mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 10:29:22 +00:00
New mod
Plant feet fix
This commit is contained in:
parent
f6d3d05860
commit
e633fc6488
11 changed files with 293 additions and 3 deletions
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@ -10,4 +10,5 @@ Merged set of MelonLoader mods for ChilloutVR.
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| Extended Game Notifications | ml_egn | 1.0.0 | On review | 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 | 1.2.9 | Yes | Working |
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| Pickup Arm Movement | ml_pam | 1.0.0 | On review | Working
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| Server Connection Info | ml_sci | 1.0.2 | Yes | Working | Will be superseded by `Extended Game Notifications`
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@ -28,6 +28,7 @@ namespace ml_amt
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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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Transform m_avatarHips = null;
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float m_viewPointHeight = 1f;
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@ -258,6 +259,7 @@ 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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if(m_detectEmotes && m_emoteActive)
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m_vrIk.solver.IKPositionWeight = 0f;
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@ -283,6 +285,7 @@ namespace ml_amt
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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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m_vrIk.solver.plantFeet = false;
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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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@ -292,6 +295,7 @@ namespace ml_amt
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{
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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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}
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public void SetIKOverrideCrouch(bool p_state)
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@ -1,10 +1,10 @@
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using System.Reflection;
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[assembly: AssemblyTitle("AvatarMotionTweaker")]
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[assembly: AssemblyVersion("1.2.1")]
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[assembly: AssemblyFileVersion("1.2.1")]
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[assembly: AssemblyVersion("1.2.2")]
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[assembly: AssemblyFileVersion("1.2.2")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.2.1", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_amt.AvatarMotionTweaker), "AvatarMotionTweaker", "1.2.2", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
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[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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@ -13,6 +13,8 @@ Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ml_dht", "ml_dht\ml_dht.csp
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ml_egn", "ml_egn\ml_egn.csproj", "{1B5ACA07-6266-4C9A-BA30-D4BBE6634846}"
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EndProject
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ml_pam", "ml_pam\ml_pam.csproj", "{3B5028DE-8C79-40DF-A1EF-BDB29D366125}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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@ -39,6 +41,10 @@ Global
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{1B5ACA07-6266-4C9A-BA30-D4BBE6634846}.Debug|x64.Build.0 = Debug|x64
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{1B5ACA07-6266-4C9A-BA30-D4BBE6634846}.Release|x64.ActiveCfg = Release|x64
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{1B5ACA07-6266-4C9A-BA30-D4BBE6634846}.Release|x64.Build.0 = Release|x64
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{3B5028DE-8C79-40DF-A1EF-BDB29D366125}.Debug|x64.ActiveCfg = Debug|x64
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{3B5028DE-8C79-40DF-A1EF-BDB29D366125}.Debug|x64.Build.0 = Debug|x64
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{3B5028DE-8C79-40DF-A1EF-BDB29D366125}.Release|x64.ActiveCfg = Release|x64
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{3B5028DE-8C79-40DF-A1EF-BDB29D366125}.Release|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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59
ml_pam/ArmMover.cs
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59
ml_pam/ArmMover.cs
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@ -0,0 +1,59 @@
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using UnityEngine;
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namespace ml_pam
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{
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class ArmMover : 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 Quaternion ms_rotationOffset = Quaternion.Euler(0f, 0f, -90f);
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Animator m_animator = null;
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CVRPickupObject m_target = null;
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Matrix4x4 m_offset = Matrix4x4.identity;
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void Start()
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{
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m_animator = PlayerSetup.Instance._animator;
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}
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void OnAnimatorIK(int p_layerIndex)
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{
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if((p_layerIndex == 0) && (m_target != null)) // Only main Locomotion/Emotes layer
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{
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Transform l_camera = PlayerSetup.Instance.GetActiveCamera().transform;
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m_animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1f);
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m_animator.SetIKRotationWeight(AvatarIKGoal.RightHand, 1f);
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switch(m_target.gripType)
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{
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case CVRPickupObject.GripType.Origin:
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{
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if(m_target.gripOrigin != null)
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{
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m_animator.SetIKPosition(AvatarIKGoal.RightHand, m_target.gripOrigin.position);
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m_animator.SetIKRotation(AvatarIKGoal.RightHand, l_camera.rotation * ms_rotationOffset);
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}
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}
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break;
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case CVRPickupObject.GripType.Free:
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{
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Matrix4x4 l_result = m_target.transform.GetMatrix() * m_offset;
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m_animator.SetIKPosition(AvatarIKGoal.RightHand, l_result * ms_pointVector);
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m_animator.SetIKRotation(AvatarIKGoal.RightHand, l_camera.rotation * ms_rotationOffset);
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}
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break;
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}
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}
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}
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public void SetTarget(CVRPickupObject p_target, Vector3 p_hit)
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{
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m_target = p_target;
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m_offset = (m_target != null) ? (p_target.transform.GetMatrix().inverse * Matrix4x4.Translate(p_hit)): Matrix4x4.identity;
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}
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}
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}
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107
ml_pam/Main.cs
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107
ml_pam/Main.cs
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using ABI.CCK.Components;
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using ABI_RC.Core.Player;
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using System;
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using System.Reflection;
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using UnityEngine;
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namespace ml_pam
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{
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public class PickupArmMovement : MelonLoader.MelonMod
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{
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static PickupArmMovement ms_instance = null;
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ArmMover m_localPuller = null;
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public override void OnInitializeMelon()
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{
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if(ms_instance == null)
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ms_instance = this;
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.ClearAvatar)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnAvatarClear_Postfix), BindingFlags.NonPublic | BindingFlags.Static))
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);
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HarmonyInstance.Patch(
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typeof(PlayerSetup).GetMethod(nameof(PlayerSetup.SetupAvatar)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnSetupAvatar_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(CVRPickupObject).GetMethod(nameof(CVRPickupObject.Grab)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnCVRPickupObjectGrab_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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HarmonyInstance.Patch(
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typeof(CVRPickupObject).GetMethod(nameof(CVRPickupObject.Drop)),
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null,
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new HarmonyLib.HarmonyMethod(typeof(PickupArmMovement).GetMethod(nameof(OnCVRPickupObjectDrop_Postfix), BindingFlags.Static | BindingFlags.NonPublic))
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);
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}
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public override void OnDeinitializeMelon()
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{
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if(ms_instance == this)
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ms_instance = null;
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}
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static void OnAvatarClear_Postfix() => ms_instance?.OnAvatarClear();
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void OnAvatarClear()
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{
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try
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{
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m_localPuller = null;
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}
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catch(Exception e)
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{
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MelonLoader.MelonLogger.Error(e);
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}
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}
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static void OnSetupAvatar_Postfix() => ms_instance?.OnSetupAvatar();
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void OnSetupAvatar()
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{
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try
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{
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if(!Utils.IsInVR())
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m_localPuller = PlayerSetup.Instance._avatar.AddComponent<ArmMover>();
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}
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catch(Exception e)
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{
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MelonLoader.MelonLogger.Error(e);
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}
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}
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static void OnCVRPickupObjectGrab_Postfix(ref CVRPickupObject __instance, Vector3 __2) => ms_instance?.OnCVRPickupObjectGrab(__instance, __2);
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void OnCVRPickupObjectGrab(CVRPickupObject p_pickup, Vector3 p_hit)
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{
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try
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{
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if(p_pickup.IsGrabbedByMe() && (m_localPuller != null))
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{
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m_localPuller.SetTarget(p_pickup, p_hit);
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}
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}
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catch(Exception e)
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{
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MelonLoader.MelonLogger.Error(e);
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}
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}
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static void OnCVRPickupObjectDrop_Postfix() => ms_instance?.OnCVRPickupObjectDrop();
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void OnCVRPickupObjectDrop()
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{
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try
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{
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if(m_localPuller != null)
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{
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m_localPuller.SetTarget(null, Vector3.zero);
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}
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}
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catch(Exception e)
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{
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MelonLoader.MelonLogger.Error(e);
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}
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}
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}
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}
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10
ml_pam/Properties/AssemblyInfo.cs
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10
ml_pam/Properties/AssemblyInfo.cs
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using System.Reflection;
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[assembly: AssemblyTitle("PickupArmMovement")]
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[assembly: AssemblyVersion("1.0.0")]
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[assembly: AssemblyFileVersion("1.0.0")]
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[assembly: MelonLoader.MelonInfo(typeof(ml_pam.PickupArmMovement), "PickupArmMovement", "1.0.0", "SDraw", "https://github.com/SDraw/ml_mods_cvr")]
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[assembly: MelonLoader.MelonGame(null, "ChilloutVR")]
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[assembly: MelonLoader.MelonPlatform(MelonLoader.MelonPlatformAttribute.CompatiblePlatforms.WINDOWS_X64)]
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[assembly: MelonLoader.MelonPlatformDomain(MelonLoader.MelonPlatformDomainAttribute.CompatibleDomains.MONO)]
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7
ml_pam/README.md
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7
ml_pam/README.md
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# Pickup Arm Movement
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This mod adds arm tracking upon holding pickup.
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# Installation
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* Install [latest MelonLoader](https://github.com/LavaGang/MelonLoader)
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* Get [latest release DLL](../../../releases/latest):
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* Put `ml_pam.dll` in `Mods` folder of game
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15
ml_pam/Utils.cs
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15
ml_pam/Utils.cs
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using UnityEngine;
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namespace ml_pam
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{
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static class Utils
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{
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public static bool IsInVR() => ((ABI_RC.Core.Savior.CheckVR.Instance != null) && ABI_RC.Core.Savior.CheckVR.Instance.hasVrDeviceLoaded);
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// Extensions
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public static Matrix4x4 GetMatrix(this Transform p_transform, bool p_pos = true, bool p_rot = true, bool p_scl = false)
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{
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return Matrix4x4.TRS(p_pos ? p_transform.position : Vector3.zero, p_rot ? p_transform.rotation : Quaternion.identity, p_scl ? p_transform.localScale : Vector3.one);
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}
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}
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}
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75
ml_pam/ml_pam.csproj
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75
ml_pam/ml_pam.csproj
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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<ProjectGuid>{3B5028DE-8C79-40DF-A1EF-BDB29D366125}</ProjectGuid>
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<OutputType>Library</OutputType>
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<AppDesignerFolder>Properties</AppDesignerFolder>
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<RootNamespace>ml_pam</RootNamespace>
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<AssemblyName>ml_pam</AssemblyName>
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<TargetFrameworkVersion>v4.7.2</TargetFrameworkVersion>
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<FileAlignment>512</FileAlignment>
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<Deterministic>true</Deterministic>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Debug|x64'">
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<DebugSymbols>true</DebugSymbols>
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<OutputPath>bin\x64\Debug\</OutputPath>
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<DefineConstants>DEBUG;TRACE</DefineConstants>
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<DebugType>full</DebugType>
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<PlatformTarget>x64</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)' == 'Release|x64'">
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<OutputPath>bin\x64\Release\</OutputPath>
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<DefineConstants>TRACE</DefineConstants>
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<Optimize>true</Optimize>
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<DebugType>pdbonly</DebugType>
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<PlatformTarget>x64</PlatformTarget>
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<ErrorReport>prompt</ErrorReport>
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="0Harmony, Version=2.9.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\0Harmony.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="Assembly-CSharp, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\Assembly-CSharp.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="MelonLoader, Version=0.5.7.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\MelonLoader.dll</HintPath>
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<Private>False</Private>
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</Reference>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Xml" />
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<Reference Include="UnityEngine.AnimationModule">
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<Private>False</Private>
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</Reference>
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<Reference Include="UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<Private>False</Private>
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="ArmMover.cs" />
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<Compile Include="Main.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Utils.cs" />
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<PropertyGroup>
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<PostBuildEvent>copy /y "$(TargetPath)" "D:\Games\Steam\steamapps\common\ChilloutVR\Mods\"</PostBuildEvent>
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</PropertyGroup>
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</Project>
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6
ml_pam/ml_pam.csproj.user
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6
ml_pam/ml_pam.csproj.user
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup>
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<ReferencePath>D:\Games\Steam\steamapps\common\ChilloutVR\MelonLoader\;D:\Games\Steam\steamapps\common\ChilloutVR\ChilloutVR_Data\Managed\</ReferencePath>
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</PropertyGroup>
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</Project>
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