/****************************************************************************** * 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 stopBoneNames = new List(); [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 boneTable = new Dictionary(); 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() 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(); i++; } return rigidBodies; } } public Vector3 EstimatedSkeletonPosition { get { return this.RootRigidbody.position - rootOffset; } } /// Instantiates the ragdoll simulation and applies its transforms to the skeleton. public void Apply () { isActive = true; mix = 1; Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName); RecursivelyCreateBoneProxies(startingBone); RootRigidbody = boneTable[startingBone].GetComponent(); RootRigidbody.isKinematic = pinStartBone; RootRigidbody.mass = rootMass; var boneColliders = new List(); foreach (var pair in boneTable) { var b = pair.Key; var t = pair.Value; Transform parentTransform; boneColliders.Add(t.GetComponent()); 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(); if (rbParent != null) { var joint = t.gameObject.AddComponent(); joint.connectedBody = rbParent; Vector3 localPos = parentTransform.InverseTransformPoint(t.position); joint.connectedAnchor = localPos; joint.GetComponent().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(); if (utilityBones.Length > 0) { var destroyedUtilityBoneNames = new List(); 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; } /// Transitions the mix value from the current value to a target value. 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; } } /// Set the transform world position while preserving the ragdoll parts world position. 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(); } /// Removes the ragdoll instance and effect from the animated skeleton. 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() : null; } #endregion /// Generates the ragdoll simulation's Transform and joint setup. 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(); circle.radius = thickness * 0.5f; } else { var box = boneGameObject.AddComponent(); box.size = new Vector2(length, thickness); box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4 } } var rb = boneGameObject.GetComponent(); if (rb == null) rb = boneGameObject.AddComponent(); rb.gravityScale = this.gravityScale; foreach (Bone child in b.Children) RecursivelyCreateBoneProxies(child); } /// Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms. 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 AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) { const string AttachmentNameMarker = "ragdoll"; var colliders = new List(); var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin; var attachments = new List(); 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 } }