You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
CrowdControl/Assets/Feel/MMTools/Tools/MMAnimation/MMRagdoller.cs

326 lines
10 KiB
C#

3 months ago
using UnityEngine;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to store ragdoll body parts informations
/// </summary>
public class RagdollBodyPart
{
public Transform BodyPartTransform;
public Vector3 StoredPosition;
public Quaternion StoredRotation;
}
/// <summary>
/// Use this class to pilot a ragdoll on a character that is usually driven by an animator and have it fall elegantly
/// If you have parts of your ragdoll that you don't want to be affected by this script (a weapon for example), just add a MMRagdollerIgnore component to them
/// </summary>
[AddComponentMenu("More Mountains/Tools/Animation/MMRagdoller")]
public class MMRagdoller : MonoBehaviour
{
/// <summary>
/// The possible states of the ragdoll :
/// - animated : driven by an animator controller, rigidbodies asleep
/// - ragdolling : full ragdoll mode, purely physics driven
/// - blending : transitioning between ragdolling and animated
/// </summary>
public enum RagdollStates
{
Animated,
Ragdolling,
Blending
}
[Header("Ragdoll")]
/// the current state of the ragdoll
public RagdollStates CurrentState = RagdollStates.Animated;
/// the duration in seconds it takes to blend from Ragdolling to Animated
public float RagdollToMecanimBlendDuration = 0.5f;
[Header("Rigidbodies")]
/// The rigidbody attached to the main body part of the ragdoll (usually the Pelvis)
public Rigidbody MainRigidbody;
/// if this is true, all rigidbodies will be forced to sleep every frame
public bool ForceSleep = true;
/// whether or not blending will occur when going from ragdolling to animated
public bool AllowBlending = true;
protected float _mecanimToGetUpTransitionTime = 0.05f;
protected float _ragdollingEndTimestamp = -float.MaxValue;
protected Vector3 _ragdolledHipPosition;
protected Vector3 _ragdolledHeadPosition;
protected Vector3 _ragdolledFeetPosition;
protected List<RagdollBodyPart> _bodyparts = new List<RagdollBodyPart>();
protected Animator _animator;
protected List<Component> _rigidbodiesTempList;
protected Component[] _rigidbodies;
protected HashSet<int> _animatorParameters;
protected const string _getUpFromBackAnimationParameterName = "GetUpFromBack";
protected int _getUpFromBackAnimationParameter;
protected const string _getUpFromBellyAnimationParameterName = "GetUpFromBelly";
protected int _getUpFromBellyAnimationParameter;
protected bool _initialized = false;
/// <summary>
/// Use this to get the current state of the ragdoll or to set a new one
/// </summary>
public bool Ragdolling
{
get
{
// if we're not animated, we're ragdolling
return CurrentState != RagdollStates.Animated;
}
set
{
if (value == true)
{
// if we're
if (CurrentState == RagdollStates.Animated)
{
SetIsKinematic(false);
_animator.enabled = false;
CurrentState = RagdollStates.Ragdolling;
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, false, _animatorParameters);
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, false, _animatorParameters);
}
}
else
{
if (CurrentState == RagdollStates.Ragdolling)
{
SetIsKinematic(true);
_ragdollingEndTimestamp = Time.time;
_animator.enabled = true;
CurrentState = AllowBlending ? RagdollStates.Blending: RagdollStates.Animated;
foreach (RagdollBodyPart bodypart in _bodyparts)
{
bodypart.StoredRotation = bodypart.BodyPartTransform.rotation;
bodypart.StoredPosition = bodypart.BodyPartTransform.position;
}
_ragdolledFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftToes).position + _animator.GetBoneTransform(HumanBodyBones.RightToes).position);
_ragdolledHeadPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
_ragdolledHipPosition = _animator.GetBoneTransform(HumanBodyBones.Hips).position;
if (_animator.GetBoneTransform(HumanBodyBones.Hips).forward.y > 0)
{
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, true, _animatorParameters);
}
else
{
MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, true, _animatorParameters);
}
}
}
}
}
/// <summary>
/// On start we initialize our ragdoller
/// </summary>
protected virtual void Start()
{
Initialization();
}
/// <summary>
/// Grabs rigidbodies, adds body parts and stores the animator
/// </summary>
protected virtual void Initialization()
{
// we grab all rigidbodies and set them to kinematic
_rigidbodies = GetComponentsInChildren(typeof(Rigidbody));
_rigidbodiesTempList = new List<Component>();
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.gameObject.MMGetComponentNoAlloc<MMRagdollerIgnore>() == null)
{
_rigidbodiesTempList.Add(rigidbody);
}
}
_rigidbodies = null;
_rigidbodies = _rigidbodiesTempList.ToArray();
if (CurrentState == RagdollStates.Animated)
{
SetIsKinematic(true);
}
else
{
SetIsKinematic(false);
}
// we grab all transforms and add a RagdollBodyPart to them
Component[] transforms = GetComponentsInChildren(typeof(Transform));
foreach (Component component in transforms)
{
if (component.transform != this.transform)
{
RagdollBodyPart bodyPart = new RagdollBodyPart { BodyPartTransform = component as Transform };
_bodyparts.Add(bodyPart);
}
}
// we store our animator
_animator = this.gameObject.GetComponent<Animator>();
RegisterAnimatorParameters();
_initialized = true;
}
/// <summary>
/// Registers our animation parameters
/// </summary>
protected virtual void RegisterAnimatorParameters()
{
_animatorParameters = new HashSet<int>();
_getUpFromBackAnimationParameter = Animator.StringToHash(_getUpFromBackAnimationParameterName);
_getUpFromBellyAnimationParameter = Animator.StringToHash(_getUpFromBellyAnimationParameterName);
if (_animator == null)
{
return;
}
if (_animator.MMHasParameterOfType(_getUpFromBackAnimationParameterName, AnimatorControllerParameterType.Bool))
{
_animatorParameters.Add(_getUpFromBackAnimationParameter);
}
if (_animator.MMHasParameterOfType(_getUpFromBellyAnimationParameterName, AnimatorControllerParameterType.Bool))
{
_animatorParameters.Add(_getUpFromBellyAnimationParameter);
}
}
/// <summary>
/// Sets all rigidbodies in the ragdoll to kinematic and stops them from detecting collisions (or the other way around)
/// </summary>
/// <param name="isKinematic"></param>
protected virtual void SetIsKinematic(bool isKinematic)
{
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.transform != this.transform)
{
(rigidbody as Rigidbody).detectCollisions = !isKinematic;
(rigidbody as Rigidbody).isKinematic = isKinematic;
}
}
}
/// <summary>
/// Forces all rigidbodies in the ragdoll to sleep
/// </summary>
public virtual void ForceRigidbodiesToSleep()
{
foreach (Component rigidbody in _rigidbodies)
{
if (rigidbody.transform != this.transform)
{
(rigidbody as Rigidbody).Sleep();
}
}
}
/// <summary>
/// On late update, we force our ragdoll elements to sleep and handle blending
/// </summary>
protected virtual void LateUpdate()
{
if ((CurrentState == RagdollStates.Animated) && ForceSleep)
{
ForceRigidbodiesToSleep();
}
HandleBlending();
}
/// <summary>
/// Blends between ragdolling and animated and switches to Animated at the end
/// </summary>
protected virtual void HandleBlending()
{
if (CurrentState == RagdollStates.Blending)
{
if (Time.time <= _ragdollingEndTimestamp + _mecanimToGetUpTransitionTime)
{
transform.position = GetRootPosition();
Vector3 ragdollingDirection = _ragdolledHeadPosition - _ragdolledFeetPosition;
ragdollingDirection.y = 0;
Vector3 meanFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftFoot).position + _animator.GetBoneTransform(HumanBodyBones.RightFoot).position);
Vector3 animatedDirection = _animator.GetBoneTransform(HumanBodyBones.Head).position - meanFeetPosition;
animatedDirection.y = 0;
transform.rotation *= Quaternion.FromToRotation(animatedDirection.normalized, ragdollingDirection.normalized);
}
float ragdollBlendAmount = 1.0f - (Time.time - _ragdollingEndTimestamp - _mecanimToGetUpTransitionTime) / RagdollToMecanimBlendDuration;
ragdollBlendAmount = Mathf.Clamp01(ragdollBlendAmount);
foreach (RagdollBodyPart bodypart in _bodyparts)
{
if (bodypart.BodyPartTransform != transform)
{
if (bodypart.BodyPartTransform == _animator.GetBoneTransform(HumanBodyBones.Hips))
{
bodypart.BodyPartTransform.position = Vector3.Lerp(bodypart.BodyPartTransform.position, bodypart.StoredPosition, ragdollBlendAmount);
}
bodypart.BodyPartTransform.rotation = Quaternion.Slerp(bodypart.BodyPartTransform.rotation, bodypart.StoredRotation, ragdollBlendAmount);
}
}
if (ragdollBlendAmount == 0)
{
CurrentState = RagdollStates.Animated;
return;
}
}
}
/// <summary>
/// Returns the current position of the ragdoll (technically the hips position)
/// </summary>
/// <returns></returns>
public Vector3 GetPosition()
{
if (!_initialized)
{
Initialization();
}
Vector3 newPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
return newPosition;
}
/// <summary>
/// Returns the offset root position
/// </summary>
/// <returns></returns>
protected Vector3 GetRootPosition()
{
Vector3 ragdollPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
Vector3 animatedToRagdolling = _ragdolledHipPosition - ragdollPosition;
Vector3 newRootPosition = transform.position + animatedToRagdolling;
RaycastHit[] hits = Physics.RaycastAll(new Ray(newRootPosition, Vector3.down));
newRootPosition.y = 0;
foreach (RaycastHit hit in hits)
{
if (!hit.transform.IsChildOf(transform))
{
newRootPosition.y = Mathf.Max(newRootPosition.y, hit.point.y);
}
}
return newRootPosition;
}
}
}