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https://github.com/GTA-ASM/SanAndreasUnity
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add script
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530
Assets/RagdollBuilder.cs
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530
Assets/RagdollBuilder.cs
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// Unity C# reference source
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// Copyright (c) Unity Technologies. For terms of use, see
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// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
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using UnityEngine;
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using System.Collections;
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using System;
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#pragma warning disable 649
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namespace SanAndreasUnity
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{
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class RagdollBuilder : ScriptableWizard
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{
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public Transform pelvis;
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public Transform leftHips = null;
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public Transform leftKnee = null;
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public Transform leftFoot = null;
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public Transform rightHips = null;
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public Transform rightKnee = null;
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public Transform rightFoot = null;
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public Transform leftArm = null;
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public Transform leftElbow = null;
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public Transform rightArm = null;
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public Transform rightElbow = null;
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public Transform middleSpine = null;
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public Transform head = null;
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public float totalMass = 20;
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public float strength = 0.0F;
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Vector3 right = Vector3.right;
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Vector3 up = Vector3.up;
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Vector3 forward = Vector3.forward;
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Vector3 worldRight = Vector3.right;
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Vector3 worldUp = Vector3.up;
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Vector3 worldForward = Vector3.forward;
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public bool flipForward = false;
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class BoneInfo
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{
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public string name;
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public Transform anchor;
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public CharacterJoint joint;
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public BoneInfo parent;
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public float minLimit;
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public float maxLimit;
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public float swingLimit;
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public Vector3 axis;
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public Vector3 normalAxis;
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public float radiusScale;
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public Type colliderType;
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public ArrayList children = new ArrayList();
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public float density;
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public float summedMass;// The mass of this and all children bodies
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}
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ArrayList bones;
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BoneInfo rootBone;
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string CheckConsistency()
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{
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PrepareBones();
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Hashtable map = new Hashtable();
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foreach (BoneInfo bone in bones)
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{
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if (bone.anchor)
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{
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if (map[bone.anchor] != null)
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{
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BoneInfo oldBone = (BoneInfo)map[bone.anchor];
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return String.Format("{0} and {1} may not be assigned to the same bone.", bone.name, oldBone.name);
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}
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map[bone.anchor] = bone;
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}
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}
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foreach (BoneInfo bone in bones)
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{
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if (bone.anchor == null)
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return String.Format("{0} has not been assigned yet.\n", bone.name);
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}
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return "";
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}
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void OnDrawGizmos()
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{
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if (pelvis)
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{
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Gizmos.color = Color.red; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(right));
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Gizmos.color = Color.green; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(up));
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Gizmos.color = Color.blue; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(forward));
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}
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}
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[MenuItem("GameObject/3D Object/Ragdoll...", false, 2000)]
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static void CreateWizard()
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{
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ScriptableWizard.DisplayWizard<RagdollBuilder>("Create Ragdoll");
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}
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void DecomposeVector(out Vector3 normalCompo, out Vector3 tangentCompo, Vector3 outwardDir, Vector3 outwardNormal)
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{
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outwardNormal = outwardNormal.normalized;
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normalCompo = outwardNormal * Vector3.Dot(outwardDir, outwardNormal);
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tangentCompo = outwardDir - normalCompo;
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}
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void CalculateAxes()
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{
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if (head != null && pelvis != null)
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up = CalculateDirectionAxis(pelvis.InverseTransformPoint(head.position));
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if (rightElbow != null && pelvis != null)
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{
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Vector3 removed, temp;
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DecomposeVector(out temp, out removed, pelvis.InverseTransformPoint(rightElbow.position), up);
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right = CalculateDirectionAxis(removed);
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}
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forward = Vector3.Cross(right, up);
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if (flipForward)
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forward = -forward;
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}
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void OnWizardUpdate()
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{
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errorString = CheckConsistency();
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CalculateAxes();
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if (errorString.Length != 0)
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{
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helpString = "Drag all bones from the hierarchy into their slots.\nMake sure your character is in T-Stand.\n";
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}
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else
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{
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helpString = "Make sure your character is in T-Stand.\nMake sure the blue axis faces in the same direction the chracter is looking.\nUse flipForward to flip the direction";
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}
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isValid = errorString.Length == 0;
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}
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void PrepareBones()
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{
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if (pelvis)
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{
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worldRight = pelvis.TransformDirection(right);
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worldUp = pelvis.TransformDirection(up);
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worldForward = pelvis.TransformDirection(forward);
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}
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bones = new ArrayList();
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rootBone = new BoneInfo();
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rootBone.name = "Pelvis";
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rootBone.anchor = pelvis;
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rootBone.parent = null;
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rootBone.density = 2.5F;
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bones.Add(rootBone);
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AddMirroredJoint("Hips", leftHips, rightHips, "Pelvis", worldRight, worldForward, -20, 70, 30, typeof(CapsuleCollider), 0.3F, 1.5F);
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AddMirroredJoint("Knee", leftKnee, rightKnee, "Hips", worldRight, worldForward, -80, 0, 0, typeof(CapsuleCollider), 0.25F, 1.5F);
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AddJoint("Middle Spine", middleSpine, "Pelvis", worldRight, worldForward, -20, 20, 10, null, 1, 2.5F);
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AddMirroredJoint("Arm", leftArm, rightArm, "Middle Spine", worldUp, worldForward, -70, 10, 50, typeof(CapsuleCollider), 0.25F, 1.0F);
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AddMirroredJoint("Elbow", leftElbow, rightElbow, "Arm", worldForward, worldUp, -90, 0, 0, typeof(CapsuleCollider), 0.20F, 1.0F);
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AddJoint("Head", head, "Middle Spine", worldRight, worldForward, -40, 25, 25, null, 1, 1.0F);
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}
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void OnWizardCreate()
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{
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Cleanup();
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BuildCapsules();
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AddBreastColliders();
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AddHeadCollider();
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BuildBodies();
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BuildJoints();
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CalculateMass();
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}
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BoneInfo FindBone(string name)
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{
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foreach (BoneInfo bone in bones)
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{
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if (bone.name == name)
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return bone;
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}
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return null;
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}
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void AddMirroredJoint(string name, Transform leftAnchor, Transform rightAnchor, string parent, Vector3 worldTwistAxis, Vector3 worldSwingAxis, float minLimit, float maxLimit, float swingLimit, Type colliderType, float radiusScale, float density)
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{
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AddJoint("Left " + name, leftAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
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AddJoint("Right " + name, rightAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
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}
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void AddJoint(string name, Transform anchor, string parent, Vector3 worldTwistAxis, Vector3 worldSwingAxis, float minLimit, float maxLimit, float swingLimit, Type colliderType, float radiusScale, float density)
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{
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BoneInfo bone = new BoneInfo();
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bone.name = name;
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bone.anchor = anchor;
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bone.axis = worldTwistAxis;
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bone.normalAxis = worldSwingAxis;
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bone.minLimit = minLimit;
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bone.maxLimit = maxLimit;
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bone.swingLimit = swingLimit;
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bone.density = density;
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bone.colliderType = colliderType;
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bone.radiusScale = radiusScale;
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if (FindBone(parent) != null)
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bone.parent = FindBone(parent);
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else if (name.StartsWith("Left"))
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bone.parent = FindBone("Left " + parent);
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else if (name.StartsWith("Right"))
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bone.parent = FindBone("Right " + parent);
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bone.parent.children.Add(bone);
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bones.Add(bone);
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}
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void BuildCapsules()
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{
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foreach (BoneInfo bone in bones)
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{
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if (bone.colliderType != typeof(CapsuleCollider))
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continue;
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int direction;
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float distance;
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if (bone.children.Count == 1)
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{
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BoneInfo childBone = (BoneInfo)bone.children[0];
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Vector3 endPoint = childBone.anchor.position;
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CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
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}
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else
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{
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Vector3 endPoint = (bone.anchor.position - bone.parent.anchor.position) + bone.anchor.position;
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CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
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if (bone.anchor.GetComponentsInChildren(typeof(Transform)).Length > 1)
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{
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Bounds bounds = new Bounds();
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foreach (Transform child in bone.anchor.GetComponentsInChildren(typeof(Transform)))
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{
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bounds.Encapsulate(bone.anchor.InverseTransformPoint(child.position));
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}
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if (distance > 0)
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distance = bounds.max[direction];
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else
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distance = bounds.min[direction];
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}
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}
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CapsuleCollider collider = (CapsuleCollider)bone.anchor.gameObject.AddComponent<CapsuleCollider>();
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collider.direction = direction;
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Vector3 center = Vector3.zero;
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center[direction] = distance * 0.5F;
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collider.center = center;
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collider.height = Mathf.Abs(distance);
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collider.radius = Mathf.Abs(distance * bone.radiusScale);
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}
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}
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void Cleanup()
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{
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foreach (BoneInfo bone in bones)
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{
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if (!bone.anchor)
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continue;
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Component[] joints = bone.anchor.GetComponentsInChildren(typeof(Joint));
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foreach (Joint joint in joints)
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DestroyImmediate(joint);
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Component[] bodies = bone.anchor.GetComponentsInChildren(typeof(Rigidbody));
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foreach (Rigidbody body in bodies)
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DestroyImmediate(body);
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Component[] colliders = bone.anchor.GetComponentsInChildren(typeof(Collider));
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foreach (Collider collider in colliders)
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DestroyImmediate(collider);
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}
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}
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void BuildBodies()
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{
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foreach (BoneInfo bone in bones)
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{
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bone.anchor.gameObject.AddComponent<Rigidbody>();
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bone.anchor.GetComponent<Rigidbody>().mass = bone.density;
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}
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}
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void BuildJoints()
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{
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foreach (BoneInfo bone in bones)
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{
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if (bone.parent == null)
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continue;
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CharacterJoint joint = bone.anchor.gameObject.AddComponent<CharacterJoint>();
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bone.joint = joint;
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// Setup connection and axis
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joint.axis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.axis));
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joint.swingAxis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.normalAxis));
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joint.anchor = Vector3.zero;
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joint.connectedBody = bone.parent.anchor.GetComponent<Rigidbody>();
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joint.enablePreprocessing = false; // turn off to handle degenerated scenarios, like spawning inside geometry.
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// Setup limits
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SoftJointLimit limit = new SoftJointLimit();
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limit.contactDistance = 0; // default to zero, which automatically sets contact distance.
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limit.limit = bone.minLimit;
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joint.lowTwistLimit = limit;
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limit.limit = bone.maxLimit;
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joint.highTwistLimit = limit;
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limit.limit = bone.swingLimit;
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joint.swing1Limit = limit;
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limit.limit = 0;
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joint.swing2Limit = limit;
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}
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}
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void CalculateMassRecurse(BoneInfo bone)
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{
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float mass = bone.anchor.GetComponent<Rigidbody>().mass;
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foreach (BoneInfo child in bone.children)
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{
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CalculateMassRecurse(child);
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mass += child.summedMass;
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}
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bone.summedMass = mass;
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}
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void CalculateMass()
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{
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// Calculate allChildMass by summing all bodies
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CalculateMassRecurse(rootBone);
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// Rescale the mass so that the whole character weights totalMass
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float massScale = totalMass / rootBone.summedMass;
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foreach (BoneInfo bone in bones)
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bone.anchor.GetComponent<Rigidbody>().mass *= massScale;
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// Recalculate allChildMass by summing all bodies
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CalculateMassRecurse(rootBone);
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}
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static void CalculateDirection(Vector3 point, out int direction, out float distance)
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{
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// Calculate longest axis
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direction = 0;
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if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
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direction = 1;
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if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
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direction = 2;
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distance = point[direction];
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}
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static Vector3 CalculateDirectionAxis(Vector3 point)
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{
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int direction = 0;
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float distance;
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CalculateDirection(point, out direction, out distance);
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Vector3 axis = Vector3.zero;
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if (distance > 0)
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axis[direction] = 1.0F;
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else
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axis[direction] = -1.0F;
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return axis;
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}
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static int SmallestComponent(Vector3 point)
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{
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int direction = 0;
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if (Mathf.Abs(point[1]) < Mathf.Abs(point[0]))
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direction = 1;
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if (Mathf.Abs(point[2]) < Mathf.Abs(point[direction]))
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direction = 2;
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||||||
|
return direction;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int LargestComponent(Vector3 point)
|
||||||
|
{
|
||||||
|
int direction = 0;
|
||||||
|
if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
|
||||||
|
direction = 1;
|
||||||
|
if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
|
||||||
|
direction = 2;
|
||||||
|
return direction;
|
||||||
|
}
|
||||||
|
|
||||||
|
static int SecondLargestComponent(Vector3 point)
|
||||||
|
{
|
||||||
|
int smallest = SmallestComponent(point);
|
||||||
|
int largest = LargestComponent(point);
|
||||||
|
if (smallest < largest)
|
||||||
|
{
|
||||||
|
int temp = largest;
|
||||||
|
largest = smallest;
|
||||||
|
smallest = temp;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (smallest == 0 && largest == 1)
|
||||||
|
return 2;
|
||||||
|
else if (smallest == 0 && largest == 2)
|
||||||
|
return 1;
|
||||||
|
else
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
Bounds Clip(Bounds bounds, Transform relativeTo, Transform clipTransform, bool below)
|
||||||
|
{
|
||||||
|
int axis = LargestComponent(bounds.size);
|
||||||
|
|
||||||
|
if (Vector3.Dot(worldUp, relativeTo.TransformPoint(bounds.max)) > Vector3.Dot(worldUp, relativeTo.TransformPoint(bounds.min)) == below)
|
||||||
|
{
|
||||||
|
Vector3 min = bounds.min;
|
||||||
|
min[axis] = relativeTo.InverseTransformPoint(clipTransform.position)[axis];
|
||||||
|
bounds.min = min;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Vector3 max = bounds.max;
|
||||||
|
max[axis] = relativeTo.InverseTransformPoint(clipTransform.position)[axis];
|
||||||
|
bounds.max = max;
|
||||||
|
}
|
||||||
|
return bounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
Bounds GetBreastBounds(Transform relativeTo)
|
||||||
|
{
|
||||||
|
// Pelvis bounds
|
||||||
|
Bounds bounds = new Bounds();
|
||||||
|
bounds.Encapsulate(relativeTo.InverseTransformPoint(leftHips.position));
|
||||||
|
bounds.Encapsulate(relativeTo.InverseTransformPoint(rightHips.position));
|
||||||
|
bounds.Encapsulate(relativeTo.InverseTransformPoint(leftArm.position));
|
||||||
|
bounds.Encapsulate(relativeTo.InverseTransformPoint(rightArm.position));
|
||||||
|
Vector3 size = bounds.size;
|
||||||
|
size[SmallestComponent(bounds.size)] = size[LargestComponent(bounds.size)] / 2.0F;
|
||||||
|
bounds.size = size;
|
||||||
|
return bounds;
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddBreastColliders()
|
||||||
|
{
|
||||||
|
// Middle spine and pelvis
|
||||||
|
if (middleSpine != null && pelvis != null)
|
||||||
|
{
|
||||||
|
Bounds bounds;
|
||||||
|
BoxCollider box;
|
||||||
|
|
||||||
|
// Middle spine bounds
|
||||||
|
bounds = Clip(GetBreastBounds(pelvis), pelvis, middleSpine, false);
|
||||||
|
box = (BoxCollider)pelvis.gameObject.AddComponent<BoxCollider>();
|
||||||
|
box.center = bounds.center;
|
||||||
|
box.size = bounds.size;
|
||||||
|
|
||||||
|
bounds = Clip(GetBreastBounds(middleSpine), middleSpine, middleSpine, true);
|
||||||
|
box = (BoxCollider)middleSpine.gameObject.AddComponent<BoxCollider>();
|
||||||
|
box.center = bounds.center;
|
||||||
|
box.size = bounds.size;
|
||||||
|
}
|
||||||
|
// Only pelvis
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Bounds bounds = new Bounds();
|
||||||
|
bounds.Encapsulate(pelvis.InverseTransformPoint(leftHips.position));
|
||||||
|
bounds.Encapsulate(pelvis.InverseTransformPoint(rightHips.position));
|
||||||
|
bounds.Encapsulate(pelvis.InverseTransformPoint(leftArm.position));
|
||||||
|
bounds.Encapsulate(pelvis.InverseTransformPoint(rightArm.position));
|
||||||
|
|
||||||
|
Vector3 size = bounds.size;
|
||||||
|
size[SmallestComponent(bounds.size)] = size[LargestComponent(bounds.size)] / 2.0F;
|
||||||
|
|
||||||
|
BoxCollider box = pelvis.gameObject.AddComponent<BoxCollider>();
|
||||||
|
box.center = bounds.center;
|
||||||
|
box.size = size;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void AddHeadCollider()
|
||||||
|
{
|
||||||
|
if (head.GetComponent<Collider>())
|
||||||
|
Destroy(head.GetComponent<Collider>());
|
||||||
|
|
||||||
|
float radius = Vector3.Distance(leftArm.transform.position, rightArm.transform.position);
|
||||||
|
radius /= 4;
|
||||||
|
|
||||||
|
SphereCollider sphere = head.gameObject.AddComponent<SphereCollider>();
|
||||||
|
sphere.radius = radius;
|
||||||
|
Vector3 center = Vector3.zero;
|
||||||
|
|
||||||
|
int direction;
|
||||||
|
float distance;
|
||||||
|
CalculateDirection(head.InverseTransformPoint(pelvis.position), out direction, out distance);
|
||||||
|
if (distance > 0)
|
||||||
|
center[direction] = -radius;
|
||||||
|
else
|
||||||
|
center[direction] = radius;
|
||||||
|
sphere.center = center;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/RagdollBuilder.cs.meta
Normal file
11
Assets/RagdollBuilder.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: be9cb16e926c24e40a4528bacd18b369
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
Loading…
Reference in a new issue