Drag, angular drag and gravity settings

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SDraw 2023-04-08 15:45:48 +03:00
parent 78ca550e64
commit f08adb8f53
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GPG key ID: BB95B4DAB2BB8BB5
4 changed files with 113 additions and 24 deletions

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@ -1,5 +1,6 @@
using ABI_RC.Core.InteractionSystem;
using ABI_RC.Core.Player;
using ABI_RC.Systems.IK.SubSystems;
using ABI_RC.Systems.MovementSystem;
using RootMotion.Dynamics;
using RootMotion.FinalIK;
@ -43,11 +44,17 @@ namespace ml_prm
m_puppetRoot.localRotation = Quaternion.identity;
Settings.SwitchChange += this.SwitchRagdoll;
Settings.MovementDragChange += this.OnMovementDragChange;
Settings.AngularDragChange += this.OnAngularDragChange;
Settings.GravityChange += this.OnGravityChange;
}
void OnDestroy()
{
Settings.SwitchChange -= this.SwitchRagdoll;
Settings.MovementDragChange -= this.OnMovementDragChange;
Settings.AngularDragChange -= this.OnAngularDragChange;
Settings.GravityChange -= this.OnGravityChange;
}
void Update()
@ -140,8 +147,9 @@ namespace ml_prm
{
m_rigidBodies.Add(l_body);
l_body.isKinematic = true;
l_body.angularDrag = 0.5f;
l_body.drag = 1.0f;
l_body.angularDrag = Settings.AngularDrag;
l_body.drag = Settings.MovementDrag;
l_body.useGravity = Settings.Gravity;
l_body.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
}
@ -182,6 +190,12 @@ namespace ml_prm
SwitchRagdoll();
}
internal void OnStartCalibration()
{
if(m_enabled && m_avatarReady)
SwitchRagdoll();
}
// IK updates
void OnIKPreUpdate()
{
@ -197,10 +211,36 @@ namespace ml_prm
m_vrIK.solver.IKPositionWeight = m_vrIkWeight;
}
// Settings
void OnMovementDragChange(float p_value)
{
if(m_avatarReady)
{
foreach(Rigidbody l_body in m_rigidBodies)
l_body.drag = p_value;
}
}
void OnAngularDragChange(float p_value)
{
if(m_avatarReady)
{
foreach(Rigidbody l_body in m_rigidBodies)
l_body.angularDrag = p_value;
}
}
void OnGravityChange(bool p_state)
{
if(m_avatarReady)
{
foreach(Rigidbody l_body in m_rigidBodies)
l_body.useGravity = p_state;
}
}
// Arbitrary
public void SwitchRagdoll()
{
if(m_avatarReady && (MovementSystem.Instance.lastSeat == null))
if(m_avatarReady && (MovementSystem.Instance.lastSeat == null) && !BodySystem.isCalibrating)
{
m_enabled = !m_enabled;
@ -214,7 +254,7 @@ namespace ml_prm
foreach(Rigidbody l_body in m_rigidBodies)
l_body.isKinematic = false;
Vector3 l_velocity = m_velocity * Settings.Multiplier;
Vector3 l_velocity = m_velocity * Settings.VelocityMultiplier;
foreach(Rigidbody l_body in m_rigidBodies)
{
l_body.velocity = l_velocity;