You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
411 lines
15 KiB
411 lines
15 KiB
2 years ago
|
/******************************************************************************
|
||
|
* Spine Runtimes Software License v2.5
|
||
|
*
|
||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||
|
* All rights reserved.
|
||
|
*
|
||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||
|
* Runtimes software and derivative works solely for personal or internal
|
||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||
|
* or other intellectual property or proprietary rights notices on or in the
|
||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||
|
* form must include this license and terms.
|
||
|
*
|
||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||
|
*****************************************************************************/
|
||
|
|
||
|
// Contributed by: Mitch Thompson
|
||
|
|
||
|
using UnityEngine;
|
||
|
using System.Collections;
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace Spine.Unity.Modules {
|
||
|
[RequireComponent(typeof(SkeletonRenderer))]
|
||
|
public class SkeletonRagdoll2D : MonoBehaviour {
|
||
|
static Transform parentSpaceHelper;
|
||
|
|
||
|
#region Inspector
|
||
|
[Header("Hierarchy")]
|
||
|
[SpineBone]
|
||
|
public string startingBoneName = "";
|
||
|
[SpineBone]
|
||
|
public List<string> stopBoneNames = new List<string>();
|
||
|
|
||
|
[Header("Parameters")]
|
||
|
public bool applyOnStart;
|
||
|
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||
|
public bool disableIK = true;
|
||
|
public bool disableOtherConstraints = false;
|
||
|
[Space]
|
||
|
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||
|
public bool pinStartBone;
|
||
|
public float gravityScale = 1;
|
||
|
[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.")]
|
||
|
[SkeletonRagdoll.LayerField]
|
||
|
public int colliderLayer = 0;
|
||
|
[Range(0, 1)]
|
||
|
public float mix = 1;
|
||
|
#endregion
|
||
|
|
||
|
ISkeletonAnimation targetSkeletonComponent;
|
||
|
Skeleton skeleton;
|
||
|
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||
|
Transform ragdollRoot;
|
||
|
public Rigidbody2D RootRigidbody { get; private set; }
|
||
|
public Bone StartingBone { get; private set; }
|
||
|
Vector2 rootOffset;
|
||
|
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||
|
bool isActive;
|
||
|
public bool IsActive { get { return this.isActive; } }
|
||
|
|
||
|
IEnumerator Start () {
|
||
|
if (parentSpaceHelper == null) {
|
||
|
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||
|
}
|
||
|
|
||
|
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||
|
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||
|
skeleton = targetSkeletonComponent.Skeleton;
|
||
|
|
||
|
if (applyOnStart) {
|
||
|
yield return null;
|
||
|
Apply();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#region API
|
||
|
public Rigidbody2D[] RigidbodyArray {
|
||
|
get {
|
||
|
if (!isActive)
|
||
|
return new Rigidbody2D[0];
|
||
|
|
||
|
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
||
|
int i = 0;
|
||
|
foreach (Transform t in boneTable.Values) {
|
||
|
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||
|
i++;
|
||
|
}
|
||
|
|
||
|
return rigidBodies;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public Vector3 EstimatedSkeletonPosition {
|
||
|
get { return this.RootRigidbody.position - rootOffset; }
|
||
|
}
|
||
|
|
||
|
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||
|
public void Apply () {
|
||
|
isActive = true;
|
||
|
mix = 1;
|
||
|
|
||
|
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||
|
RecursivelyCreateBoneProxies(startingBone);
|
||
|
|
||
|
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||
|
RootRigidbody.isKinematic = pinStartBone;
|
||
|
RootRigidbody.mass = rootMass;
|
||
|
var boneColliders = new List<Collider2D>();
|
||
|
foreach (var pair in boneTable) {
|
||
|
var b = pair.Key;
|
||
|
var t = pair.Value;
|
||
|
Transform parentTransform;
|
||
|
boneColliders.Add(t.GetComponent<Collider2D>());
|
||
|
if (b == startingBone) {
|
||
|
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||
|
ragdollRoot.SetParent(transform, false);
|
||
|
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||
|
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||
|
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||
|
} else {
|
||
|
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||
|
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||
|
}
|
||
|
parentTransform = ragdollRoot;
|
||
|
rootOffset = t.position - transform.position;
|
||
|
} else {
|
||
|
parentTransform = boneTable[b.Parent];
|
||
|
}
|
||
|
|
||
|
// Add joint and attach to parent.
|
||
|
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||
|
if (rbParent != null) {
|
||
|
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||
|
joint.connectedBody = rbParent;
|
||
|
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||
|
joint.connectedAnchor = localPos;
|
||
|
|
||
|
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||
|
joint.limits = new JointAngleLimits2D {
|
||
|
min = -rotationLimit,
|
||
|
max = rotationLimit
|
||
|
};
|
||
|
joint.useLimits = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Ignore collisions among bones.
|
||
|
for (int x = 0; x < boneColliders.Count; x++) {
|
||
|
for (int y = 0; y < boneColliders.Count; y++) {
|
||
|
if (x == y) continue;
|
||
|
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Destroy existing override-mode SkeletonUtility bones.
|
||
|
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||
|
if (utilityBones.Length > 0) {
|
||
|
var 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);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Disable skeleton constraints.
|
||
|
if (disableIK) {
|
||
|
var ikConstraints = skeleton.IkConstraints;
|
||
|
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||
|
ikConstraints.Items[i].mix = 0;
|
||
|
}
|
||
|
|
||
|
if (disableOtherConstraints) {
|
||
|
var transformConstraints = skeleton.transformConstraints;
|
||
|
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||
|
transformConstraints.Items[i].rotateMix = 0;
|
||
|
transformConstraints.Items[i].scaleMix = 0;
|
||
|
transformConstraints.Items[i].shearMix = 0;
|
||
|
transformConstraints.Items[i].translateMix = 0;
|
||
|
}
|
||
|
|
||
|
var pathConstraints = skeleton.pathConstraints;
|
||
|
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||
|
pathConstraints.Items[i].rotateMix = 0;
|
||
|
pathConstraints.Items[i].translateMix = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||
|
}
|
||
|
|
||
|
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||
|
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) {
|
||
|
skeleton.SetBonesToSetupPose();
|
||
|
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||
|
yield return null;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||
|
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;
|
||
|
|
||
|
UpdateSpineSkeleton(null);
|
||
|
skeleton.UpdateWorldTransform();
|
||
|
}
|
||
|
|
||
|
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||
|
public void Remove () {
|
||
|
isActive = false;
|
||
|
foreach (var t in boneTable.Values)
|
||
|
Destroy(t.gameObject);
|
||
|
|
||
|
Destroy(ragdollRoot.gameObject);
|
||
|
boneTable.Clear();
|
||
|
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||
|
}
|
||
|
|
||
|
public Rigidbody2D GetRigidbody (string boneName) {
|
||
|
var bone = skeleton.FindBone(boneName);
|
||
|
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||
|
}
|
||
|
#endregion
|
||
|
|
||
|
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||
|
void RecursivelyCreateBoneProxies (Bone b) {
|
||
|
string boneName = b.data.name;
|
||
|
if (stopBoneNames.Contains(boneName))
|
||
|
return;
|
||
|
|
||
|
var boneGameObject = new GameObject(boneName);
|
||
|
boneGameObject.layer = this.colliderLayer;
|
||
|
Transform t = boneGameObject.transform;
|
||
|
boneTable.Add(b, t);
|
||
|
|
||
|
t.parent = transform;
|
||
|
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||
|
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||
|
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
||
|
|
||
|
// MITCH: You left "todo: proper ragdoll branching"
|
||
|
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||
|
if (colliders.Count == 0) {
|
||
|
float length = b.data.length;
|
||
|
if (length == 0) {
|
||
|
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||
|
circle.radius = thickness * 0.5f;
|
||
|
} else {
|
||
|
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||
|
box.size = new Vector2(length, thickness);
|
||
|
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||
|
}
|
||
|
}
|
||
|
|
||
|
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||
|
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||
|
rb.gravityScale = this.gravityScale;
|
||
|
|
||
|
foreach (Bone child in b.Children)
|
||
|
RecursivelyCreateBoneProxies(child);
|
||
|
}
|
||
|
|
||
|
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||
|
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||
|
bool flipX = skeleton.flipX;
|
||
|
bool flipY = skeleton.flipY;
|
||
|
bool flipXOR = flipX ^ flipY;
|
||
|
bool flipOR = flipX || flipY;
|
||
|
var startingBone = this.StartingBone;
|
||
|
|
||
|
foreach (var pair in boneTable) {
|
||
|
var b = pair.Key;
|
||
|
var t = pair.Value;
|
||
|
bool isStartingBone = (b == startingBone);
|
||
|
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||
|
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||
|
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||
|
|
||
|
parentSpaceHelper.position = parentTransformWorldPosition;
|
||
|
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||
|
parentSpaceHelper.localScale = parentTransform.localScale;
|
||
|
|
||
|
Vector3 boneWorldPosition = t.position;
|
||
|
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||
|
|
||
|
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||
|
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||
|
if (flipOR) {
|
||
|
if (isStartingBone) {
|
||
|
if (flipX) boneLocalPosition.x *= -1f;
|
||
|
if (flipY) boneLocalPosition.y *= -1f;
|
||
|
|
||
|
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||
|
if (flipX) boneLocalRotation += 180;
|
||
|
} else {
|
||
|
if (flipXOR) {
|
||
|
boneLocalRotation *= -1f;
|
||
|
boneLocalPosition.y *= -1f; // wtf??
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||
|
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||
|
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||
|
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||
|
const string AttachmentNameMarker = "ragdoll";
|
||
|
var colliders = new List<Collider2D>();
|
||
|
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||
|
|
||
|
var 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) {
|
||
|
var bbAttachment = a as BoundingBoxAttachment;
|
||
|
if (bbAttachment != null) {
|
||
|
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||
|
continue;
|
||
|
|
||
|
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
|
||
|
colliders.Add(bbCollider);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return colliders;
|
||
|
}
|
||
|
|
||
|
static float GetPropagatedRotation (Bone b) {
|
||
|
Bone parent = b.Parent;
|
||
|
float a = b.AppliedRotation;
|
||
|
while (parent != null) {
|
||
|
a += parent.AppliedRotation;
|
||
|
parent = parent.parent;
|
||
|
}
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||
|
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
void OnDrawGizmosSelected () {
|
||
|
if (isActive) {
|
||
|
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||
|
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||
|
Gizmos.DrawLine(transform.position, newTransformPos);
|
||
|
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
}
|