Exemple #1
0
        /*
         *      ignore collisions with other physics bones on the same ragdoll
         */
        public void IgnoreSelfCollisions(bool ignore)
        {
            if (CheckForErroredRagdoll("IgnoreSelfCollisions"))
            {
                return;
            }

            for (int i = 0; i < bonesCount; i++)
            {
                RagdollTransform boneA = allElements[i];

                for (int x = i + 1; x < bonesCount; x++)
                {
                    RagdollTransform boneB = allElements[x];

                    // dont handle connected joints, joint component already does
                    if (boneB.joint && boneB.joint.connectedBody == boneA.rigidbody)
                    {
                        continue;
                    }
                    if (boneA.joint && boneA.joint.connectedBody == boneB.rigidbody)
                    {
                        continue;
                    }

                    Physics.IgnoreCollision(boneA.collider, boneB.collider, ignore);
                }
            }
        }
Exemple #2
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        static Bounds GetBoxBounds(RagdollTransform bone, RagdollTransform topCutoff, RagdollTransform[] encapsulate, bool adjustMin)
        {
            Bounds bounds = new Bounds();

            //encapsulate upper arms and upper legs positions
            for (int i = 0; i < 4; i++)
            {
                bounds.Encapsulate(bone.transform.InverseTransformPoint(encapsulate[i].transform.position));
            }

            if (adjustMin)
            {
                Vector3 min = bounds.min;
                min.y      = 0;
                bounds.min = min;
            }

            //adjust max bounds based on next bone
            Vector3 max = bounds.max;

            max.y = bone.transform.InverseTransformPoint(topCutoff.transform.position).y;

            bounds.max = max;
            return(bounds);
        }
Exemple #3
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        static Collider AddBoxCollider(RagdollTransform bone, Bounds bounds)
        {
            BoxCollider box = bone.AddComponent <BoxCollider>();

            box.center = bounds.center;
            box.size   = bounds.size;
            return(box);
        }
Exemple #4
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        public void LoadSnapshot(float snapshotBlend, bool useFollowTarget)
        {
            RagdollTransform element = useFollowTarget && followTarget != null ? followTarget : this;

            TeleportTo(
                Vector3.Lerp(element.transform.position, snapshotPosition, snapshotBlend),
                Quaternion.Slerp(element.GetRotation(), snapshotRotation, snapshotBlend)
                );
        }
Exemple #5
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        static void AddBreastColliders(Dictionary <HumanBodyBones, RagdollTransform> bones)
        {
            RagdollTransform[] encapsulate = new RagdollTransform[] {
                bones[HumanBodyBones.LeftUpperArm], bones[HumanBodyBones.RightUpperArm],
                bones[HumanBodyBones.LeftUpperLeg], bones[HumanBodyBones.RightUpperLeg],
            };
            RagdollTransform hips  = bones[HumanBodyBones.Hips];
            RagdollTransform chest = bones[HumanBodyBones.Chest];
            RagdollTransform head  = bones[HumanBodyBones.Head];

            hips.collider  = AddBoxCollider(hips, GetBoxBounds(hips, chest, encapsulate, false));
            chest.collider = AddBoxCollider(chest, GetBoxBounds(chest, head, encapsulate, true));
        }
Exemple #6
0
        static void BuildCapsules(Dictionary <HumanBodyBones, RagdollTransform> bones)
        {
            foreach (var k in capsuleBones)
            {
                RagdollTransform bone = bones[k];

                int direction = k.ToString().Contains("Arm") ? 0 : 1;

                float distance;
                if (upperCapsuleBones.Contains(k))
                {
                    distance = bone.transform.InverseTransformPoint(bones[Ragdoll.GetChildBone(k)].transform.position)[direction];
                }
                else
                {
                    Vector3 endPoint = (bone.transform.position - bones[Ragdoll.GetParentBone(k)].transform.position) + bone.transform.position;
                    distance = bone.transform.InverseTransformPoint(endPoint)[direction];

                    if (bone.transform.GetComponentsInChildren(typeof(Transform)).Length > 1)
                    {
                        Bounds bounds = new Bounds();
                        foreach (Transform child in bone.transform.GetComponentsInChildren(typeof(Transform)))
                        {
                            bounds.Encapsulate(bone.transform.InverseTransformPoint(child.position));
                        }

                        if (distance > 0)
                        {
                            distance = bounds.max[direction];
                        }
                        else
                        {
                            distance = bounds.min[direction];
                        }
                    }
                }

                CapsuleCollider collider = bone.AddComponent <CapsuleCollider>();
                collider.direction = direction;

                Vector3 center = Vector3.zero;
                center[direction] = distance * 0.5F;
                collider.center   = center;

                collider.height = Mathf.Abs(distance);
                bone.collider   = collider;
            }
        }
Exemple #7
0
        public bool Transform2HumanBone(Transform transform, out RagdollTransform bone)
        {
            bone = null;
            if (CheckForErroredRagdoll("Transform2HumanBone"))
            {
                return(false);
            }

            for (int i = 0; i < bonesCount; i++)
            {
                if (allElements[i].transform == transform)
                {
                    bone = allElements[i];
                    return(true);
                }
            }
            return(false);
        }
Exemple #8
0
        /*
         *      Adjust Ragdoll component values per bone to reflect the supplied
         *      Ragdoll profile (default profile if none is supplied)
         */
        public static void UpdateBonesToProfileValues(Dictionary <HumanBodyBones, RagdollTransform> bones, RagdollProfile profile, float initialHeadOffsetFromChest)
        {
            if (bones == null)
            {
                return;
            }

            if (profile == null)
            {
                return;
            }

            Vector3 headOffset = profile.headOffset;

            //clamp head offset (values too high or too low become unstable for some reason)
            headOffset.y = Mathf.Clamp(headOffset.y, -initialHeadOffsetFromChest + .1f, 2);


            for (int i = 0; i < bonesCount; i++)
            {
                RagdollProfile.BoneProfile boneProfile = profile.boneData[humanBones[i]];

                HumanBodyBones hBodyBone = humanBones[i];

                RagdollTransform bone = bones[hBodyBone];


                //set rigidbody values for bone
                UpdateRigidbodyToProfile(bone.rigidbody, boneProfile);

                //adjust collider values for bone
                UpdateColliderToProfile(hBodyBone, bone.collider, boneProfile, headOffset, initialHeadOffsetFromChest);

                //set joint values
                if (bone.joint)
                {
                    UpdateJointToProfile(hBodyBone, bone.joint, boneProfile, headOffset);
                }
            }
        }
Exemple #9
0
        static void BuildJoints(Dictionary <HumanBodyBones, RagdollTransform> bones)
        {
            foreach (var k in bones.Keys)
            {
                if (k == HumanBodyBones.Hips)
                {
                    continue;
                }

                RagdollTransform bone = bones[k];

                bone.joint = bone.AddComponent <ConfigurableJoint>();

                // Setup connection and axis

                //bone.joint.autoConfigureConnectedAnchor = false;

                // turn off to handle degenerated scenarios, like spawning inside geometry.
                bone.joint.enablePreprocessing = false;

                bone.joint.anchor        = Vector3.zero;
                bone.joint.connectedBody = bones[Ragdoll.GetParentBone(k)].rigidbody;

                // Setup limits
                SoftJointLimit limit = new SoftJointLimit();
                limit.contactDistance = 0; // default to zero, which automatically sets contact distance.
                limit.limit           = 0;

                bone.joint.lowAngularXLimit = bone.joint.highAngularXLimit = bone.joint.angularYLimit = bone.joint.angularZLimit = limit;

                bone.joint.xMotion        = bone.joint.yMotion = bone.joint.zMotion = ConfigurableJointMotion.Locked;
                bone.joint.angularXMotion = bone.joint.angularYMotion = bone.joint.angularZMotion = ConfigurableJointMotion.Limited;

                bone.joint.rotationDriveMode = RotationDriveMode.Slerp;

                bone.joint.projectionMode = JointProjectionMode.PositionAndRotation;
            }
        }
Exemple #10
0
 // ==================================== From here...
 public void SetFollowTarget(RagdollTransform followTarget)
 {
     this.followTarget = followTarget;
 }
Exemple #11
0
        /*
         *  call to get the ragdoll bone references
         *
         *  animator component must be humanoid
         */
        public static bool BuildRagdollElements(Animator animator, out RagdollTransform[] allElements, out Dictionary <HumanBodyBones, RagdollTransform> boneElements)
        {
            allElements  = null;
            boneElements = null;

            //check for null animator
            if (animator == null)
            {
                Debug.LogError("No animator found...(BuildRagdollFromPrebuilt");
                return(false);// null;
            }

            List <RagdollTransform> allBonesList = new List <RagdollTransform>();

            // instance ids of the bone transforms so we dont re-add them when checking all children bones below
            HashSet <int> usedPhysicsTransforms = new HashSet <int>();

            //build bones list that use physics
            boneElements = new Dictionary <HumanBodyBones, RagdollTransform>();

            for (int i = 0; i < Ragdoll.bonesCount; i++)
            {
                HumanBodyBones humanBodyBone = Ragdoll.humanBones[i];

                Transform boneT = animator.GetBoneTransform(humanBodyBone);

                if (boneT == null)
                {
                    Debug.LogError("Cant find physics bone: " + humanBodyBone + " on ragdoll: " + animator.name);
                    boneElements          = null;
                    usedPhysicsTransforms = null;
                    return(false);
                }

                usedPhysicsTransforms.Add(boneT.GetInstanceID());

                RagdollTransform ragdollBone = new RagdollTransform(boneT, false, true, i == 0);

                boneElements.Add(humanBodyBone, ragdollBone);
                allBonesList.Add(ragdollBone);
            }

            //build other non physics bones

            //get all transform children of the hip bone
            Transform[] allChildren = allBonesList[0].transform.GetComponentsInChildren <Transform>();

            for (int i = 0; i < allChildren.Length; i++)
            {
                Transform child = allChildren[i];
                //if its not a physics bone
                if (!usedPhysicsTransforms.Contains(child.GetInstanceID()))
                {
                    bool isPhysicsParent = child.GetComponentInChildren <Rigidbody>() != null;
                    allBonesList.Add(new RagdollTransform(child, isPhysicsParent, false, false));
                }
            }
            allElements = allBonesList.ToArray();

            return(true);
        }