Finally, good input

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SDraw 2023-01-30 19:52:08 +03:00
parent d8c79ed15c
commit d48944a039
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GPG key ID: BB95B4DAB2BB8BB5
7 changed files with 102 additions and 77 deletions

View file

@ -16,6 +16,7 @@ namespace ml_lme
CVRInputManager m_inputManager = null;
InputModuleSteamVR m_steamVrModule = null;
bool m_inVR = false;
bool m_gripToGrab = true;
ControllerRay m_handRayLeft = null;
ControllerRay m_handRayRight = null;
@ -78,9 +79,21 @@ namespace ml_lme
OnEnableChange(Settings.Enabled);
OnInputChange(Settings.Input);
MelonLoader.MelonCoroutines.Start(WaitForSettings());
MelonLoader.MelonCoroutines.Start(WaitForMaterial());
}
IEnumerator WaitForSettings()
{
while(MetaPort.Instance == null)
yield return null;
while(MetaPort.Instance.settings == null)
yield return null;
m_gripToGrab = MetaPort.Instance.settings.GetSettingsBool("ControlUseGripToGrab", true);
MetaPort.Instance.settings.settingBoolChanged.AddListener(this.OnGameSettingBoolChange);
}
IEnumerator WaitForMaterial()
{
while(PlayerSetup.Instance == null)
@ -114,8 +127,8 @@ namespace ml_lme
SetFingersInput(l_data.m_rightHand, false);
}
m_handRayLeft.enabled = (l_data.m_leftHand.m_present && (!m_inVR || (VRTrackerManager.Instance.leftHand == null) || !VRTrackerManager.Instance.leftHand.active || !Settings.FingersOnly));
m_handRayRight.enabled = (l_data.m_rightHand.m_present && (!m_inVR || (VRTrackerManager.Instance.rightHand == null) || !VRTrackerManager.Instance.rightHand.active || !Settings.FingersOnly));
m_handRayLeft.enabled = (l_data.m_leftHand.m_present && (!m_inVR || !Utils.IsLeftHandTracked() || !Settings.FingersOnly));
m_handRayRight.enabled = (l_data.m_rightHand.m_present && (!m_inVR || !Utils.IsRightHandTracked() || !Settings.FingersOnly));
}
public override void UpdateInput()
@ -124,56 +137,60 @@ namespace ml_lme
{
GestureMatcher.LeapData l_data = LeapManager.GetInstance().GetLatestData();
if(l_data.m_leftHand.m_present && (!m_inVR || (VRTrackerManager.Instance.leftHand == null) || !VRTrackerManager.Instance.leftHand.active || !Settings.FingersOnly))
if(l_data.m_leftHand.m_present && (!m_inVR || !Utils.IsLeftHandTracked() || !Settings.FingersOnly))
{
float l_strength = l_data.m_leftHand.m_grabStrength;
if(m_interactLeft != (l_strength > Settings.HoldThreadhold))
{
m_interactLeft = (l_strength > Settings.HoldThreadhold);
m_inputManager.interactLeftUp |= !m_interactLeft;
m_inputManager.interactLeftDown |= m_interactLeft;
}
if(m_interactLeft)
m_inputManager.interactLeftValue = Mathf.InverseLerp(Settings.HoldThreadhold, 1f, l_strength);
else
m_inputManager.interactLeftValue = Mathf.Max(0f, m_inputManager.interactLeftValue);
if(m_gripLeft != (l_strength < Settings.ReleaseThreadhold))
{
m_gripLeft = (l_strength < Settings.ReleaseThreadhold);
m_inputManager.gripLeftUp |= !m_gripLeft;
m_inputManager.gripLeftDown |= m_gripLeft;
}
if(m_gripLeft)
m_inputManager.gripLeftValue = Mathf.InverseLerp(Settings.ReleaseThreadhold, 0f, l_strength);
float l_interactValue = 0f;
if(m_gripToGrab)
l_interactValue = Mathf.Clamp01(Mathf.InverseLerp(Mathf.Min(Settings.GripThreadhold, Settings.InteractThreadhold), Mathf.Max(Settings.GripThreadhold, Settings.InteractThreadhold), l_strength));
else
m_inputManager.gripLeftValue = Mathf.Max(0f, m_inputManager.gripLeftValue);
l_interactValue = Mathf.Clamp01(Mathf.InverseLerp(0f, Settings.InteractThreadhold, l_strength));
m_inputManager.interactLeftValue = Mathf.Max(l_interactValue, m_inputManager.interactLeftValue);
if(m_interactLeft != (l_strength > Settings.InteractThreadhold))
{
m_interactLeft = (l_strength > Settings.InteractThreadhold);
m_inputManager.interactLeftDown |= m_interactLeft;
m_inputManager.interactLeftUp |= !m_interactLeft;
}
float l_gripValue = Mathf.Clamp01(Mathf.InverseLerp(0f, Settings.GripThreadhold, l_strength));
m_inputManager.gripLeftValue = Mathf.Max(l_gripValue, m_inputManager.gripLeftValue);
if(m_gripLeft != (l_strength > Settings.GripThreadhold))
{
m_gripLeft = (l_strength > Settings.GripThreadhold);
m_inputManager.gripLeftDown |= m_gripLeft;
m_inputManager.gripLeftUp |= !m_gripLeft;
}
}
if(l_data.m_rightHand.m_present && (!m_inVR || (VRTrackerManager.Instance.rightHand == null) || !VRTrackerManager.Instance.rightHand.active || !Settings.FingersOnly))
if(l_data.m_rightHand.m_present && (!m_inVR || !Utils.IsRightHandTracked() || !Settings.FingersOnly))
{
float l_strength = l_data.m_rightHand.m_grabStrength;
if(m_interactRight != (l_strength > Settings.HoldThreadhold))
{
m_interactRight = (l_strength > Settings.HoldThreadhold);
m_inputManager.interactRightUp |= !m_interactRight;
m_inputManager.interactRightDown |= m_interactRight;
}
if(m_interactRight)
m_inputManager.interactRightValue = Mathf.InverseLerp(Settings.HoldThreadhold, 1f, l_strength);
else
m_inputManager.interactRightValue = Mathf.Max(0f, m_inputManager.interactRightValue);
if(m_gripRight != (l_strength < Settings.HoldThreadhold))
{
m_gripRight = (l_strength < Settings.HoldThreadhold);
m_inputManager.gripRightUp |= !m_gripRight;
m_inputManager.gripRightDown |= m_gripRight;
}
if(m_gripRight)
m_inputManager.gripRightValue = Mathf.InverseLerp(Settings.ReleaseThreadhold, 0f, l_strength);
float l_interactValue = 0f;
if(m_gripToGrab)
l_interactValue = Mathf.Clamp01(Mathf.InverseLerp(Mathf.Min(Settings.GripThreadhold, Settings.InteractThreadhold), Mathf.Max(Settings.GripThreadhold, Settings.InteractThreadhold), l_strength));
else
m_inputManager.gripRightValue = Mathf.Max(0f, m_inputManager.gripRightValue);
l_interactValue = Mathf.Clamp01(Mathf.InverseLerp(0f, Settings.InteractThreadhold, l_strength));
m_inputManager.interactRightValue = Mathf.Max(l_interactValue, m_inputManager.interactRightValue);
if(m_interactRight != (l_strength > Settings.InteractThreadhold))
{
m_interactRight = (l_strength > Settings.InteractThreadhold);
m_inputManager.interactRightDown |= m_interactRight;
m_inputManager.interactRightUp |= !m_interactRight;
}
float l_gripValue = Mathf.Clamp01(Mathf.InverseLerp(0f, Settings.GripThreadhold, l_strength));
m_inputManager.gripRightValue = Mathf.Max(l_gripValue, m_inputManager.gripRightValue);
if(m_gripRight != (l_strength > Settings.GripThreadhold))
{
m_gripRight = (l_strength > Settings.GripThreadhold);
m_inputManager.gripRightDown |= m_gripRight;
m_inputManager.gripRightUp |= !m_gripRight;
}
}
}
}
@ -187,8 +204,8 @@ namespace ml_lme
void OnInputChange(bool p_state)
{
(m_handRayLeft as MonoBehaviour).enabled = (p_state && Settings.Enabled);
(m_handRayRight as MonoBehaviour).enabled = (p_state && Settings.Enabled);
((MonoBehaviour)m_handRayLeft).enabled = (p_state && Settings.Enabled);
((MonoBehaviour)m_handRayRight).enabled = (p_state && Settings.Enabled);
m_lineLeft.enabled = (p_state && Settings.Enabled);
m_lineRight.enabled = (p_state && Settings.Enabled);
@ -259,5 +276,11 @@ namespace ml_lme
IKSystem.Instance.FingerSystem.rightPinkyCurl = p_hand.m_bends[4];
}
}
void OnGameSettingBoolChange(string p_name, bool p_state)
{
if(p_name == "ControlUseGripToGrab")
m_gripToGrab = p_state;
}
}
}

View file

@ -23,4 +23,5 @@ Available mod's settings in `Settings - Implementation - Leap Motion Tracking`:
* **Model visibility:** show Leap Motion controller model, useful for tracking visualizing, disabled by default.
* **Interaction input:** enables in-game interactions (props, menu and etc.); `true` by default.
* Note: Suggested to use with disabled `Settings - Input & Key-Bindings - Use grip to grab`.
* **Hold/Release gesture threadhold:** limits for interaction/grip activation based on hand gesture; 50 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.

View file

@ -33,8 +33,8 @@ namespace ml_lme
HeadZ,
TrackElbows,
Input,
HoldThreadhold,
ReleaseThreadhold
InteractThreadhold,
GripThreadhold
};
static bool ms_enabled = false;
@ -47,8 +47,8 @@ namespace ml_lme
static Vector3 ms_headOffset = new Vector3(0f, -0.3f, 0.15f);
static bool ms_trackElbows = true;
static bool ms_input = true;
static float ms_holdThreadhold = 0.5f;
static float ms_releaseThreadhold = 0.5f;
static float ms_interactThreadhold = 0.8f;
static float ms_gripThreadhold = 0.4f;
static MelonLoader.MelonPreferences_Category ms_category = null;
static List<MelonLoader.MelonPreferences_Entry> ms_entries = null;
@ -63,8 +63,8 @@ namespace ml_lme
static public event Action<Vector3> HeadOffsetChange;
static public event Action<bool> TrackElbowsChange;
static public event Action<bool> InputChange;
static public event Action<float> HoldThreadholdChange;
static public event Action<float> ReleaseThreadholdChange;
static public event Action<float> InteractThreadholdChange;
static public event Action<float> GripThreadholdChange;
internal static void Init()
{
@ -88,8 +88,8 @@ namespace ml_lme
ms_category.CreateEntry(ModSetting.HeadZ.ToString(), 15),
ms_category.CreateEntry(ModSetting.TrackElbows.ToString(), true),
ms_category.CreateEntry(ModSetting.Input.ToString(), true),
ms_category.CreateEntry(ModSetting.HoldThreadhold.ToString(), 50),
ms_category.CreateEntry(ModSetting.ReleaseThreadhold.ToString(), 50),
ms_category.CreateEntry(ModSetting.InteractThreadhold.ToString(), 80),
ms_category.CreateEntry(ModSetting.GripThreadhold.ToString(), 40),
};
Load();
@ -144,8 +144,8 @@ namespace ml_lme
) * 0.01f;
ms_trackElbows = (bool)ms_entries[(int)ModSetting.TrackElbows].BoxedValue;
ms_input = (bool)ms_entries[(int)ModSetting.Input].BoxedValue;
ms_holdThreadhold = (int)ms_entries[(int)ModSetting.HoldThreadhold].BoxedValue * 0.01f;
ms_releaseThreadhold = (int)ms_entries[(int)ModSetting.ReleaseThreadhold].BoxedValue * 0.01f;
ms_interactThreadhold = (int)ms_entries[(int)ModSetting.InteractThreadhold].BoxedValue * 0.01f;
ms_gripThreadhold = (int)ms_entries[(int)ModSetting.GripThreadhold].BoxedValue * 0.01f;
}
static void OnToggleUpdate(string p_name, string p_value)
@ -265,16 +265,16 @@ namespace ml_lme
HeadOffsetChange?.Invoke(ms_headOffset);
}
break;
case ModSetting.HoldThreadhold:
case ModSetting.InteractThreadhold:
{
ms_holdThreadhold = int.Parse(p_value) * 0.01f;
HoldThreadholdChange?.Invoke(ms_holdThreadhold);
ms_interactThreadhold = int.Parse(p_value) * 0.01f;
InteractThreadholdChange?.Invoke(ms_interactThreadhold);
}
break;
case ModSetting.ReleaseThreadhold:
case ModSetting.GripThreadhold:
{
ms_releaseThreadhold = int.Parse(p_value) * 0.01f;
ReleaseThreadholdChange?.Invoke(ms_releaseThreadhold);
ms_gripThreadhold = int.Parse(p_value) * 0.01f;
GripThreadholdChange?.Invoke(ms_gripThreadhold);
}
break;
}
@ -341,13 +341,13 @@ namespace ml_lme
{
get => ms_input;
}
public static float HoldThreadhold
public static float InteractThreadhold
{
get => ms_holdThreadhold;
get => ms_interactThreadhold;
}
public static float ReleaseThreadhold
public static float GripThreadhold
{
get => ms_releaseThreadhold;
get => ms_gripThreadhold;
}
}
}

View file

@ -10,9 +10,10 @@ namespace ml_lme
static readonly Quaternion ms_hmdRotationFix = new Quaternion(0f, 0.7071068f, 0.7071068f, 0f);
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 bool AreKnucklesInUse() => PlayerSetup.Instance._trackerManager.trackerNames.Contains("knuckles");
public static bool IsLeftHandTracked() => ((VRTrackerManager.Instance.leftHand != null) && VRTrackerManager.Instance.leftHand.active);
public static bool IsRightHandTracked() => ((VRTrackerManager.Instance.rightHand != null) && VRTrackerManager.Instance.rightHand.active);
public static Matrix4x4 GetMatrix(this Transform p_transform, bool p_pos = true, bool p_rot = true, bool p_scl = false)
{

View file

@ -393,16 +393,16 @@ function inp_dropdown_mod_lme(_obj, _callbackName) {
</div>
<div class ="row-wrapper">
<div class ="option-caption">Hold gesture threadhold: </div>
<div class ="option-caption">Interact gesture threadhold: </div>
<div class ="option-input">
<div id="HoldThreadhold" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="50"></div>
<div id="InteractThreadhold" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="80"></div>
</div>
</div>
<div class ="row-wrapper">
<div class ="option-caption">Release gesture threadhold: </div>
<div class ="option-caption">Grip gesture threadhold: </div>
<div class ="option-input">
<div id="ReleaseThreadhold" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="50"></div>
<div id="GripThreadhold" class ="inp_slider no-scroll" data-min="0" data-max="100" data-current="40"></div>
</div>
</div>
`;