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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading;
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namespace BzKovSoft.RagdollHelper.Editor
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{
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/// <summary>
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/// Class responsible for regdoll and unregdoll character
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/// </summary>
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sealed class Ragdoller
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{
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const string _colliderNodeSufix = "_ColliderRotator";
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readonly bool _readyToGenerate;
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readonly Vector3 _playerDirection;
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readonly Transform _rootNode;
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readonly RagdollPartBox _pelvis;
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readonly RagdollPartCapsule _leftHip;
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readonly RagdollPartCapsule _leftKnee;
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readonly RagdollPartCapsule _rightHip;
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readonly RagdollPartCapsule _rightKnee;
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readonly RagdollPartCapsule _leftArm;
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readonly RagdollPartCapsule _leftElbow;
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readonly RagdollPartCapsule _rightArm;
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readonly RagdollPartCapsule _rightElbow;
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readonly RagdollPartBox _chest;
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readonly RagdollPartSphere _head;
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readonly RagdollPartBox _leftFoot;
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readonly RagdollPartBox _rightFoot;
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readonly RagdollPartBox _leftHand;
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readonly RagdollPartBox _rightHand;
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public Ragdoller(Transform player, Vector3 playerDirection)
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{
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_playerDirection = playerDirection;
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_readyToGenerate = false;
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// find Animator
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Animator animator = FindAnimator(player);
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if (animator == null)
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return;
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_rootNode = animator.transform;
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// specify all parts of ragdoll
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_pelvis = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.Hips));
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_leftHip = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg));
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_leftKnee = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg));
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_rightHip = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.RightUpperLeg));
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_rightKnee = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.RightLowerLeg));
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_leftArm = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.LeftUpperArm));
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_leftElbow = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.LeftLowerArm));
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_rightArm = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.RightUpperArm));
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_rightElbow = new RagdollPartCapsule(animator.GetBoneTransform(HumanBodyBones.RightLowerArm));
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_chest = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.Chest));
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_head = new RagdollPartSphere(animator.GetBoneTransform(HumanBodyBones.Head));
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_leftFoot = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.LeftFoot));
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_rightFoot = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.RightFoot));
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_leftHand = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.LeftHand));
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_rightHand = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.RightHand));
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if (_chest.transform == null)
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_chest = new RagdollPartBox(animator.GetBoneTransform(HumanBodyBones.Spine));
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if (!CheckFields())
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{
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Debug.LogError("Not all nodes was found!");
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return;
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}
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_readyToGenerate = true;
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}
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/// <summary>
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/// Finds animator component in "player" and in parents till it find Animator component. Otherwise returns null
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/// </summary>
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static Animator FindAnimator(Transform player)
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{
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Animator animator;
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do
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{
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animator = player.GetComponent<Animator>();
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if (animator != null && animator.enabled)
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break;
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player = player.parent;
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}
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while (player != null);
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if (animator == null | player == null)
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{
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Debug.LogError("An Animator must be attached to find bones!");
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return null;
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}
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if (!animator.isHuman)
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{
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Debug.LogError("To auto detect bones, there are has to be humanoid Animator!");
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return null;
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}
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return animator;
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}
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/// <summary>
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/// Some checks before Applying ragdoll
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/// </summary>
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bool CheckFields()
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{
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if (_rootNode == null |
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_pelvis == null |
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_leftHip == null |
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_leftKnee == null |
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_rightHip == null |
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_rightKnee == null |
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_leftArm == null |
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_leftElbow == null |
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_rightArm == null |
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_rightElbow == null |
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_chest == null |
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_head == null)
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return false;
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return true;
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}
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/// <summary>
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/// Create all ragdoll's components and set their proterties
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/// </summary>
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public void ApplyRagdoll(float totalMass, RagdollProperties ragdollProperties)
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{
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if (!_readyToGenerate)
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{
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Debug.LogError("Initialization failed. Reinstance object!");
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return;
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}
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var weight = new WeightCalculator(totalMass, ragdollProperties.createTips);
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bool alreadyRagdolled = _pelvis.transform.gameObject.GetComponent<Rigidbody>() != null;
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AddComponentesTo(_pelvis, ragdollProperties, weight.Pelvis, false);
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AddComponentesTo(_leftHip, ragdollProperties, weight.Hip, true);
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AddComponentesTo(_leftKnee, ragdollProperties, weight.Knee, true);
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AddComponentesTo(_rightHip, ragdollProperties, weight.Hip, true);
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AddComponentesTo(_rightKnee, ragdollProperties, weight.Knee, true);
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AddComponentesTo(_leftArm, ragdollProperties, weight.Arm, true);
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AddComponentesTo(_leftElbow, ragdollProperties, weight.Elbow, true);
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AddComponentesTo(_rightArm, ragdollProperties, weight.Arm, true);
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AddComponentesTo(_rightElbow, ragdollProperties, weight.Elbow, true);
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AddComponentesTo(_chest, ragdollProperties, weight.Chest, true);
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AddComponentesTo(_head, ragdollProperties, weight.Head, true);
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if (ragdollProperties.createTips)
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{
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AddComponentesTo(_leftFoot, ragdollProperties, weight.Foot, true);
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AddComponentesTo(_rightFoot, ragdollProperties, weight.Foot, true);
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AddComponentesTo(_leftHand, ragdollProperties, weight.Hand, true);
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AddComponentesTo(_rightHand, ragdollProperties, weight.Hand, true);
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}
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if (alreadyRagdolled)
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return;
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// Pelvis
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Vector3 pelvisSize = new Vector3(0.32f, 0.31f, 0.3f);
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Vector3 pelvisCenter = new Vector3(00f, 0.06f, -0.01f);
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_pelvis.collider.size = Abs(_pelvis.transform.InverseTransformVector(pelvisSize));
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_pelvis.collider.center = _pelvis.transform.InverseTransformVector(pelvisCenter);
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ApplySide(true, ragdollProperties.createTips);
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ApplySide(false, ragdollProperties.createTips);
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// Chest collider
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Vector3 chestSize = new Vector3(0.34f, 0.34f, 0.28f);
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float y = (pelvisSize.y + chestSize.y) / 2f + pelvisCenter.y;
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y -= _chest.transform.position.y - _pelvis.transform.position.y;
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_chest.collider.size = Abs(_chest.transform.InverseTransformVector(chestSize));
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_chest.collider.center = _chest.transform.InverseTransformVector(new Vector3(0f, y, -0.03f));
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// Chest joint
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var chestJoint = _chest.joint;
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ConfigureJointParams(_chest, _pelvis.rigidbody, _rootNode.right, _rootNode.forward);
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ConfigureJointLimits(chestJoint, -45f, 20f, 20f, 20f);
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// head
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_head.collider.radius = 0.1f;
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_head.collider.center = _head.transform.InverseTransformVector(new Vector3(0f, 0.09f, 0.03f));
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var headJoint = _head.joint;
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ConfigureJointParams(_head, _chest.rigidbody, _rootNode.right, _rootNode.forward);
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ConfigureJointLimits(headJoint, -45f, 20f, 20f, 20f);
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}
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private Vector3 Abs(Vector3 v)
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{
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return new Vector3(
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Mathf.Abs(v.x),
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Mathf.Abs(v.y),
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Mathf.Abs(v.z)
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);
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}
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static void ConfigureJointParams(RagdollPartBase part, Rigidbody anchor, Vector3 axis, Vector3 swingAxis)
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{
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part.joint.connectedBody = anchor;
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part.joint.axis = part.transform.InverseTransformDirection(axis);
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part.joint.swingAxis = part.transform.InverseTransformDirection(swingAxis);
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}
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static void ConfigureJointLimits(CharacterJoint joint, float lowTwist, float highTwist, float swing1, float swing2)
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{
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if (lowTwist > highTwist)
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throw new ArgumentException("wrong limitation: lowTwist > highTwist");
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var twistLimitSpring = joint.twistLimitSpring;
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joint.twistLimitSpring = twistLimitSpring;
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var swingLimitSpring = joint.swingLimitSpring;
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joint.swingLimitSpring = swingLimitSpring;
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// configure limits
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var lowTwistLimit = joint.lowTwistLimit;
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lowTwistLimit.limit = lowTwist;
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joint.lowTwistLimit = lowTwistLimit;
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var highTwistLimit = joint.highTwistLimit;
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highTwistLimit.limit = highTwist;
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joint.highTwistLimit = highTwistLimit;
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var swing1Limit = joint.swing1Limit;
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swing1Limit.limit = swing1;
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joint.swing1Limit = swing1Limit;
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var swing2Limit = joint.swing2Limit;
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swing2Limit.limit = swing2;
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joint.swing2Limit = swing2Limit;
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}
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/// <summary>
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/// Configure one hand and one leg
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/// </summary>
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/// <param name="leftSide">If true, configuration apply to left hand and left leg, otherwise right hand and right leg</param>
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void ApplySide(bool leftSide, bool createTips)
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{
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RagdollPartCapsule hip = (leftSide ? _leftHip : _rightHip);
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RagdollPartCapsule knee = (leftSide ? _leftKnee : _rightKnee);
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RagdollPartBox foot = (leftSide ? _leftFoot : _rightFoot);
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RagdollPartCapsule arm = (leftSide ? _leftArm : _rightArm);
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RagdollPartCapsule elbow = (leftSide ? _leftElbow : _rightElbow);
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RagdollPartBox hand = (leftSide ? _leftHand : _rightHand);
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ConfigureRagdollForLimb(hip, knee, foot, createTips);
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ConfigureLegsJoints(hip, knee, foot, createTips);
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ConfigureRagdollForLimb(arm, elbow, hand, createTips);
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ConfigureHandJoints(arm, elbow, hand, leftSide, createTips);
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}
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/// <summary>
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/// Configer one of 4 body parts: right leg, left leg, right hand or left hand
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/// </summary>
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static void ConfigureRagdollForLimb(RagdollPartCapsule limbUpper, RagdollPartCapsule limbLower, RagdollPartBox tip, bool createTips)
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{
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float totalLength = limbUpper.transform.InverseTransformPoint(tip.transform.position).magnitude;
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// limbUpper
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CapsuleCollider upperCapsule = limbUpper.collider;
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var boneEndPos = limbUpper.transform.InverseTransformPoint(limbLower.transform.position);
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upperCapsule.direction = GetXyzDirection(limbLower.transform.localPosition);
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upperCapsule.radius = totalLength * 0.12f;
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upperCapsule.height = boneEndPos.magnitude;
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upperCapsule.center = Vector3.Scale(boneEndPos, Vector3.one * 0.5f);
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// limbLower
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CapsuleCollider endCapsule = limbLower.collider;
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boneEndPos = limbLower.transform.InverseTransformPoint(tip.transform.position);
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endCapsule.direction = GetXyzDirection(boneEndPos);
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endCapsule.radius = totalLength * 0.12f;
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endCapsule.height = boneEndPos.magnitude;
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endCapsule.center = Vector3.Scale(boneEndPos, Vector3.one * 0.5f);
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// tip
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if (createTips)
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{
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boneEndPos = GetLongestTransform(tip.transform).position;
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boneEndPos = tip.transform.InverseTransformPoint(boneEndPos);
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Vector3 tipDir = GetXyzDirectionV(boneEndPos);
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Vector3 tipSides = (tipDir - Vector3.one) * -1;
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Vector3 boxSize = tipDir * boneEndPos.magnitude * 1.3f + tipSides * totalLength * 0.2f;
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BoxCollider tipBox = tip.collider;
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tipBox.size = boxSize;
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float halfTipLength = boneEndPos.magnitude / 2f;
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tipBox.center = Vector3.Scale(boneEndPos.normalized, Vector3.one * halfTipLength);
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}
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}
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private static Transform GetLongestTransform(Transform limb)
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{
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float longestF = -1;
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Transform longestT = null;
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// find the farest object that attached to 'limb'
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foreach (Transform t in limb.GetComponentsInChildren<Transform>())
|
|
|
|
|
{
|
|
|
|
|
float length = (limb.position - t.position).sqrMagnitude;
|
|
|
|
|
if (length > longestF)
|
|
|
|
|
{
|
|
|
|
|
longestF = length;
|
|
|
|
|
longestT = t;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return longestT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static Vector3 GetXyzDirectionV(Vector3 node)
|
|
|
|
|
{
|
|
|
|
|
var d = GetXyzDirection(node);
|
|
|
|
|
|
|
|
|
|
switch (d)
|
|
|
|
|
{
|
|
|
|
|
case 0: return Vector3.right;
|
|
|
|
|
case 1: return Vector3.up;
|
|
|
|
|
case 2: return Vector3.forward;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
throw new InvalidOperationException();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Get the most appropriate direction in terms of PhysX (0,1,2 directions)
|
|
|
|
|
/// </summary>
|
|
|
|
|
static int GetXyzDirection(Vector3 node)
|
|
|
|
|
{
|
|
|
|
|
float x = Mathf.Abs(node.x);
|
|
|
|
|
float y = Mathf.Abs(node.y);
|
|
|
|
|
float z = Mathf.Abs(node.z);
|
|
|
|
|
|
|
|
|
|
if (x > y & x > z) // x is the bigest
|
|
|
|
|
return 0;
|
|
|
|
|
if (y > x & y > z) // y is the bigest
|
|
|
|
|
return 1;
|
|
|
|
|
|
|
|
|
|
// z is the bigest
|
|
|
|
|
return 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ConfigureHandJoints(RagdollPartCapsule arm, RagdollPartCapsule elbow, RagdollPartBox hand, bool leftHand, bool createTips)
|
|
|
|
|
{
|
|
|
|
|
var dirUpper = elbow.transform.position - arm.transform.position;
|
|
|
|
|
var dirLower = hand.transform.position - elbow.transform.position;
|
|
|
|
|
var dirHand = GetLongestTransform(hand.transform).position - hand.transform.position; // TODO: need to find the most longest bone
|
|
|
|
|
|
|
|
|
|
if (leftHand)
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointLimits(arm.joint, -100f, 30f, 100f, 45f);
|
|
|
|
|
ConfigureJointLimits(elbow.joint, -120f, 0f, 10f, 90f);
|
|
|
|
|
if (createTips)
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointLimits(hand.joint, -90f, 90f, 90f, 45f);
|
|
|
|
|
}
|
|
|
|
|
dirUpper = -dirUpper;
|
|
|
|
|
dirLower = -dirLower;
|
|
|
|
|
dirHand = -dirHand;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointLimits(arm.joint, -30f, 100f, 100f, 45f);
|
|
|
|
|
ConfigureJointLimits(elbow.joint, 0f, 120f, 10f, 90f);
|
|
|
|
|
if (createTips)
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointLimits(hand.joint, -90f, 90f, 90f, 45f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
var upU = Vector3.Cross(_playerDirection, dirUpper);
|
|
|
|
|
var upL = Vector3.Cross(_playerDirection, dirLower);
|
|
|
|
|
var upH = Vector3.Cross(_playerDirection, dirHand);
|
|
|
|
|
ConfigureJointParams(arm, _chest.rigidbody, upU, _playerDirection);
|
|
|
|
|
ConfigureJointParams(elbow, arm.rigidbody, upL, _playerDirection);
|
|
|
|
|
if (createTips)
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointParams(hand, elbow.rigidbody, upH, _playerDirection);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ConfigureLegsJoints(RagdollPartCapsule hip, RagdollPartCapsule knee, RagdollPartBox foot, bool createTips)
|
|
|
|
|
{
|
|
|
|
|
var hipJoint = hip.joint;
|
|
|
|
|
var kneeJoint = knee.joint;
|
|
|
|
|
var footJoint = foot.joint;
|
|
|
|
|
|
|
|
|
|
ConfigureJointParams(hip, _pelvis.rigidbody, _rootNode.right, _rootNode.forward);
|
|
|
|
|
ConfigureJointParams(knee, hip.rigidbody, _rootNode.right, _rootNode.forward);
|
|
|
|
|
|
|
|
|
|
ConfigureJointLimits(hipJoint, -10f, 120f, 90f, 20f);
|
|
|
|
|
ConfigureJointLimits(kneeJoint, -120f, 0f, 10f, 20f);
|
|
|
|
|
|
|
|
|
|
if (createTips)
|
|
|
|
|
{
|
|
|
|
|
ConfigureJointParams(foot, knee.rigidbody, _rootNode.right, _rootNode.forward);
|
|
|
|
|
ConfigureJointLimits(footJoint, -70f, 70f, 45f, 20f);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AddComponentesTo(RagdollPartBox part, RagdollProperties ragdollProperties, float mass, bool addJoint)
|
|
|
|
|
{
|
|
|
|
|
AddComponentesToBase(part, ragdollProperties, mass, addJoint);
|
|
|
|
|
GameObject go = part.transform.gameObject;
|
|
|
|
|
|
|
|
|
|
part.collider = GetCollider<BoxCollider>(go.transform);
|
|
|
|
|
if (part.collider == null)
|
|
|
|
|
part.collider = go.AddComponent<BoxCollider>();
|
|
|
|
|
part.collider.isTrigger = ragdollProperties.asTrigger;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AddComponentesTo(RagdollPartCapsule part, RagdollProperties ragdollProperties, float mass, bool addJoint)
|
|
|
|
|
{
|
|
|
|
|
AddComponentesToBase(part, ragdollProperties, mass, addJoint);
|
|
|
|
|
GameObject go = part.transform.gameObject;
|
|
|
|
|
|
|
|
|
|
part.collider = GetCollider<CapsuleCollider>(go.transform);
|
|
|
|
|
if (part.collider == null)
|
|
|
|
|
part.collider = go.AddComponent<CapsuleCollider>();
|
|
|
|
|
part.collider.isTrigger = ragdollProperties.asTrigger;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AddComponentesTo(RagdollPartSphere part, RagdollProperties ragdollProperties, float mass, bool addJoint)
|
|
|
|
|
{
|
|
|
|
|
AddComponentesToBase(part, ragdollProperties, mass, addJoint);
|
|
|
|
|
GameObject go = part.transform.gameObject;
|
|
|
|
|
|
|
|
|
|
part.collider = GetCollider<SphereCollider>(go.transform);
|
|
|
|
|
if (part.collider == null)
|
|
|
|
|
part.collider = go.AddComponent<SphereCollider>();
|
|
|
|
|
part.collider.isTrigger = ragdollProperties.asTrigger;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void AddComponentesToBase(RagdollPartBase part, RagdollProperties ragdollProperties, float mass, bool addJoint)
|
|
|
|
|
{
|
|
|
|
|
GameObject go = part.transform.gameObject;
|
|
|
|
|
|
|
|
|
|
part.rigidbody = go.GetComponent<Rigidbody>();
|
|
|
|
|
if (part.rigidbody == null)
|
|
|
|
|
part.rigidbody = go.AddComponent<Rigidbody>();
|
|
|
|
|
part.rigidbody.mass = mass;
|
|
|
|
|
part.rigidbody.drag = ragdollProperties.rigidDrag;
|
|
|
|
|
part.rigidbody.angularDrag = ragdollProperties.rigidAngularDrag;
|
|
|
|
|
part.rigidbody.collisionDetectionMode = ragdollProperties.cdMode;
|
|
|
|
|
part.rigidbody.isKinematic = ragdollProperties.isKinematic;
|
|
|
|
|
part.rigidbody.useGravity = ragdollProperties.useGravity;
|
|
|
|
|
|
|
|
|
|
if (addJoint)
|
|
|
|
|
{
|
|
|
|
|
part.joint = go.GetComponent<CharacterJoint>();
|
|
|
|
|
if (part.joint == null)
|
|
|
|
|
part.joint = go.AddComponent<CharacterJoint>();
|
|
|
|
|
|
|
|
|
|
part.joint.enablePreprocessing = false;
|
|
|
|
|
part.joint.enableProjection = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static T GetCollider<T>(Transform transform)
|
|
|
|
|
where T : Collider
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < transform.childCount; ++i)
|
|
|
|
|
{
|
|
|
|
|
Transform child = transform.GetChild(i);
|
|
|
|
|
|
|
|
|
|
if (child.name.EndsWith(_colliderNodeSufix))
|
|
|
|
|
{
|
|
|
|
|
transform = child;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return transform.GetComponent<T>();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Remove all colliders, joints, and rigids
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void ClearRagdoll()
|
|
|
|
|
{
|
|
|
|
|
foreach (var component in _pelvis.transform.GetComponentsInChildren<Collider>())
|
|
|
|
|
GameObject.DestroyImmediate(component);
|
|
|
|
|
foreach (var component in _pelvis.transform.GetComponentsInChildren<CharacterJoint>())
|
|
|
|
|
GameObject.DestroyImmediate(component);
|
|
|
|
|
foreach (var component in _pelvis.transform.GetComponentsInChildren<Rigidbody>())
|
|
|
|
|
GameObject.DestroyImmediate(component);
|
|
|
|
|
|
|
|
|
|
DeleteColliderNodes(_pelvis.transform);
|
|
|
|
|
}
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Correct deleting collider with collider's separate nodes
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="node"></param>
|
|
|
|
|
private static void DeleteColliderNodes(Transform node)
|
|
|
|
|
{
|
|
|
|
|
for (int i = 0; i < node.childCount; ++i)
|
|
|
|
|
{
|
|
|
|
|
Transform child = node.GetChild(i);
|
|
|
|
|
|
|
|
|
|
if (child.name.EndsWith(_colliderNodeSufix))
|
|
|
|
|
GameObject.DestroyImmediate(child.gameObject);
|
|
|
|
|
else
|
|
|
|
|
DeleteColliderNodes(child);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|