
||||
break;
|
||||
l_poseHandler = new HumanPoseHandler(PlayerSetup.Instance._animator.avatar, PlayerSetup.Instance._avatar.transform);
|
||||
l_poseHandler.GetHumanPose(ref l_currentPose);
|
||||
|
||||
case CVRPickupObject.GripType.Free:
|
||||
HumanPose l_tPose = new HumanPose
|
||||
{
|
||||
Matrix4x4 l_result = m_target.transform.GetMatrix() * m_offset;
|
||||
m_animator.SetIKPosition(AvatarIKGoal.RightHand, l_result * ms_pointVector);
|
||||
m_animator.SetIKRotation(AvatarIKGoal.RightHand, l_camera.rotation * ms_rotationOffset);
|
||||
bodyPosition = l_currentPose.bodyPosition,
|
||||
bodyRotation = l_currentPose.bodyRotation,
|
||||
muscles = new float[l_currentPose.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);
|
||||
}
|
||||
|
||||
Transform l_hand = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightHand);
|
||||
if(l_hand != null)
|
||||
m_rotationTarget.localRotation = (ms_palmToLeft * (m_inVR ? ms_offsetRight : ms_offsetRightDesktop)) * (PlayerSetup.Instance._avatar.transform.GetMatrix().inverse * l_hand.GetMatrix()).rotation;
|
||||
|
||||
if(m_vrIK == null)
|
||||
{
|
||||
Transform l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.UpperChest);
|
||||
if(l_chest == null)
|
||||
l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Chest);
|
||||
if(l_chest == null)
|
||||
l_chest = PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.Spine);
|
||||
|
||||
m_armIK = PlayerSetup.Instance._avatar.AddComponent<ArmIK>();
|
||||
m_armIK.solver.isLeft = false;
|
||||
m_armIK.solver.SetChain(
|
||||
l_chest,
|
||||
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightShoulder),
|
||||
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightUpperArm),
|
||||
PlayerSetup.Instance._animator.GetBoneTransform(HumanBodyBones.RightLowerArm),
|
||||
l_hand,
|
||||
PlayerSetup.Instance._animator.transform
|
||||
);
|
||||
m_armIK.solver.arm.target = m_rotationTarget;
|
||||
m_armIK.solver.arm.positionWeight = 1f;
|
||||
m_armIK.solver.arm.rotationWeight = 1f;
|
||||
m_armIK.solver.IKPositionWeight = 0f;
|
||||
m_armIK.solver.IKRotationWeight = 0f;
|
||||
m_armIK.enabled = m_enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_origRightHand = m_vrIK.solver.rightArm.target;
|
||||
m_vrIK.solver.OnPreUpdate += this.OnIKPreUpdate;
|
||||
m_vrIK.solver.OnPostUpdate += this.OnIKPostUpdate;
|
||||
}
|
||||
|
||||
l_poseHandler?.SetHumanPose(ref l_currentPose);
|
||||
l_poseHandler?.Dispose();
|
||||
}
|
||||
|
||||
if(m_enabled)
|
||||
RestorePickup();
|
||||
}
|
||||
|
||||
internal void OnPickupGrab(CVRPickupObject p_pickup, ControllerRay p_ray, Vector3 p_hit)
|
||||
{
|
||||
if(p_ray == ViewManager.Instance.desktopControllerRay)
|
||||
{
|
||||
m_pickup = p_pickup;
|
||||
|
||||
// Set offsets
|
||||
if(m_pickup.gripType == CVRPickupObject.GripType.Origin)
|
||||
{
|
||||
if(m_pickup.ikReference != null)
|
||||
m_offset = (m_pickup.transform.GetMatrix().inverse * m_pickup.ikReference.GetMatrix());
|
||||
else
|
||||
{
|
||||
if(m_pickup.gripOrigin != null)
|
||||
m_offset = m_pickup.transform.GetMatrix().inverse * m_pickup.gripOrigin.GetMatrix();
|
||||
}
|
||||
}
|
||||
else
|
||||
m_offset = m_pickup.transform.GetMatrix().inverse * Matrix4x4.Translate(p_hit);
|
||||
|
||||
if(m_enabled)
|
||||
{
|
||||
if((m_vrIK != null) && !m_targetActive)
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = m_rotationTarget;
|
||||
m_targetActive = true;
|
||||
}
|
||||
|
||||
if(m_armIK != null)
|
||||
{
|
||||
m_armIK.solver.IKPositionWeight = 1f;
|
||||
m_armIK.solver.IKRotationWeight = 1f;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTarget(CVRPickupObject p_target, Vector3 p_hit)
|
||||
internal void OnPickupDrop(CVRPickupObject p_pickup)
|
||||
{
|
||||
m_target = p_target;
|
||||
m_offset = (m_target != null) ? (p_target.transform.GetMatrix().inverse * Matrix4x4.Translate(p_hit)): Matrix4x4.identity;
|
||||
if(m_pickup == p_pickup)
|
||||
{
|
||||
m_pickup = null;
|
||||
|
||||
if(m_enabled)
|
||||
{
|
||||
RestoreVRIK();
|
||||
|
||||
if(m_armIK != null)
|
||||
{
|
||||
m_armIK.solver.IKPositionWeight = 0f;
|
||||
m_armIK.solver.IKRotationWeight = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal void OnPlayspaceScale(float p_relation)
|
||||
{
|
||||
m_playspaceScale = p_relation;
|
||||
SetGrabOffset(Settings.GrabOffset);
|
||||
}
|
||||
|
||||
// Arbitrary
|
||||
void RestorePickup()
|
||||
{
|
||||
if((m_vrIK != null) && (m_pickup != null))
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = m_rotationTarget;
|
||||
m_targetActive = true;
|
||||
}
|
||||
if((m_armIK != null) && (m_pickup != null))
|
||||
{
|
||||
m_armIK.solver.IKPositionWeight = 1f;
|
||||
m_armIK.solver.IKRotationWeight = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
void RestoreVRIK()
|
||||
{
|
||||
if((m_vrIK != null) && m_targetActive)
|
||||
{
|
||||
m_vrIK.solver.rightArm.target = m_origRightHand;
|
||||
m_targetActive = false;
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshArmIK()
|
||||
{
|
||||
if(m_armIK != null)
|
||||
m_armIK.enabled = m_enabled;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using ABI.CCK.Components;
|
||||
using ABI_RC.Core.InteractionSystem;
|
||||
using ABI_RC.Core.Player;
|
||||
using System;
|
||||
using System.Reflection;
|
||||
|
@ -10,13 +11,15 @@ namespace ml_pam
|
|||
{
|
||||
static PickupArmMovement ms_instance = null;
|
||||
|
||||
ArmMover m_localPuller = null;
|
||||
ArmMover m_localMover = null;
|
||||
|
||||
public override void OnInitializeMelon()
|
||||
{
|
||||
if(ms_instance == null)
|
||||
ms_instance = this;
|
||||
|
||||
Settings.Init();
|
||||
|
||||
HarmonyInstance.Patch(
|
||||
typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.ClearAvatar)),
|
||||
null,
|
||||
|
@ -37,6 +40,21 @@ namespace ml_pam
|
|||
null,
|
||||
new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnCVRPickupObjectDrop_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
|
||||
);
|
||||
HarmonyInstance.Patch(
|
||||
typeof(PlayerSetup).GetMethod("SetPlaySpaceScale", BindingFlags.NonPublic | BindingFlags.Instance),
|
||||
null,
|
||||
new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnPlayspaceScale_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
|
||||
);
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(WaitForLocalPlayer());
|
||||
}
|
||||
|
||||
System.Collections.IEnumerator WaitForLocalPlayer()
|
||||
{
|
||||
while(PlayerSetup.Instance == null)
|
||||
yield return null;
|
||||
|
||||
m_localMover = PlayerSetup.Instance.gameObject.AddComponent<ArmMover>();
|
||||
}
|
||||
|
||||
public override void OnDeinitializeMelon()
|
||||
|
@ -50,7 +68,8 @@ namespace ml_pam
|
|||
{
|
||||
try
|
||||
{
|
||||
m_localPuller = null;
|
||||
if(m_localMover != null)
|
||||
m_localMover.OnAvatarClear();
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
|
@ -63,8 +82,8 @@ namespace ml_pam
|
|||
{
|
||||
try
|
||||
{
|
||||
if(!Utils.IsInVR())
|
||||
m_localPuller = PlayerSetup.Instance._avatar.AddComponent<ArmMover>();
|
||||
if(m_localMover != null)
|
||||
m_localMover.OnAvatarSetup();
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
|
@ -72,15 +91,13 @@ namespace ml_pam
|
|||
}
|
||||
}
|
||||
|
||||
static void OnCVRPickupObjectGrab_Postfix(ref CVRPickupObject __instance, Vector3 __2) => ms_instance?.OnCVRPickupObjectGrab(__instance, __2);
|
||||
void OnCVRPickupObjectGrab(CVRPickupObject p_pickup, Vector3 p_hit)
|
||||
static void OnCVRPickupObjectGrab_Postfix(ref CVRPickupObject __instance, ControllerRay __1, Vector3 __2) => ms_instance?.OnCVRPickupObjectGrab(__instance, __1, __2);
|
||||
void OnCVRPickupObjectGrab(CVRPickupObject p_pickup, ControllerRay p_ray, Vector3 p_hit)
|
||||
{
|
||||
try
|
||||
{
|
||||
if(p_pickup.IsGrabbedByMe() && (m_localPuller != null))
|
||||
{
|
||||
m_localPuller.SetTarget(p_pickup, p_hit);
|
||||
}
|
||||
if(p_pickup.IsGrabbedByMe() && (m_localMover != null))
|
||||
m_localMover.OnPickupGrab(p_pickup, p_ray, p_hit);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
|
@ -88,15 +105,27 @@ namespace ml_pam
|
|||
}
|
||||
}
|
||||
|
||||
static void OnCVRPickupObjectDrop_Postfix() => ms_instance?.OnCVRPickupObjectDrop();
|
||||
void OnCVRPickupObjectDrop()
|
||||
static void OnCVRPickupObjectDrop_Postfix(ref CVRPickupObject __instance) => ms_instance?.OnCVRPickupObjectDrop(__instance);
|
||||
void OnCVRPickupObjectDrop(CVRPickupObject p_pickup)
|
||||
{
|
||||
try
|
||||
{
|
||||
if(m_localPuller != null)
|
||||
{
|
||||
m_localPuller.SetTarget(null, Vector3.zero);
|
||||
}
|
||||
if(m_localMover != null)
|
||||
m_localMover.OnPickupDrop(p_pickup);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
MelonLoader.MelonLogger.Error(e);
|
||||
}
|
||||
}
|
||||
|
||||
static void OnPlayspaceScale_Postfix(float ____avatarScaleRelation) => ms_instance?.OnPlayspaceScale(____avatarScaleRelation);
|
||||
void OnPlayspaceScale(float p_relation)
|
||||
{
|
||||
try
|
||||
{
|
||||
if(m_localMover != null)
|
||||
m_localMover.OnPlayspaceScale(p_relation);
|
||||
}
|
||||
catch(Exception e)
|
||||
{
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
using System.Reflection;
|
||||
|
||||
[assembly: AssemblyTitle("PickupArmMovement")]
|
||||
[assembly: AssemblyVersion("1.0.0")]
|
||||
[assembly: AssemblyFileVersion("1.0.0")]
|
||||
[assembly: AssemblyVersion("1.0.1")]
|
||||
[assembly: AssemblyFileVersion("1.0.1")]
|
||||
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_pam.PickupArmMovement), "PickupArmMovement", "1.0.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonInfo(typeof(ml_pam.PickupArmMovement), "PickupArmMovement", "1.0.1", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
|
||||
[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
|
||||
[assembly: MelonLoader.MelonPriority(1)]
|
||||
[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
|
||||
[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
|
|
@ -1,7 +1,12 @@
|
|||
# Pickup Arm Movement
|
||||
This mod adds arm tracking upon holding pickup.
|
||||
This mod adds arm tracking upon holding pickup in desktop mode.
|
||||
|
||||
# Installation
|
||||
* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
|
||||
* Get [latest release DLL](../../../releases/latest):
|
||||
* Put `ml_pam.dll` in `Mods` folder of game
|
||||
|
||||
# Usage
|
||||
Available mod's settings in `Settings - Interactions`:
|
||||
* **Enable hand movement:** enables/disables arm tracking; default value - `true`.
|
||||
* **Grab offset:** offset from pickup grab point; defalut value - `25`.
|
||||
|
|
26
ml_pam/Scripts.cs
Normal file
26
ml_pam/Scripts.cs
Normal file
|
@ -0,0 +1,26 @@
|
|||
using System;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
|
||||
namespace ml_pam
|
||||
{
|
||||
static class Scripts
|
||||
{
|
||||
public static string GetEmbeddedScript(string p_name)
|
||||
{
|
||||
string l_result = "";
|
||||
Assembly l_assembly = Assembly.GetExecutingAssembly();
|
||||
string l_assemblyName = l_assembly.GetName().Name;
|
||||
|
||||
try
|
||||
{
|
||||
Stream l_libraryStream = l_assembly.GetManifestResourceStream(l_assemblyName + ".resources." + p_name);
|
||||
StreamReader l_streadReader = new StreamReader(l_libraryStream);
|
||||
l_result = l_streadReader.ReadToEnd();
|
||||
}
|
||||
catch(Exception) { }
|
||||
|
||||
return l_result;
|
||||
}
|
||||
}
|
||||
}
|
113
ml_pam/Settings.cs
Normal file
113
ml_pam/Settings.cs
Normal file
|
@ -0,0 +1,113 @@
|
|||
using ABI_RC.Core.InteractionSystem;
|
||||
using cohtml;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace ml_pam
|
||||
{
|
||||
static class Settings
|
||||
{
|
||||
public enum ModSetting
|
||||
{
|
||||
Enabled = 0,
|
||||
GrabOffset
|
||||
}
|
||||
|
||||
static bool ms_enabled = true;
|
||||
static float ms_grabOffset = 0.25f;
|
||||
|
||||
static MelonLoader.MelonPreferences_Category ms_category = null;
|
||||
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
|
||||
|
||||
static public event Action<bool> EnabledChange;
|
||||
static public event Action<float> GrabOffsetChange;
|
||||
|
||||
internal static void Init()
|
||||
{
|
||||
ms_category = MelonLoader.MelonPreferences.CreateCategory("PAM");
|
||||
|
||||
ms_entries = new List<MelonLoader.MelonPreferences_Entry>()
|
||||
{
|
||||
ms_category.CreateEntry(ModSetting.Enabled.ToString(), ms_enabled),
|
||||
ms_category.CreateEntry(ModSetting.GrabOffset.ToString(), 25),
|
||||
};
|
||||
|
||||
Load();
|
||||
|
||||
MelonLoader.MelonCoroutines.Start(WaitMainMenuUi());
|
||||
}
|
||||
|
||||
static System.Collections.IEnumerator WaitMainMenuUi()
|
||||
{
|
||||
while(ViewManager.Instance == null)
|
||||
yield return null;
|
||||
while(ViewManager.Instance.gameMenuView == null)
|
||||
yield return null;
|
||||
while(ViewManager.Instance.gameMenuView.Listener == null)
|
||||
yield return null;
|
||||
|
||||
ViewManager.Instance.gameMenuView.Listener.ReadyForBindings += () =>
|
||||
{
|
||||
ViewManager.Instance.gameMenuView.View.BindCall("MelonMod_PAM_Call_InpToggle", new Action<string, string>(OnToggleUpdate));
|
||||
ViewManager.Instance.gameMenuView.View.BindCall("MelonMod_PAM_Call_InpSlider", new Action<string, string>(OnSliderUpdate));
|
||||
};
|
||||
ViewManager.Instance.gameMenuView.Listener.FinishLoad += (_) =>
|
||||
{
|
||||
ViewManager.Instance.gameMenuView.View.ExecuteScript(Scripts.GetEmbeddedScript("menu.js"));
|
||||
foreach(var l_entry in ms_entries)
|
||||
ViewManager.Instance.gameMenuView.View.TriggerEvent("updateModSettingPAM", l_entry.DisplayName, l_entry.GetValueAsString());
|
||||
};
|
||||
}
|
||||
|
||||
static void Load()
|
||||
{
|
||||
ms_enabled = (bool)ms_entries[(int)ModSetting.Enabled].BoxedValue;
|
||||
ms_grabOffset = (int)ms_entries[(int)ModSetting.GrabOffset].BoxedValue * 0.01f;
|
||||
}
|
||||
|
||||
static void OnToggleUpdate(string p_name, string p_value)
|
||||
{
|
||||
if(Enum.TryParse(p_name, out ModSetting l_setting))
|
||||
{
|
||||
switch(l_setting)
|
||||
{
|
||||
case ModSetting.Enabled:
|
||||
{
|
||||
ms_enabled = bool.Parse(p_value);
|
||||
EnabledChange?.Invoke(ms_enabled);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
ms_entries[(int)l_setting].BoxedValue = bool.Parse(p_value);
|
||||
}
|
||||
}
|
||||
|
||||
static void OnSliderUpdate(string p_name, string p_value)
|
||||
{
|
||||
if(Enum.TryParse(p_name, out ModSetting l_setting))
|
||||
{
|
||||
switch(l_setting)
|
||||
{
|
||||
case ModSetting.GrabOffset:
|
||||
{
|
||||
ms_grabOffset = int.Parse(p_value) * 0.01f;
|
||||
GrabOffsetChange?.Invoke(ms_grabOffset);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
ms_entries[(int)l_setting].BoxedValue = int.Parse(p_value);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool Enabled
|
||||
{
|
||||
get => ms_enabled;
|
||||
}
|
||||
public static float GrabOffset
|
||||
{
|
||||
get => ms_grabOffset;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -42,6 +42,16 @@
|
|||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="cohtml.Net">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="Cohtml.Runtime">
|
||||
<Private>False</Private>
|
||||
</Reference>
|
||||
<Reference Include="MelonLoader, Version=0.5.7.0, Culture=neutral, processorArchitecture=MSIL">
|
||||
<SpecificVersion>False</SpecificVersion>
|
||||
<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
|
||||
|
@ -66,8 +76,13 @@
|
|||
<Compile Include="ArmMover.cs" />
|
||||
<Compile Include="Main.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="Scripts.cs" />
|
||||
<Compile Include="Settings.cs" />
|
||||
<Compile Include="Utils.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<EmbeddedResource Include="resources\menu.js" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||
<PropertyGroup>
|
||||
<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>
|
||||
|
|
209
ml_pam/resources/menu.js
Normal file
209
ml_pam/resources/menu.js
Normal file
|
@ -0,0 +1,209 @@
|
|||
// Add settings
|
||||
var g_modSettingsPAM = [];
|
||||
|
||||
engine.on('updateModSettingPAM', function (_name, _value) {
|
||||
for (var i = 0; i < g_modSettingsPAM.length; i++) {
|
||||
if (g_modSettingsPAM[i].name == _name) {
|
||||
g_modSettingsPAM[i].updateValue(_value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// Modified from original `inp` types, because I have no js knowledge to hook stuff
|
||||
function inp_toggle_mod_pam(_obj, _callbackName) {
|
||||
this.obj = _obj;
|
||||
this.callbackName = _callbackName;
|
||||
this.value = _obj.getAttribute('data-current');
|
||||
this.name = _obj.id;
|
||||
this.type = _obj.getAttribute('data-type');
|
||||
|
||||
var self = this;
|
||||
|
||||
this.mouseDown = function (_e) {
|
||||
self.value = self.value == "True" ? "False" : "True";
|
||||
self.updateState();
|
||||
}
|
||||
|
||||
this.updateState = function () {
|
||||
self.obj.classList.remove("checked");
|
||||
if (self.value == "True") {
|
||||
self.obj.classList.add("checked");
|
||||
}
|
||||
|
||||
engine.call(self.callbackName, self.name, self.value);
|
||||
}
|
||||
|
||||
_obj.addEventListener('mousedown', this.mouseDown);
|
||||
|
||||
this.getValue = function () {
|
||||
return self.value;
|
||||
}
|
||||
|
||||
this.updateValue = function (value) {
|
||||
self.value = value;
|
||||
|
||||
self.obj.classList.remove("checked");
|
||||
if (self.value == "True") {
|
||||
self.obj.classList.add("checked");
|
||||
}
|
||||
}
|
||||
|
||||
this.updateValue(this.value);
|
||||
|
||||
return {
|
||||
name: this.name,
|
||||
value: this.getValue,
|
||||
updateValue: this.updateValue
|
||||
}
|
||||
}
|
||||
|
||||
function inp_slider_mod_pam(_obj, _callbackName) {
|
||||
this.obj = _obj;
|
||||
this.callbackName = _callbackName;
|
||||
this.minValue = parseFloat(_obj.getAttribute('data-min'));
|
||||
this.maxValue = parseFloat(_obj.getAttribute('data-max'));
|
||||
this.percent = 0;
|
||||
this.value = parseFloat(_obj.getAttribute('data-current'));
|
||||
this.dragActive = false;
|
||||
this.name = _obj.id;
|
||||
this.type = _obj.getAttribute('data-type');
|
||||
this.stepSize = _obj.getAttribute('data-stepSize') || 0;
|
||||
this.format = _obj.getAttribute('data-format') || '{value}';
|
||||
|
||||
var self = this;
|
||||
|
||||
if (this.stepSize != 0)
|
||||
this.value = Math.round(this.value / this.stepSize) * this.stepSize;
|
||||
else
|
||||
this.value = Math.round(this.value);
|
||||
|
||||
this.valueLabelBackground = document.createElement('div');
|
||||
this.valueLabelBackground.className = 'valueLabel background';
|
||||
this.valueLabelBackground.innerHTML = this.format.replace('{value}', this.value);
|
||||
this.obj.appendChild(this.valueLabelBackground);
|
||||
|
||||
this.valueBar = document.createElement('div');
|
||||
this.valueBar.className = 'valueBar';
|
||||
this.valueBar.setAttribute('style', 'width: ' + (((this.value - this.minValue) / (this.maxValue - this.minValue)) * 100) + '%;');
|
||||
this.obj.appendChild(this.valueBar);
|
||||
|
||||
this.valueLabelForeground = document.createElement('div');
|
||||
this.valueLabelForeground.className = 'valueLabel foreground';
|
||||
this.valueLabelForeground.innerHTML = this.format.replace('{value}', this.value);
|
||||
this.valueLabelForeground.setAttribute('style', 'width: ' + (1.0 / ((this.value - this.minValue) / (this.maxValue - this.minValue)) * 100) + '%;');
|
||||
this.valueBar.appendChild(this.valueLabelForeground);
|
||||
|
||||
this.mouseDown = function (_e) {
|
||||
self.dragActive = true;
|
||||
self.mouseMove(_e, false);
|
||||
}
|
||||
|
||||
this.mouseMove = function (_e, _write) {
|
||||
if (self.dragActive) {
|
||||
var rect = _obj.getBoundingClientRect();
|
||||
var start = rect.left;
|
||||
var end = rect.right;
|
||||
self.percent = Math.min(Math.max((_e.clientX - start) / rect.width, 0), 1);
|
||||
var value = self.percent;
|
||||
value *= (self.maxValue - self.minValue);
|
||||
value += self.minValue;
|
||||
if (self.stepSize != 0) {
|
||||
value = Math.round(value / self.stepSize);
|
||||
self.value = value * self.stepSize;
|
||||
self.percent = (self.value - self.minValue) / (self.maxValue - self.minValue);
|
||||
}
|
||||
else
|
||||
self.value = Math.round(value);
|
||||
|
||||
self.valueBar.setAttribute('style', 'width: ' + (self.percent * 100) + '%;');
|
||||
self.valueLabelForeground.setAttribute('style', 'width: ' + (1.0 / self.percent * 100) + '%;');
|
||||
self.valueLabelBackground.innerHTML = self.valueLabelForeground.innerHTML = self.format.replace('{value}', self.value);
|
||||
|
||||
engine.call(self.callbackName, self.name, "" + self.value);
|
||||
self.displayImperial();
|
||||
}
|
||||
}
|
||||
|
||||
this.mouseUp = function (_e) {
|
||||
self.mouseMove(_e, true);
|
||||
self.dragActive = false;
|
||||
}
|
||||
|
||||
_obj.addEventListener('mousedown', this.mouseDown);
|
||||
document.addEventListener('mousemove', this.mouseMove);
|
||||
document.addEventListener('mouseup', this.mouseUp);
|
||||
|
||||
this.getValue = function () {
|
||||
return self.value;
|
||||
}
|
||||
|
||||
this.updateValue = function (value) {
|
||||
if (self.stepSize != 0)
|
||||
self.value = Math.round(value * self.stepSize) / self.stepSize;
|
||||
else
|
||||
self.value = Math.round(value);
|
||||
self.percent = (self.value - self.minValue) / (self.maxValue - self.minValue);
|
||||
self.valueBar.setAttribute('style', 'width: ' + (self.percent * 100) + '%;');
|
||||
self.valueLabelForeground.setAttribute('style', 'width: ' + (1.0 / self.percent * 100) + '%;');
|
||||
self.valueLabelBackground.innerHTML = self.valueLabelForeground.innerHTML = self.format.replace('{value}', self.value);
|
||||
self.displayImperial();
|
||||
}
|
||||
|
||||
this.displayImperial = function () {
|
||||
var displays = document.querySelectorAll('.imperialDisplay');
|
||||
for (var i = 0; i < displays.length; i++) {
|
||||
var binding = displays[i].getAttribute('data-binding');
|
||||
if (binding == self.name) {
|
||||
var realFeet = ((self.value * 0.393700) / 12);
|
||||
var feet = Math.floor(realFeet);
|
||||
var inches = Math.floor((realFeet - feet) * 12);
|
||||
displays[i].innerHTML = feet + "'" + inches + '''';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
name: this.name,
|
||||
value: this.getValue,
|
||||
updateValue: this.updateValue
|
||||
}
|
||||
}
|
||||
|
||||
// Add own menu
|
||||
{
|
||||
let l_block = document.createElement('div');
|
||||
l_block.innerHTML = `
|
||||
<div class ="settings-subcategory">
|
||||
<div class ="subcategory-name">Pickup Arm Mover</div>
|
||||
<div class ="subcategory-description"></div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Enable hand movement: </div>
|
||||
<div class ="option-input">
|
||||
<div id="Enabled" class ="inp_toggle no-scroll" data-current="true"></div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class ="row-wrapper">
|
||||
<div class ="option-caption">Grab offset: </div>
|
||||
<div class ="option-input">
|
||||
<div id="GrabOffset" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="25"></div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
document.getElementById('settings-interaction').appendChild(l_block);
|
||||
|
||||
// Update toggles in new menu block
|
||||
let l_toggles = l_block.querySelectorAll('.inp_toggle');
|
||||
for (var i = 0; i < l_toggles.length; i++) {
|
||||
g_modSettingsPAM[g_modSettingsPAM.length] = new inp_toggle_mod_pam(l_toggles[i], 'MelonMod_PAM_Call_InpToggle');
|
||||
}
|
||||
|
||||
// Update sliders in new menu block
|
||||
let l_sliders = l_block.querySelectorAll('.inp_slider');
|
||||
for (var i = 0; i < l_sliders.length; i++) {
|
||||
g_modSettingsPAM[g_modSettingsPAM.length] = new inp_slider_mod_pam(l_sliders[i], 'MelonMod_PAM_Call_InpSlider');
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue