Esempio n. 1
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, Element> bones, RagdollProfile profile, float initialHeadOffsetFromChest)
        {
            if (bones == null)
            {
                return;
            }

            if (profile == null)
            {
                profile = RagdollProfile.defaultProfile;
            }

            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 < profile.bones.Length; i++)
            {
                RagdollProfile.BoneProfile boneProfile = profile.bones[i];
                Element bone = bones[boneProfile.bone];

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

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

                //set joint values
                if (bone.joint)
                {
                    UpdateJointToProfile(bone.joint, boneProfile, headOffset);
                }
            }
        }
Esempio n. 2
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        static void UpdateColliderToProfile(HumanBodyBones bone, Collider collider, RagdollProfile.BoneProfile boneProfile, Vector3 headOffset, float initialHeadOffsetFromChest)
        {
            //change physic material
            collider.sharedMaterial = boneProfile.colliderMaterial;

            //head
            if (bone == HumanBodyBones.Head)
            {
                //adjust the head collider based on headRadius and head Offset
                SphereCollider sphere = collider as SphereCollider;
                sphere.radius = boneProfile.colliderRadius;                 // EDU: CHANGE TO ALWAYS SAME VALUE
                //sphere.radius = 0.3f;
                sphere.center = new Vector3(headOffset.x, boneProfile.colliderRadius + headOffset.y, headOffset.z);
            }

            //breast box colliders
            else if (bone == HumanBodyBones.Chest || bone == HumanBodyBones.Hips)
            {
                BoxCollider box = collider as BoxCollider;

                Vector3 center = box.center;
                Vector3 size   = box.size;

                if (bone == HumanBodyBones.Chest)
                {
                    //adjust the chest collider, so it's top reaches the head collider joint

                    Bounds  chestBounds = new Bounds(center, size);
                    Vector3 max         = chestBounds.max;
                    max.y           = initialHeadOffsetFromChest + headOffset.y;
                    chestBounds.max = max;

                    center = chestBounds.center;
                    size   = chestBounds.size;
                }

                //adjust chest and hips Z thickness and offset
                //maybe some models are 'fatter' than others
                center.z = boneProfile.boxZOffset;
                size.z   = boneProfile.boxZSize;

                box.center = center;
                box.size   = size;
            }
            //adjust the radius of the arms and leg capsules
            else
            {
                CapsuleCollider capsule = collider as CapsuleCollider;
                capsule.radius = boneProfile.colliderRadius;
            }
        }
        static void UpdateRigidbodyToProfile(Rigidbody rigidbody, RagdollProfile.BoneProfile boneProfile)
        {
            //set rigidbody values for bone
            rigidbody.maxAngularVelocity = boneProfile.maxAngularVelocity;
            rigidbody.angularDrag        = boneProfile.angularDrag;
            rigidbody.angularDrag        = boneProfile.drag;
            rigidbody.mass = boneProfile.mass;

            rigidbody.interpolation          = boneProfile.interpolation;
            rigidbody.collisionDetectionMode = boneProfile.collisionDetection;

            //setting thebone default so it can be changed at runtime
            rigidbody.maxDepenetrationVelocity = boneProfile.maxDepenetrationVelocity;
        }
Esempio n. 4
0
        static void UpdateJointToProfile(ConfigurableJoint joint, RagdollProfile.BoneProfile boneProfile, Vector3 headOffset)
        {
            //adjust anchor for head offset
            if (boneProfile.bone == HumanBodyBones.Head)
            {
                if (joint.anchor != headOffset)
                {
                    joint.anchor = headOffset;
                }
            }

            //adjust axes (changing every fram was slow, so checking if same value first)
            if (joint.axis != boneProfile.axis1)
            {
                joint.axis = boneProfile.axis1;
            }
            if (joint.secondaryAxis != boneProfile.axis2)
            {
                joint.secondaryAxis = boneProfile.axis2;
            }

            //adjust limits (0 if forceOff is enabled)
            var l = joint.lowAngularXLimit;

            l.limit = boneProfile.forceOff ? 0 : boneProfile.angularXLimit.x;
            joint.lowAngularXLimit = l;

            l       = joint.highAngularXLimit;
            l.limit = boneProfile.forceOff ? 0 : boneProfile.angularXLimit.y;
            joint.highAngularXLimit = l;

            l                   = joint.angularYLimit;
            l.limit             = boneProfile.forceOff ? 0 : boneProfile.angularYLimit;
            joint.angularYLimit = l;

            l                   = joint.angularZLimit;
            l.limit             = boneProfile.forceOff ? 0 : boneProfile.angularZLimit;
            joint.angularZLimit = l;
        }
        static void UpdateJointToProfile(HumanBodyBones bone, ConfigurableJoint joint, RagdollProfile.BoneProfile boneProfile, Vector3 headOffset)
        {
            // joint.projectionMode = JointProjectionMode.PositionAndRotation;

            joint.connectedMassScale = boneProfile.connectedMassScale;
            joint.massScale          = boneProfile.massScale;

            joint.xMotion = joint.yMotion = joint.zMotion = ConfigurableJointMotion.Limited;

            //adjust anchor for head offset
            if (bone == HumanBodyBones.Head)
            {
                if (joint.anchor != headOffset)
                {
                    joint.anchor = headOffset;
                }
            }

            //adjust axes (changing every fram was slow, so checking if same value first)
            if (joint.axis != boneProfile.axis1)
            {
                joint.axis = boneProfile.axis1;
            }
            if (joint.secondaryAxis != boneProfile.axis2)
            {
                joint.secondaryAxis = boneProfile.axis2;
            }

            //adjust limits (0 if forceOff is enabled)
            var l = joint.lowAngularXLimit;

            l.limit                = boneProfile.forceOff ? 0 : boneProfile.angularXLimit.x;
            l.contactDistance      = 45;
            joint.lowAngularXLimit = l;

            l                       = joint.highAngularXLimit;
            l.limit                 = boneProfile.forceOff ? 0 : boneProfile.angularXLimit.y;
            l.contactDistance       = 45;
            joint.highAngularXLimit = l;

            l                   = joint.angularYLimit;
            l.limit             = boneProfile.forceOff ? 0 : boneProfile.angularYLimit;
            l.contactDistance   = 45;
            joint.angularYLimit = l;

            l                   = joint.angularZLimit;
            l.limit             = boneProfile.forceOff ? 0 : boneProfile.angularZLimit;
            l.contactDistance   = 45;
            joint.angularZLimit = l;
        }