NathanSweet 91340709d4 Source formatting.
So fresh and so clean!
2015-08-03 15:06:20 +02:00

414 lines
11 KiB
C#

/*****************************************************************************
* SkeletonRagdoll added by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll : MonoBehaviour {
private static Transform helper;
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
[SpineBone]
public List<string> stopBoneNames = new List<string>();
[Header("Parameters")]
public bool applyOnStart;
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
public bool pinStartBone;
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
public bool enableJointCollision;
public bool useGravity = true;
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
public bool disableIK = true;
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
public float thickness = 0.125f;
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
public float rotationLimit = 20;
public float rootMass = 20;
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
[Range(0.01f, 1f)]
public float massFalloffFactor = 0.4f;
[Tooltip("The layer assigned to all of the rigidbody parts.")]
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
public Rigidbody RootRigidbody {
get {
return this.rootRigidbody;
}
}
public Vector3 RootOffset {
get {
return this.rootOffset;
}
}
public Vector3 EstimatedSkeletonPosition {
get {
return rootRigidbody.position - rootOffset;
}
}
public bool IsActive {
get {
return this.isActive;
}
}
private Rigidbody rootRigidbody;
private ISkeletonAnimation skeletonAnim;
private Skeleton skeleton;
private Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
private Bone startingBone;
private Transform ragdollRoot;
private Vector3 rootOffset;
private bool isActive;
IEnumerator Start () {
skeletonAnim = (ISkeletonAnimation)GetComponent<SkeletonRenderer>();
if (helper == null) {
helper = (Transform)(new GameObject("Helper")).transform;
helper.hideFlags = HideFlags.HideInHierarchy;
}
if (applyOnStart) {
yield return null;
Apply();
}
}
public Coroutine SmoothMix (float target, float duration) {
return StartCoroutine(SmoothMixCoroutine(target, duration));
}
IEnumerator SmoothMixCoroutine (float target, float duration) {
float startTime = Time.time;
float startMix = mix;
while (mix > 0) {
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
yield return null;
}
}
public void SetSkeletonPosition (Vector3 worldPosition) {
if (!isActive) {
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
return;
}
Vector3 offset = worldPosition - transform.position;
transform.position = worldPosition;
foreach (Transform t in boneTable.Values) {
t.position -= offset;
}
UpdateWorld(null);
skeleton.UpdateWorldTransform();
}
public Rigidbody[] GetRigidbodyArray () {
if (!isActive)
return new Rigidbody[0];
Rigidbody[] arr = new Rigidbody[boneTable.Count];
int i = 0;
foreach (Transform t in boneTable.Values) {
arr[i] = t.GetComponent<Rigidbody>();
i++;
}
return arr;
}
public Rigidbody GetRigidbody (string boneName) {
var bone = skeleton.FindBone(boneName);
if (bone == null)
return null;
if (boneTable.ContainsKey(bone))
return boneTable[bone].GetComponent<Rigidbody>();
return null;
}
public void Remove () {
isActive = false;
foreach (var t in boneTable.Values) {
Destroy(t.gameObject);
}
Destroy(ragdollRoot.gameObject);
boneTable.Clear();
skeletonAnim.UpdateWorld -= UpdateWorld;
}
public void Apply () {
isActive = true;
skeleton = skeletonAnim.Skeleton;
mix = 1;
var ragdollRootBone = skeleton.FindBone(startingBoneName);
startingBone = ragdollRootBone;
RecursivelyCreateBoneProxies(ragdollRootBone);
rootRigidbody = boneTable[ragdollRootBone].GetComponent<Rigidbody>();
rootRigidbody.isKinematic = pinStartBone;
rootRigidbody.mass = rootMass;
List<Collider> boneColliders = new List<Collider>();
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
Bone parentBone = null;
Transform parentTransform = transform;
boneColliders.Add(t.GetComponent<Collider>());
if (b != startingBone) {
parentBone = b.Parent;
parentTransform = boneTable[parentBone];
} else {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.parent = transform;
if (b == skeleton.RootBone) {
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetCompensatedRotationIK(b));
parentTransform = ragdollRoot;
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetCompensatedRotationIK(b.Parent));
parentTransform = ragdollRoot;
}
rootOffset = t.position - transform.position;
}
var rbParent = parentTransform.GetComponent<Rigidbody>();
if (rbParent != null) {
var joint = t.gameObject.AddComponent<HingeJoint>();
joint.connectedBody = rbParent;
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
localPos.x *= 1;
joint.connectedAnchor = localPos;
joint.axis = Vector3.forward;
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
JointLimits limits = new JointLimits();
limits.min = -rotationLimit;
limits.max = rotationLimit;
joint.limits = limits;
joint.useLimits = true;
joint.enableCollision = enableJointCollision;
}
}
for (int x = 0; x < boneColliders.Count; x++) {
for (int y = 0; y < boneColliders.Count; y++) {
if (x == y) continue;
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
}
}
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
if (utilityBones.Length > 0) {
List<string> destroyedUtilityBoneNames = new List<string>();
foreach (var ub in utilityBones) {
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
destroyedUtilityBoneNames.Add(ub.gameObject.name);
Destroy(ub.gameObject);
}
}
if (destroyedUtilityBoneNames.Count > 0) {
string msg = "Destroyed Utility Bones: ";
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
msg += destroyedUtilityBoneNames[i];
if (i != destroyedUtilityBoneNames.Count - 1) {
msg += ",";
}
}
Debug.LogWarning(msg);
}
}
if (disableIK) {
foreach (IkConstraint ik in skeleton.IkConstraints) {
ik.Mix = 0;
}
}
skeletonAnim.UpdateWorld += UpdateWorld;
}
void RecursivelyCreateBoneProxies (Bone b) {
if (stopBoneNames.Contains(b.Data.Name))
return;
GameObject go = new GameObject(b.Data.Name);
go.layer = colliderLayer;
Transform t = go.transform;
boneTable.Add(b, t);
t.parent = transform;
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
t.localRotation = Quaternion.Euler(0, 0, b.WorldFlipX ^ b.WorldFlipY ? -b.WorldRotation : b.WorldRotation);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
float length = b.Data.Length;
var colliders = AttachBoundingBoxRagdollColliders(b);
if (length == 0) {
//physics
if (colliders.Count == 0) {
var ball = go.AddComponent<SphereCollider>();
ball.radius = thickness / 2f;
}
} else {
//physics
if (colliders.Count == 0) {
var box = go.AddComponent<BoxCollider>();
box.size = new Vector3(length, thickness, thickness);
box.center = new Vector3((b.WorldFlipX ? -length : length) / 2, 0);
}
}
var rb = go.AddComponent<Rigidbody>();
rb.constraints = RigidbodyConstraints.FreezePositionZ;
foreach (Bone child in b.Children) {
RecursivelyCreateBoneProxies(child);
}
}
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
List<Collider> colliders = new List<Collider>();
Transform t = boneTable[b];
GameObject go = t.gameObject;
var skin = skeleton.Skin;
if (skin == null)
skin = skeleton.Data.DefaultSkin;
bool flipX = b.WorldFlipX;
bool flipY = b.WorldFlipY;
List<Attachment> attachments = new List<Attachment>();
foreach (Slot s in skeleton.Slots) {
if (s.Bone == b) {
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
foreach (var a in attachments) {
if (a is BoundingBoxAttachment) {
if (!a.Name.ToLower().Contains("ragdoll"))
continue;
var collider = go.AddComponent<BoxCollider>();
var bounds = SkeletonUtility.GetBoundingBoxBounds((BoundingBoxAttachment)a, thickness);
collider.center = bounds.center;
collider.size = bounds.size;
if (flipX || flipY) {
Vector3 center = collider.center;
if (flipX)
center.x *= -1;
if (flipY)
center.y *= -1;
collider.center = center;
}
colliders.Add(collider);
}
}
}
}
return colliders;
}
void UpdateWorld (SkeletonRenderer skeletonRenderer) {
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool flip = false;
bool flipX = false; //TODO: deal with negative scale instead of Flip Key for Spine 3.0
bool flipY = false; //TODO: deal with negative scale instead of Flip Key for Spine 3.0
Bone parentBone = null;
Transform parentTransform = transform;
if (b != startingBone) {
parentBone = b.Parent;
parentTransform = boneTable[parentBone];
flipX = parentBone.WorldFlipX;
flipY = parentBone.WorldFlipY;
} else {
parentBone = b.Parent;
parentTransform = ragdollRoot;
if (b.Parent != null) {
flipX = b.worldFlipX;
flipY = b.WorldFlipY;
} else {
flipX = b.Skeleton.FlipX;
flipY = b.Skeleton.FlipY;
}
}
flip = flipX ^ flipY;
helper.position = parentTransform.position;
helper.rotation = parentTransform.rotation;
helper.localScale = new Vector3(flipX ? -parentTransform.localScale.x : parentTransform.localScale.x, flipY ? -parentTransform.localScale.y : parentTransform.localScale.y, 1);
Vector3 pos = t.position;
pos = helper.InverseTransformPoint(pos);
b.X = Mathf.Lerp(b.X, pos.x, mix);
b.Y = Mathf.Lerp(b.Y, pos.y, mix);
Vector3 right = helper.InverseTransformDirection(t.right);
float a = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (b.WorldFlipX ^ b.WorldFlipY) {
a *= -1;
}
if (parentBone != null) {
if ((b.WorldFlipX ^ b.WorldFlipY) != flip) {
a -= GetCompensatedRotationIK(parentBone) * 2;
}
}
b.Rotation = Mathf.Lerp(b.Rotation, a, mix);
b.RotationIK = Mathf.Lerp(b.rotationIK, a, mix);
}
}
float GetCompensatedRotationIK (Bone b) {
Bone parent = b.Parent;
float a = b.RotationIK;
while (parent != null) {
a += parent.RotationIK;
parent = parent.parent;
}
return a;
}
}