Possible to fix for offset on pick up in VR mode

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SDraw 2025-05-02 20:42:53 +03:00
parent b4a210a546
commit de463d2236
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@ -20,7 +20,7 @@ namespace ml_ppu
CapsuleCollider m_collider = null;
Matrix4x4 m_colliderOffSet;
Matrix4x4 m_avatarOffSet;
Matrix4x4 m_playerOffSet;
Transform m_hips = null;
Transform m_armLeft = null;
@ -104,10 +104,10 @@ namespace ml_ppu
m_collider.transform.position = l_colliderMat.GetPosition();
m_collider.transform.rotation = l_colliderMat.rotation;
Matrix4x4 l_avatarMat = l_colliderMat * m_avatarOffSet;
BetterBetterCharacterController.Instance.TeleportPlayerTo(l_avatarMat.GetPosition(), l_avatarMat.rotation, true, false); // Extension method with Quaternion as rotation
Matrix4x4 l_heldMat = l_colliderMat * m_playerOffSet;
BetterBetterCharacterController.Instance.TeleportPlayerTo(l_heldMat.GetPosition(), l_heldMat.rotation, true, false); // Extension method with Quaternion as rotation
Vector3 l_position = l_avatarMat.GetPosition();
Vector3 l_position = l_heldMat.GetPosition();
m_velocity = (l_position - m_lastPosition) / Time.deltaTime;
m_lastPosition = l_position;
}
@ -140,8 +140,9 @@ namespace ml_ppu
if((m_hips != null) && (m_armLeft != null) && (m_armRight != null))
{
Vector3 l_hipsPos = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_hips.GetMatrix()).GetPosition();
Vector3 l_armPos = (PlayerSetup.Instance.transform.GetMatrix().inverse * m_armLeft.GetMatrix()).GetPosition();
Matrix4x4 l_avatarMatInv = PlayerSetup.Instance._avatar.transform.GetMatrix().inverse;
Vector3 l_hipsPos = (l_avatarMatInv * m_hips.GetMatrix()).GetPosition();
Vector3 l_armPos = (l_avatarMatInv * m_armLeft.GetMatrix()).GetPosition();
m_collider = new GameObject("[Collider]").AddComponent<CapsuleCollider>();
m_collider.transform.parent = this.transform;
@ -163,7 +164,7 @@ namespace ml_ppu
if(m_collider != null)
{
UnityEngine.Object.Destroy(m_collider.gameObject);
Destroy(m_collider.gameObject);
m_collider = null;
}
m_holderPointA = null;
@ -231,18 +232,19 @@ namespace ml_ppu
m_holderPointerB = p_pointer;
// Remember offsets
Quaternion l_avatarRot = PlayerSetup.Instance._avatar.transform.rotation;
m_holderPointAOffset = Quaternion.Inverse(m_holderPointA.transform.rotation) * l_avatarRot;
m_holderPointBOffset = Quaternion.Inverse(m_holderPointB.transform.rotation) * l_avatarRot;
Vector3 l_playerPos = PlayerSetup.Instance.GetPlayerPosition();
Quaternion l_playerRot = PlayerSetup.Instance.GetPlayerRotation();
m_holderPointAOffset = Quaternion.Inverse(m_holderPointA.transform.rotation) * l_playerRot;
m_holderPointBOffset = Quaternion.Inverse(m_holderPointB.transform.rotation) * l_playerRot;
Matrix4x4 l_midPoint = Matrix4x4.TRS(
Vector3.Lerp(m_holderPointA.transform.position, m_holderPointB.transform.position, 0.5f),
l_avatarRot,
l_playerRot,
Vector3.one
);
m_colliderOffSet = l_midPoint.inverse * m_collider.transform.GetMatrix();
m_avatarOffSet = m_collider.transform.GetMatrix().inverse * PlayerSetup.Instance._avatar.transform.GetMatrix();
m_lastPosition = PlayerSetup.Instance._avatar.transform.position;
m_playerOffSet = m_collider.transform.GetMatrix().inverse * Matrix4x4.TRS(l_playerPos, l_playerRot, Vector3.one);
m_lastPosition = l_playerPos;
m_velocity = Vector3.zero;
m_held = true;
}