Added Feel plugin
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326
Assets/External/Feel/MMTools/Foundation/MMAnimation/MMRagdoller.cs
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326
Assets/External/Feel/MMTools/Foundation/MMAnimation/MMRagdoller.cs
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using UnityEngine;
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using System.Collections.Generic;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to store ragdoll body parts informations
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/// </summary>
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public class RagdollBodyPart
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{
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public Transform BodyPartTransform;
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public Vector3 StoredPosition;
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public Quaternion StoredRotation;
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}
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/// <summary>
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/// Use this class to pilot a ragdoll on a character that is usually driven by an animator and have it fall elegantly
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/// If you have parts of your ragdoll that you don't want to be affected by this script (a weapon for example), just add a MMRagdollerIgnore component to them
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/// </summary>
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[AddComponentMenu("More Mountains/Tools/Animation/MM Ragdoller")]
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public class MMRagdoller : MonoBehaviour
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{
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/// <summary>
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/// The possible states of the ragdoll :
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/// - animated : driven by an animator controller, rigidbodies asleep
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/// - ragdolling : full ragdoll mode, purely physics driven
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/// - blending : transitioning between ragdolling and animated
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/// </summary>
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public enum RagdollStates
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{
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Animated,
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Ragdolling,
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Blending
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}
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[Header("Ragdoll")]
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/// the current state of the ragdoll
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public RagdollStates CurrentState = RagdollStates.Animated;
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/// the duration in seconds it takes to blend from Ragdolling to Animated
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public float RagdollToMecanimBlendDuration = 0.5f;
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[Header("Rigidbodies")]
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/// The rigidbody attached to the main body part of the ragdoll (usually the Pelvis)
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public Rigidbody MainRigidbody;
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/// if this is true, all rigidbodies will be forced to sleep every frame
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public bool ForceSleep = true;
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/// whether or not blending will occur when going from ragdolling to animated
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public bool AllowBlending = true;
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protected float _mecanimToGetUpTransitionTime = 0.05f;
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protected float _ragdollingEndTimestamp = -float.MaxValue;
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protected Vector3 _ragdolledHipPosition;
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protected Vector3 _ragdolledHeadPosition;
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protected Vector3 _ragdolledFeetPosition;
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protected List<RagdollBodyPart> _bodyparts = new List<RagdollBodyPart>();
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protected Animator _animator;
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protected List<Component> _rigidbodiesTempList;
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protected Component[] _rigidbodies;
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protected HashSet<int> _animatorParameters;
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protected const string _getUpFromBackAnimationParameterName = "GetUpFromBack";
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protected int _getUpFromBackAnimationParameter;
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protected const string _getUpFromBellyAnimationParameterName = "GetUpFromBelly";
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protected int _getUpFromBellyAnimationParameter;
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protected bool _initialized = false;
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/// <summary>
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/// Use this to get the current state of the ragdoll or to set a new one
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/// </summary>
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public bool Ragdolling
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{
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get
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{
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// if we're not animated, we're ragdolling
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return CurrentState != RagdollStates.Animated;
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}
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set
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{
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if (value == true)
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{
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// if we're
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if (CurrentState == RagdollStates.Animated)
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{
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SetIsKinematic(false);
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_animator.enabled = false;
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CurrentState = RagdollStates.Ragdolling;
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MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, false, _animatorParameters);
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MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, false, _animatorParameters);
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}
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}
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else
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{
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if (CurrentState == RagdollStates.Ragdolling)
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{
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SetIsKinematic(true);
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_ragdollingEndTimestamp = Time.time;
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_animator.enabled = true;
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CurrentState = AllowBlending ? RagdollStates.Blending: RagdollStates.Animated;
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foreach (RagdollBodyPart bodypart in _bodyparts)
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{
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bodypart.StoredRotation = bodypart.BodyPartTransform.rotation;
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bodypart.StoredPosition = bodypart.BodyPartTransform.position;
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}
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_ragdolledFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftToes).position + _animator.GetBoneTransform(HumanBodyBones.RightToes).position);
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_ragdolledHeadPosition = _animator.GetBoneTransform(HumanBodyBones.Head).position;
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_ragdolledHipPosition = _animator.GetBoneTransform(HumanBodyBones.Hips).position;
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if (_animator.GetBoneTransform(HumanBodyBones.Hips).forward.y > 0)
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{
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MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBackAnimationParameter, true, _animatorParameters);
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}
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else
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{
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MMAnimatorExtensions.UpdateAnimatorBool(_animator, _getUpFromBellyAnimationParameter, true, _animatorParameters);
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}
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}
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}
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}
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}
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/// <summary>
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/// On start we initialize our ragdoller
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/// </summary>
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protected virtual void Start()
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{
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Initialization();
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}
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/// <summary>
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/// Grabs rigidbodies, adds body parts and stores the animator
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/// </summary>
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protected virtual void Initialization()
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{
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// we grab all rigidbodies and set them to kinematic
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_rigidbodies = GetComponentsInChildren(typeof(Rigidbody));
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_rigidbodiesTempList = new List<Component>();
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foreach (Component rigidbody in _rigidbodies)
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{
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if (rigidbody.gameObject.MMGetComponentNoAlloc<MMRagdollerIgnore>() == null)
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{
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_rigidbodiesTempList.Add(rigidbody);
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}
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}
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_rigidbodies = null;
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_rigidbodies = _rigidbodiesTempList.ToArray();
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if (CurrentState == RagdollStates.Animated)
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{
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SetIsKinematic(true);
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}
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else
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{
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SetIsKinematic(false);
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}
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// we grab all transforms and add a RagdollBodyPart to them
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Component[] transforms = GetComponentsInChildren(typeof(Transform));
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foreach (Component component in transforms)
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{
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if (component.transform != this.transform)
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{
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RagdollBodyPart bodyPart = new RagdollBodyPart { BodyPartTransform = component as Transform };
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_bodyparts.Add(bodyPart);
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}
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}
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// we store our animator
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_animator = this.gameObject.GetComponent<Animator>();
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RegisterAnimatorParameters();
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_initialized = true;
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}
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/// <summary>
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/// Registers our animation parameters
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/// </summary>
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protected virtual void RegisterAnimatorParameters()
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{
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_animatorParameters = new HashSet<int>();
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_getUpFromBackAnimationParameter = Animator.StringToHash(_getUpFromBackAnimationParameterName);
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_getUpFromBellyAnimationParameter = Animator.StringToHash(_getUpFromBellyAnimationParameterName);
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if (_animator == null)
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{
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return;
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}
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if (_animator.MMHasParameterOfType(_getUpFromBackAnimationParameterName, AnimatorControllerParameterType.Bool))
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{
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_animatorParameters.Add(_getUpFromBackAnimationParameter);
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}
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if (_animator.MMHasParameterOfType(_getUpFromBellyAnimationParameterName, AnimatorControllerParameterType.Bool))
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{
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_animatorParameters.Add(_getUpFromBellyAnimationParameter);
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}
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}
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/// <summary>
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/// Sets all rigidbodies in the ragdoll to kinematic and stops them from detecting collisions (or the other way around)
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/// </summary>
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/// <param name="isKinematic"></param>
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protected virtual void SetIsKinematic(bool isKinematic)
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{
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foreach (Component rigidbody in _rigidbodies)
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{
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if (rigidbody.transform != this.transform)
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{
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(rigidbody as Rigidbody).detectCollisions = !isKinematic;
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(rigidbody as Rigidbody).isKinematic = isKinematic;
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}
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}
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}
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/// <summary>
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/// Forces all rigidbodies in the ragdoll to sleep
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/// </summary>
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public virtual void ForceRigidbodiesToSleep()
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{
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foreach (Component rigidbody in _rigidbodies)
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{
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if (rigidbody.transform != this.transform)
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{
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(rigidbody as Rigidbody).Sleep();
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}
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}
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}
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/// <summary>
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/// On late update, we force our ragdoll elements to sleep and handle blending
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/// </summary>
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protected virtual void LateUpdate()
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{
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if ((CurrentState == RagdollStates.Animated) && ForceSleep)
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{
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ForceRigidbodiesToSleep();
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}
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HandleBlending();
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}
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/// <summary>
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/// Blends between ragdolling and animated and switches to Animated at the end
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/// </summary>
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protected virtual void HandleBlending()
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{
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if (CurrentState == RagdollStates.Blending)
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{
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if (Time.time <= _ragdollingEndTimestamp + _mecanimToGetUpTransitionTime)
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{
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transform.position = GetRootPosition();
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Vector3 ragdollingDirection = _ragdolledHeadPosition - _ragdolledFeetPosition;
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ragdollingDirection.y = 0;
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Vector3 meanFeetPosition = 0.5f * (_animator.GetBoneTransform(HumanBodyBones.LeftFoot).position + _animator.GetBoneTransform(HumanBodyBones.RightFoot).position);
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Vector3 animatedDirection = _animator.GetBoneTransform(HumanBodyBones.Head).position - meanFeetPosition;
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animatedDirection.y = 0;
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transform.rotation *= Quaternion.FromToRotation(animatedDirection.normalized, ragdollingDirection.normalized);
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}
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float ragdollBlendAmount = 1.0f - (Time.time - _ragdollingEndTimestamp - _mecanimToGetUpTransitionTime) / RagdollToMecanimBlendDuration;
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ragdollBlendAmount = Mathf.Clamp01(ragdollBlendAmount);
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foreach (RagdollBodyPart bodypart in _bodyparts)
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{
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if (bodypart.BodyPartTransform != transform)
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{
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if (bodypart.BodyPartTransform == _animator.GetBoneTransform(HumanBodyBones.Hips))
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{
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bodypart.BodyPartTransform.position = Vector3.Lerp(bodypart.BodyPartTransform.position, bodypart.StoredPosition, ragdollBlendAmount);
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}
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bodypart.BodyPartTransform.rotation = Quaternion.Slerp(bodypart.BodyPartTransform.rotation, bodypart.StoredRotation, ragdollBlendAmount);
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}
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}
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if (ragdollBlendAmount == 0)
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{
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CurrentState = RagdollStates.Animated;
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return;
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}
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}
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}
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/// <summary>
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/// Returns the current position of the ragdoll (technically the hips position)
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/// </summary>
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/// <returns></returns>
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public Vector3 GetPosition()
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{
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if (!_initialized)
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{
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Initialization();
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}
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Vector3 newPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
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return newPosition;
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}
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/// <summary>
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/// Returns the offset root position
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/// </summary>
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/// <returns></returns>
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protected Vector3 GetRootPosition()
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{
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Vector3 ragdollPosition = (_animator.GetBoneTransform(HumanBodyBones.Hips) == null) ? MainRigidbody.position : _animator.GetBoneTransform(HumanBodyBones.Hips).position;
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Vector3 animatedToRagdolling = _ragdolledHipPosition - ragdollPosition;
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Vector3 newRootPosition = transform.position + animatedToRagdolling;
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RaycastHit[] hits = Physics.RaycastAll(new Ray(newRootPosition, Vector3.down));
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newRootPosition.y = 0;
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foreach (RaycastHit hit in hits)
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{
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if (!hit.transform.IsChildOf(transform))
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{
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newRootPosition.y = Mathf.Max(newRootPosition.y, hit.point.y);
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}
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}
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return newRootPosition;
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}
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}
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}
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