mirror of
https://github.com/hanetzer/sdraw_mods_cvr.git
synced 2025-09-03 18:39:23 +00:00
Settings rework Finger tracking networks sync only if hands are tracked Working fix for animator override controller Mass center offset calculations Steps scaling
72 lines
2.9 KiB
C#
72 lines
2.9 KiB
C#
using ABI_RC.Core.Player;
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using ABI_RC.Core.Savior;
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using ABI_RC.Core.UI;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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namespace ml_lme
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{
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static class Utils
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{
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static readonly Quaternion ms_hmdRotationFix = new Quaternion(0f, 0.7071068f, 0.7071068f, 0f);
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static readonly Quaternion ms_screentopRotationFix = new Quaternion(0f, 0f, -1f, 0f);
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static readonly FieldInfo ms_indexGestureToggle = typeof(InputModuleSteamVR).GetField("_steamVrIndexGestureToggleValue", BindingFlags.Instance | BindingFlags.NonPublic);
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public static bool IsInVR() => ((CheckVR.Instance != null) && CheckVR.Instance.hasVrDeviceLoaded);
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public static bool AreKnucklesInUse() => PlayerSetup.Instance._trackerManager.trackerNames.Contains("knuckles");
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public static bool GetIndexGestureToggle(this InputModuleSteamVR p_module) => (bool)ms_indexGestureToggle.GetValue(p_module);
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public static bool IsLeftHandTracked() => ((VRTrackerManager.Instance.leftHand != null) && VRTrackerManager.Instance.leftHand.active);
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public static bool IsRightHandTracked() => ((VRTrackerManager.Instance.rightHand != null) && VRTrackerManager.Instance.rightHand.active);
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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.lossyScale : Vector3.one);
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}
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public static void ShowHUDNotification(string p_title, string p_message, string p_small = "", bool p_immediate = false)
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{
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if(CohtmlHud.Instance != null)
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{
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if(p_immediate)
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CohtmlHud.Instance.ViewDropTextImmediate(p_title, p_message, p_small);
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else
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CohtmlHud.Instance.ViewDropText(p_title, p_message, p_small);
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}
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}
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public static void LeapToUnity(ref Vector3 p_pos, ref Quaternion p_rot, Settings.LeapTrackingMode p_mode)
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{
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p_pos *= 0.001f;
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p_pos.z *= -1f;
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p_rot.x *= -1f;
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p_rot.y *= -1f;
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switch(p_mode)
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{
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case Settings.LeapTrackingMode.Screentop:
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{
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p_pos.x *= -1f;
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p_pos.y *= -1f;
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p_rot = (ms_screentopRotationFix * p_rot);
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}
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break;
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case Settings.LeapTrackingMode.HMD:
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{
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p_pos.x *= -1f;
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Swap(ref p_pos.y, ref p_pos.z);
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p_rot = (ms_hmdRotationFix * p_rot);
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}
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break;
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}
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}
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public static void Swap<T>(ref T lhs, ref T rhs)
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{
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T temp = lhs;
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lhs = rhs;
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rhs = temp;
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}
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}
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}
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