static Bounds GetBoxBounds(Ragdoll.Element bone, Ragdoll.Element topCutoff, Ragdoll.Element[] 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); }
static Collider AddBoxCollider(Ragdoll.Element bone, Bounds bounds) { BoxCollider box = bone.AddComponent <BoxCollider>(); box.center = bounds.center; box.size = bounds.size; return(box); }
static void AddBreastColliders(Dictionary <HumanBodyBones, Ragdoll.Element> bones) { Ragdoll.Element[] encapsulate = new Ragdoll.Element[] { bones[HumanBodyBones.LeftUpperArm], bones[HumanBodyBones.RightUpperArm], bones[HumanBodyBones.LeftUpperLeg], bones[HumanBodyBones.RightUpperLeg], }; Ragdoll.Element hips = bones[HumanBodyBones.Hips]; Ragdoll.Element chest = bones[HumanBodyBones.Chest]; Ragdoll.Element head = bones[HumanBodyBones.Head]; hips.collider = AddBoxCollider(hips, GetBoxBounds(hips, chest, encapsulate, false)); chest.collider = AddBoxCollider(chest, GetBoxBounds(chest, head, encapsulate, true)); }
void InitializeVelocitySetValues() { animationVelocityTrackers = new VelocityTracker[Ragdoll.bonesCount]; for (int i = 0; i < Ragdoll.bonesCount; i++) { Ragdoll.Element bone = ragdoll.GetBone(Ragdoll.humanBones[i]); //track position (offset by ragdoll bone's rigidbody centor of mass) of the follow target Vector3 massCenterOffset = bone.transform.InverseTransformPoint(bone.rigidbody.worldCenterOfMass); animationVelocityTrackers[i] = new VelocityTracker(bone.followTarget.transform, massCenterOffset); } }
static void BuildCapsules(Dictionary <HumanBodyBones, Ragdoll.Element> bones) { foreach (var k in capsuleBones) { Ragdoll.Element bone = bones[k]; int direction = k.ToString().Contains("Arm") ? 0 : 1; float distance; if (upperCapsuleBones.Contains(k)) { distance = bone.transform.InverseTransformPoint(bones[GetChildBone(k)].transform.position)[direction]; } else { Vector3 endPoint = (bone.transform.position - bones[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; } }
static void BuildJoints(Dictionary <HumanBodyBones, Ragdoll.Element> bones) { foreach (var k in bones.Keys) { if (k == HumanBodyBones.Hips) { continue; } Ragdoll.Element 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[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; } }
/* * Set the bone's configurable joint target to the master local rotation */ void HandleJointFollow(Ragdoll.Element bone, float torque, int boneIndex) { if (!bone.joint) { return; } //setting joint torque every frame was slow, so check here if its changed if (torque != lastTorques[boneIndex]) { lastTorques[boneIndex] = torque; jointDrive.positionSpring = torque; bone.joint.slerpDrive = jointDrive; } //set joints target rotation if (torque != 0) { Quaternion targetLocalRotation = bone.followTarget.transform.localRotation; bone.joint.targetRotation = localToJointSpaces[boneIndex] * Quaternion.Inverse(targetLocalRotation) * startLocalRotations[boneIndex]; } }
/* * set the velocities we calculated in late update for each animated bone * on the actual ragdoll */ void SetPhysicsVelocities(float deltaTime) { float dot = Vector3.Dot(ragdoll.RootBone().transform.up, Vector3.up); float maxVelocityForGravityAdd2 = profile.maxGravityAddVelocity * profile.maxGravityAddVelocity; float fallDecayCurveSample = 1f - fallDecay; //set up curves backwards... whoops // for each physics bone... for (int i = 0; i < Ragdoll.bonesCount; i++) { HumanBodyBones unityBone = Ragdoll.humanBones[i]; Ragdoll.Element bone = ragdoll.GetBone(unityBone); Vector3 ragdollBoneVelocty = bone.rigidbody.velocity; // get the manually set bone decay value float boneDecay = boneDecays[unityBone]; /* * calculate the force decay based on the overall fall decay and the bone profile's * fall force decay curve */ float forceDecay = Mathf.Clamp01(profile.bones[i].fallForceDecay.Evaluate(fallDecayCurveSample)); //subtract manual decay forceDecay = Mathf.Clamp01(forceDecay - boneDecay); // if we're flipped to extremely, stop trying to follow anim // makes it look like it's 'gliding' forward in superman stance if (dot < profile.loseFollowDot) { forceDecay = 0; } // if we're still using some force to follow if (forceDecay != 0) { Vector3 animVelocity = animationVelocityTrackers[i].velocity; /* * if animation velocity is below threshold magnitude, add some gravity to it */ if (animVelocity.sqrMagnitude < maxVelocityForGravityAdd2) { animVelocity.y = Physics.gravity.y * deltaTime; } /* * if bone decay was manually set to make room for external velocities, * use the most extreme component of each vector as the "target animated" velocity */ if (boneDecay != 0) { animVelocity = MaxAbs(ragdollBoneVelocty, animVelocity); } // set the velocity on the ragdoll rigidbody (based on the force decay) bone.rigidbody.velocity = Vector3.Lerp(ragdollBoneVelocty, animVelocity, forceDecay); } if (i != 0) { /* * calculate the force decay based on the overall fall decay and the bone profile's * fall force decay curve */ float torqueDecay = Mathf.Clamp01(profile.bones[i].fallTorqueDecay.Evaluate(fallDecayCurveSample)); //subtract manual decay torqueDecay = Mathf.Clamp01(torqueDecay - boneDecay); /* * handle joints target for the ragdoll joints */ HandleJointFollow(bone, profile.maxTorque * torqueDecay, i); } } CheckForFallEnd(fallDecay); }
/* * call to get the ragdoll bone references * * animator component must be humanoid * * set 'addComponents' to true to add the ragdoll components * * if non physics is set to true, we just build the references but dont check for (or add) * Rigidbodies, joints, and colliders... */ //public static bool BuildRagdoll (Animator animator, RagdollProfile profile, bool addComponents, bool nonPhysics, out float initialHeadOffsetFromChest, out Ragdoll.Element[] allBones, out Dictionary<HumanBodyBones, Ragdoll.Element> physicsBones) { public static bool BuildRagdollElements(Animator animator, out Ragdoll.Element[] allElements, out Dictionary <HumanBodyBones, Ragdoll.Element> boneElements) { // initialHeadOffsetFromChest = -1; allElements = null; boneElements = null; //check for null animator if (animator == null) { Debug.LogError("No animator found...(BuildRagdollFromPrebuilt"); return(false);// null; } List <Ragdoll.Element> allBonesList = new List <Ragdoll.Element>(); // 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, Ragdoll.Element>(); 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()); Ragdoll.Element ragdollBone = new Ragdoll.Element(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 Ragdoll.Element(child, isPhysicsParent, false, false)); } } allElements = allBonesList.ToArray(); // if (!nonPhysics) { // if (addComponents) { // EraseRagdoll(animator); // //add capsules // BuildCapsules(physicsBones); // AddBreastColliders(physicsBones); // AddHeadCollider(physicsBones); // //add rigidbodies // BuildRigidodies(physicsBones); // //add joints // BuildJoints(physicsBones); // //add bone components // BuildBones(physicsBones); // } // //initial head position from chest (used for resizing chest collider based on head offset) // initialHeadOffsetFromChest = physicsBones[HumanBodyBones.Chest].transform.InverseTransformPoint(physicsBones[HumanBodyBones.Head].transform.position).y; // // update the ragdoll to reflect it's profile values // Ragdoll.UpdateBonesToProfileValues(physicsBones, profile, initialHeadOffsetFromChest); // } return(true); }