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406 lines
14 KiB
406 lines
14 KiB
2 years ago
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonRagdoll : MonoBehaviour {
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static Transform parentSpaceHelper;
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#region Inspector
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[Header("Hierarchy")]
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[SpineBone]
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public string startingBoneName = "";
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[SpineBone]
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public List<string> stopBoneNames = new List<string>();
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[Header("Parameters")]
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public bool applyOnStart;
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[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
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public bool disableIK = true;
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public bool disableOtherConstraints = false;
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[Space(18)]
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[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
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public bool pinStartBone;
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[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
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public bool enableJointCollision;
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public bool useGravity = true;
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[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
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public float thickness = 0.125f;
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[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
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public float rotationLimit = 20;
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public float rootMass = 20;
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[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
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[Range(0.01f, 1f)]
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public float massFalloffFactor = 0.4f;
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[Tooltip("The layer assigned to all of the rigidbody parts.")]
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public int colliderLayer = 0;
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[Range(0, 1)]
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public float mix = 1;
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#endregion
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ISkeletonAnimation targetSkeletonComponent;
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Skeleton skeleton;
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Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
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Transform ragdollRoot;
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public Rigidbody RootRigidbody { get; private set; }
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public Bone StartingBone { get; private set; }
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Vector3 rootOffset;
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public Vector3 RootOffset { get { return this.rootOffset; } }
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bool isActive;
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public bool IsActive { get { return this.isActive; } }
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IEnumerator Start () {
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if (parentSpaceHelper == null) {
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parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
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parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
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}
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targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
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if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
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skeleton = targetSkeletonComponent.Skeleton;
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if (applyOnStart) {
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yield return null;
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Apply();
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}
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}
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#region API
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public Rigidbody[] RigidbodyArray {
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get {
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if (!isActive)
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return new Rigidbody[0];
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var rigidBodies = new Rigidbody[boneTable.Count];
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int i = 0;
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foreach (Transform t in boneTable.Values) {
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rigidBodies[i] = t.GetComponent<Rigidbody>();
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i++;
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}
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return rigidBodies;
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}
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}
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public Vector3 EstimatedSkeletonPosition {
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get { return RootRigidbody.position - rootOffset; }
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}
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/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
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public void Apply () {
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isActive = true;
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mix = 1;
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StartingBone = skeleton.FindBone(startingBoneName);
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RecursivelyCreateBoneProxies(StartingBone);
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RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
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RootRigidbody.isKinematic = pinStartBone;
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RootRigidbody.mass = rootMass;
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var boneColliders = new List<Collider>();
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foreach (var pair in boneTable) {
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var b = pair.Key;
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var t = pair.Value;
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Transform parentTransform;
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boneColliders.Add(t.GetComponent<Collider>());
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if (b == StartingBone) {
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ragdollRoot = new GameObject("RagdollRoot").transform;
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ragdollRoot.SetParent(transform, false);
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if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
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ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
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ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
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} else {
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ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
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ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
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}
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parentTransform = ragdollRoot;
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rootOffset = t.position - transform.position;
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} else {
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parentTransform = boneTable[b.Parent];
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}
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// Add joint and attach to parent.
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var rbParent = parentTransform.GetComponent<Rigidbody>();
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if (rbParent != null) {
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var joint = t.gameObject.AddComponent<HingeJoint>();
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joint.connectedBody = rbParent;
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Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
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localPos.x *= 1;
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joint.connectedAnchor = localPos;
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joint.axis = Vector3.forward;
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joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
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joint.limits = new JointLimits {
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min = -rotationLimit,
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max = rotationLimit,
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};
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joint.useLimits = true;
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joint.enableCollision = enableJointCollision;
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}
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}
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// Ignore collisions among bones.
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for (int x = 0; x < boneColliders.Count; x++) {
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for (int y = 0; y < boneColliders.Count; y++) {
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if (x == y) continue;
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Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
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}
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}
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// Destroy existing override-mode SkeletonUtilityBones.
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var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
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if (utilityBones.Length > 0) {
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var destroyedUtilityBoneNames = new List<string>();
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foreach (var ub in utilityBones) {
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if (ub.mode == SkeletonUtilityBone.Mode.Override) {
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destroyedUtilityBoneNames.Add(ub.gameObject.name);
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Destroy(ub.gameObject);
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}
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}
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if (destroyedUtilityBoneNames.Count > 0) {
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string msg = "Destroyed Utility Bones: ";
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for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
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msg += destroyedUtilityBoneNames[i];
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if (i != destroyedUtilityBoneNames.Count - 1) {
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msg += ",";
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}
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}
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Debug.LogWarning(msg);
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}
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}
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// Disable skeleton constraints.
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if (disableIK) {
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var ikConstraints = skeleton.IkConstraints;
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for (int i = 0, n = ikConstraints.Count; i < n; i++)
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ikConstraints.Items[i].mix = 0;
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}
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if (disableOtherConstraints) {
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var transformConstraints = skeleton.transformConstraints;
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for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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transformConstraints.Items[i].rotateMix = 0;
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transformConstraints.Items[i].scaleMix = 0;
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transformConstraints.Items[i].shearMix = 0;
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transformConstraints.Items[i].translateMix = 0;
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}
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var pathConstraints = skeleton.pathConstraints;
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for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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pathConstraints.Items[i].rotateMix = 0;
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pathConstraints.Items[i].translateMix = 0;
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}
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}
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targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
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}
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/// <summary>Transitions the mix value from the current value to a target value.</summary>
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public Coroutine SmoothMix (float target, float duration) {
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return StartCoroutine(SmoothMixCoroutine(target, duration));
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}
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IEnumerator SmoothMixCoroutine (float target, float duration) {
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float startTime = Time.time;
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float startMix = mix;
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while (mix > 0) {
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skeleton.SetBonesToSetupPose();
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mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
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yield return null;
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}
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}
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/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
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public void SetSkeletonPosition (Vector3 worldPosition) {
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if (!isActive) {
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Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
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return;
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}
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Vector3 offset = worldPosition - transform.position;
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transform.position = worldPosition;
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foreach (Transform t in boneTable.Values)
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t.position -= offset;
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UpdateSpineSkeleton(null);
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skeleton.UpdateWorldTransform();
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}
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/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
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public void Remove () {
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isActive = false;
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foreach (var t in boneTable.Values)
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Destroy(t.gameObject);
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Destroy(ragdollRoot.gameObject);
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boneTable.Clear();
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targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
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}
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public Rigidbody GetRigidbody (string boneName) {
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var bone = skeleton.FindBone(boneName);
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return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
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}
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#endregion
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void RecursivelyCreateBoneProxies (Bone b) {
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string boneName = b.data.name;
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if (stopBoneNames.Contains(boneName))
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return;
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var boneGameObject = new GameObject(boneName);
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boneGameObject.layer = colliderLayer;
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Transform t = boneGameObject.transform;
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boneTable.Add(b, t);
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t.parent = transform;
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t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
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t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
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t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
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// MITCH: You left "todo: proper ragdoll branching"
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var colliders = AttachBoundingBoxRagdollColliders(b);
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if (colliders.Count == 0) {
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float length = b.Data.Length;
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if (length == 0) {
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var ball = boneGameObject.AddComponent<SphereCollider>();
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ball.radius = thickness * 0.5f;
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} else {
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var box = boneGameObject.AddComponent<BoxCollider>();
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box.size = new Vector3(length, thickness, thickness);
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box.center = new Vector3(length * 0.5f, 0);
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}
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}
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var rb = boneGameObject.AddComponent<Rigidbody>();
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rb.constraints = RigidbodyConstraints.FreezePositionZ;
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foreach (Bone child in b.Children)
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RecursivelyCreateBoneProxies(child);
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}
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void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
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bool flipX = skeleton.flipX;
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bool flipY = skeleton.flipY;
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bool flipXOR = flipX ^ flipY;
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bool flipOR = flipX || flipY;
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foreach (var pair in boneTable) {
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var b = pair.Key;
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var t = pair.Value;
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bool isStartingBone = b == StartingBone;
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Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
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Vector3 parentTransformWorldPosition = parentTransform.position;
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Quaternion parentTransformWorldRotation = parentTransform.rotation;
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parentSpaceHelper.position = parentTransformWorldPosition;
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parentSpaceHelper.rotation = parentTransformWorldRotation;
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parentSpaceHelper.localScale = parentTransform.localScale;
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Vector3 boneWorldPosition = t.position;
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Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
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Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
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float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
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if (flipOR) {
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if (isStartingBone) {
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if (flipX) boneLocalPosition.x *= -1f;
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if (flipY) boneLocalPosition.y *= -1f;
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boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
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if (flipX) boneLocalRotation += 180;
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} else {
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if (flipXOR) {
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boneLocalRotation *= -1f;
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boneLocalPosition.y *= -1f; // wtf??
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}
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}
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}
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b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
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b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
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b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
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//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
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}
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}
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List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
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const string AttachmentNameMarker = "ragdoll";
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var colliders = new List<Collider>();
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Transform t = boneTable[b];
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GameObject go = t.gameObject;
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var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
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var attachments = new List<Attachment>();
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foreach (Slot s in skeleton.Slots) {
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if (s.Bone == b) {
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skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
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foreach (var a in attachments) {
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var bbAttachment = a as BoundingBoxAttachment;
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if (bbAttachment != null) {
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if (!a.Name.ToLower().Contains(AttachmentNameMarker))
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continue;
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var bbCollider = go.AddComponent<BoxCollider>();
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var bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
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bbCollider.center = bounds.center;
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bbCollider.size = bounds.size;
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colliders.Add(bbCollider);
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}
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}
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}
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}
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return colliders;
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}
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static float GetPropagatedRotation (Bone b) {
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Bone parent = b.Parent;
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float a = b.AppliedRotation;
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while (parent != null) {
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a += parent.AppliedRotation;
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parent = parent.parent;
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}
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return a;
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}
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public class LayerFieldAttribute : PropertyAttribute {}
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}
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}
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