sdraw_mods_cvr/ml_lme/Utils.cs
SDraw 971466da24
Features merge from experimental:
Settings rework
Finger tracking networks sync only if hands are tracked
Working fix for animator override controller
Mass center offset calculations
Steps scaling
2023-03-16 09:21:46 +03:00

72 lines
2.9 KiB
C#

using ABI_RC.Core.Player;
using ABI_RC.Core.Savior;
using ABI_RC.Core.UI;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace ml_lme
{
static class Utils
{
static readonly Quaternion ms_hmdRotationFix = new Quaternion(0f, 0.7071068f, 0.7071068f, 0f);
static readonly Quaternion ms_screentopRotationFix = new Quaternion(0f, 0f, -1f, 0f);
static readonly FieldInfo ms_indexGestureToggle = typeof(InputModuleSteamVR).GetField("_steamVrIndexGestureToggleValue", BindingFlags.Instance | BindingFlags.NonPublic);
public static bool IsInVR() => ((CheckVR.Instance != null) && CheckVR.Instance.hasVrDeviceLoaded);
public static bool AreKnucklesInUse() => PlayerSetup.Instance._trackerManager.trackerNames.Contains("knuckles");
public static bool GetIndexGestureToggle(this InputModuleSteamVR p_module) => (bool)ms_indexGestureToggle.GetValue(p_module);
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)
{
return Matrix4x4.TRS(p_pos ? p_transform.position : Vector3.zero, p_rot ? p_transform.rotation : Quaternion.identity, p_scl ? p_transform.lossyScale : Vector3.one);
}
public static void ShowHUDNotification(string p_title, string p_message, string p_small = "", bool p_immediate = false)
{
if(CohtmlHud.Instance != null)
{
if(p_immediate)
CohtmlHud.Instance.ViewDropTextImmediate(p_title, p_message, p_small);
else
CohtmlHud.Instance.ViewDropText(p_title, p_message, p_small);
}
}
public static void LeapToUnity(ref Vector3 p_pos, ref Quaternion p_rot, Settings.LeapTrackingMode p_mode)
{
p_pos *= 0.001f;
p_pos.z *= -1f;
p_rot.x *= -1f;
p_rot.y *= -1f;
switch(p_mode)
{
case Settings.LeapTrackingMode.Screentop:
{
p_pos.x *= -1f;
p_pos.y *= -1f;
p_rot = (ms_screentopRotationFix * p_rot);
}
break;
case Settings.LeapTrackingMode.HMD:
{
p_pos.x *= -1f;
Swap(ref p_pos.y, ref p_pos.z);
p_rot = (ms_hmdRotationFix * p_rot);
}
break;
}
}
public static void Swap<T>(ref T lhs, ref T rhs)
{
T temp = lhs;
lhs = rhs;
rhs = temp;
}
}
}