mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-26 14:00:17 +00:00
533 lines
19 KiB
C#
533 lines
19 KiB
C#
// Unity C# reference source
|
|
// Copyright (c) Unity Technologies. For terms of use, see
|
|
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
|
|
|
|
using UnityEngine;
|
|
using System.Collections;
|
|
using System;
|
|
using System.Collections.Generic;
|
|
|
|
#pragma warning disable 649
|
|
|
|
namespace SanAndreasUnity
|
|
{
|
|
public class RagdollBuilder
|
|
{
|
|
public Transform pelvis;
|
|
|
|
public Transform leftHips = null;
|
|
public Transform leftKnee = null;
|
|
public Transform leftFoot = null;
|
|
|
|
public Transform rightHips = null;
|
|
public Transform rightKnee = null;
|
|
public Transform rightFoot = null;
|
|
|
|
public Transform leftArm = null;
|
|
public Transform leftElbow = null;
|
|
|
|
public Transform rightArm = null;
|
|
public Transform rightElbow = null;
|
|
|
|
public Transform middleSpine = null;
|
|
public Transform head = null;
|
|
public Transform jaw = null;
|
|
|
|
|
|
public float totalMass = 20;
|
|
public float strength = 0.0F;
|
|
|
|
Vector3 right = Vector3.right;
|
|
Vector3 up = Vector3.up;
|
|
Vector3 forward = Vector3.forward;
|
|
|
|
Vector3 worldRight = Vector3.right;
|
|
Vector3 worldUp = Vector3.up;
|
|
Vector3 worldForward = Vector3.forward;
|
|
public bool flipForward = false;
|
|
|
|
public class BoneInfo
|
|
{
|
|
public string name;
|
|
|
|
public Transform anchor;
|
|
public CharacterJoint joint;
|
|
public BoneInfo parent;
|
|
|
|
public float minLimit;
|
|
public float maxLimit;
|
|
public float swingLimit;
|
|
|
|
public Vector3 axis;
|
|
public Vector3 normalAxis;
|
|
|
|
public float radiusScale;
|
|
public Type colliderType;
|
|
|
|
public ArrayList children = new ArrayList();
|
|
public float density;
|
|
public float summedMass;// The mass of this and all children bodies
|
|
}
|
|
|
|
List<BoneInfo> bones;
|
|
public List<BoneInfo> Bones => bones;
|
|
|
|
BoneInfo rootBone;
|
|
|
|
public List<Collider> AdditionalColliders = new List<Collider>();
|
|
|
|
|
|
string CheckConsistency()
|
|
{
|
|
PrepareBones();
|
|
Hashtable map = new Hashtable();
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (bone.anchor)
|
|
{
|
|
if (map[bone.anchor] != null)
|
|
{
|
|
BoneInfo oldBone = (BoneInfo)map[bone.anchor];
|
|
return String.Format("{0} and {1} may not be assigned to the same bone.", bone.name, oldBone.name);
|
|
}
|
|
map[bone.anchor] = bone;
|
|
}
|
|
}
|
|
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (bone.anchor == null)
|
|
return String.Format("{0} has not been assigned yet.\n", bone.name);
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void OnDrawGizmos()
|
|
{
|
|
if (pelvis)
|
|
{
|
|
Gizmos.color = Color.red; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(right));
|
|
Gizmos.color = Color.green; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(up));
|
|
Gizmos.color = Color.blue; Gizmos.DrawRay(pelvis.position, pelvis.TransformDirection(forward));
|
|
}
|
|
}
|
|
|
|
void DecomposeVector(out Vector3 normalCompo, out Vector3 tangentCompo, Vector3 outwardDir, Vector3 outwardNormal)
|
|
{
|
|
outwardNormal = outwardNormal.normalized;
|
|
normalCompo = outwardNormal * Vector3.Dot(outwardDir, outwardNormal);
|
|
tangentCompo = outwardDir - normalCompo;
|
|
}
|
|
|
|
void CalculateAxes()
|
|
{
|
|
if (head != null && pelvis != null)
|
|
up = CalculateDirectionAxis(pelvis.InverseTransformPoint(head.position));
|
|
if (rightElbow != null && pelvis != null)
|
|
{
|
|
Vector3 removed, temp;
|
|
DecomposeVector(out temp, out removed, pelvis.InverseTransformPoint(rightElbow.position), up);
|
|
right = CalculateDirectionAxis(removed);
|
|
}
|
|
|
|
forward = Vector3.Cross(right, up);
|
|
if (flipForward)
|
|
forward = -forward;
|
|
}
|
|
|
|
public void PrepareBones()
|
|
{
|
|
if (pelvis)
|
|
{
|
|
worldRight = pelvis.TransformDirection(right);
|
|
worldUp = pelvis.TransformDirection(up);
|
|
worldForward = pelvis.TransformDirection(forward);
|
|
}
|
|
|
|
bones = new List<BoneInfo>();
|
|
|
|
rootBone = new BoneInfo();
|
|
rootBone.name = "Pelvis";
|
|
rootBone.anchor = pelvis;
|
|
rootBone.parent = null;
|
|
rootBone.density = 2.5F;
|
|
bones.Add(rootBone);
|
|
|
|
AddMirroredJoint("Hips", leftHips, rightHips, "Pelvis", worldRight, worldForward, -20, 70, 30, typeof(CapsuleCollider), 0.3F, 1.5F);
|
|
AddMirroredJoint("Knee", leftKnee, rightKnee, "Hips", worldRight, worldForward, -80, 0, 0, typeof(CapsuleCollider), 0.25F, 1.5F);
|
|
|
|
AddJoint("Middle Spine", middleSpine, "Pelvis", worldRight, worldForward, -20, 20, 10, null, 1, 2.5F);
|
|
|
|
AddMirroredJoint("Arm", leftArm, rightArm, "Middle Spine", worldUp, worldForward, -70, 10, 50, typeof(CapsuleCollider), 0.25F, 1.0F);
|
|
AddMirroredJoint("Elbow", leftElbow, rightElbow, "Arm", worldForward, worldUp, -90, 0, 0, typeof(CapsuleCollider), 0.20F, 1.0F);
|
|
|
|
AddJoint("Head", head, "Middle Spine", worldRight, worldForward, -40, 25, 25, null, 1, 1.0F);
|
|
}
|
|
|
|
public void OnWizardCreate()
|
|
{
|
|
Cleanup();
|
|
BuildCapsules();
|
|
AddBreastColliders();
|
|
AddHeadCollider();
|
|
|
|
//BuildBodies();
|
|
//BuildJoints();
|
|
//CalculateMass();
|
|
}
|
|
|
|
BoneInfo FindBone(string name)
|
|
{
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (bone.name == name)
|
|
return bone;
|
|
}
|
|
return null;
|
|
}
|
|
|
|
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)
|
|
{
|
|
AddJoint("Left " + name, leftAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
|
|
AddJoint("Right " + name, rightAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
|
|
}
|
|
|
|
void AddJoint(string name, Transform anchor, string parent, Vector3 worldTwistAxis, Vector3 worldSwingAxis, float minLimit, float maxLimit, float swingLimit, Type colliderType, float radiusScale, float density)
|
|
{
|
|
BoneInfo bone = new BoneInfo();
|
|
bone.name = name;
|
|
bone.anchor = anchor;
|
|
bone.axis = worldTwistAxis;
|
|
bone.normalAxis = worldSwingAxis;
|
|
bone.minLimit = minLimit;
|
|
bone.maxLimit = maxLimit;
|
|
bone.swingLimit = swingLimit;
|
|
bone.density = density;
|
|
bone.colliderType = colliderType;
|
|
bone.radiusScale = radiusScale;
|
|
|
|
if (FindBone(parent) != null)
|
|
bone.parent = FindBone(parent);
|
|
else if (name.StartsWith("Left"))
|
|
bone.parent = FindBone("Left " + parent);
|
|
else if (name.StartsWith("Right"))
|
|
bone.parent = FindBone("Right " + parent);
|
|
|
|
|
|
bone.parent.children.Add(bone);
|
|
bones.Add(bone);
|
|
}
|
|
|
|
void BuildCapsules()
|
|
{
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (bone.colliderType != typeof(CapsuleCollider))
|
|
continue;
|
|
|
|
int direction;
|
|
float distance;
|
|
if (bone.children.Count == 1)
|
|
{
|
|
BoneInfo childBone = (BoneInfo)bone.children[0];
|
|
Vector3 endPoint = childBone.anchor.position;
|
|
CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
|
|
}
|
|
else
|
|
{
|
|
Vector3 endPoint = (bone.anchor.position - bone.parent.anchor.position) + bone.anchor.position;
|
|
CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
|
|
|
|
if (bone.anchor.GetComponentsInChildren(typeof(Transform)).Length > 1)
|
|
{
|
|
Bounds bounds = new Bounds();
|
|
foreach (Transform child in bone.anchor.GetComponentsInChildren(typeof(Transform)))
|
|
{
|
|
bounds.Encapsulate(bone.anchor.InverseTransformPoint(child.position));
|
|
}
|
|
|
|
if (distance > 0)
|
|
distance = bounds.max[direction];
|
|
else
|
|
distance = bounds.min[direction];
|
|
}
|
|
}
|
|
|
|
CapsuleCollider collider = (CapsuleCollider)bone.anchor.gameObject.AddComponent<CapsuleCollider>();
|
|
collider.direction = direction;
|
|
|
|
Vector3 center = Vector3.zero;
|
|
center[direction] = distance * 0.5F;
|
|
collider.center = center;
|
|
collider.height = Mathf.Abs(distance);
|
|
collider.radius = Mathf.Abs(distance * bone.radiusScale);
|
|
}
|
|
}
|
|
|
|
void Cleanup()
|
|
{
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (!bone.anchor)
|
|
continue;
|
|
|
|
Component[] joints = bone.anchor.GetComponentsInChildren(typeof(Joint));
|
|
foreach (Joint joint in joints)
|
|
UnityEngine.Object.DestroyImmediate(joint);
|
|
|
|
Component[] bodies = bone.anchor.GetComponentsInChildren(typeof(Rigidbody));
|
|
foreach (Rigidbody body in bodies)
|
|
UnityEngine.Object.DestroyImmediate(body);
|
|
|
|
Component[] colliders = bone.anchor.GetComponentsInChildren(typeof(Collider));
|
|
foreach (Collider collider in colliders)
|
|
UnityEngine.Object.DestroyImmediate(collider);
|
|
}
|
|
}
|
|
|
|
public void BuildBodies()
|
|
{
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
bone.anchor.gameObject.AddComponent<Rigidbody>();
|
|
bone.anchor.GetComponent<Rigidbody>().mass = bone.density;
|
|
}
|
|
}
|
|
|
|
public void BuildJoints()
|
|
{
|
|
foreach (BoneInfo bone in bones)
|
|
{
|
|
if (bone.parent == null)
|
|
continue;
|
|
|
|
CharacterJoint joint = bone.anchor.gameObject.AddComponent<CharacterJoint>();
|
|
bone.joint = joint;
|
|
|
|
// Setup connection and axis
|
|
joint.axis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.axis));
|
|
joint.swingAxis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.normalAxis));
|
|
joint.anchor = Vector3.zero;
|
|
joint.connectedBody = bone.parent.anchor.GetComponent<Rigidbody>();
|
|
joint.enablePreprocessing = false; // turn off to handle degenerated scenarios, like spawning inside geometry.
|
|
|
|
// Setup limits
|
|
SoftJointLimit limit = new SoftJointLimit();
|
|
limit.contactDistance = 0; // default to zero, which automatically sets contact distance.
|
|
|
|
limit.limit = bone.minLimit;
|
|
joint.lowTwistLimit = limit;
|
|
|
|
limit.limit = bone.maxLimit;
|
|
joint.highTwistLimit = limit;
|
|
|
|
limit.limit = bone.swingLimit;
|
|
joint.swing1Limit = limit;
|
|
|
|
limit.limit = 0;
|
|
joint.swing2Limit = limit;
|
|
}
|
|
}
|
|
|
|
void CalculateMassRecurse(BoneInfo bone)
|
|
{
|
|
float mass = bone.anchor.GetComponent<Rigidbody>().mass;
|
|
foreach (BoneInfo child in bone.children)
|
|
{
|
|
CalculateMassRecurse(child);
|
|
mass += child.summedMass;
|
|
}
|
|
bone.summedMass = mass;
|
|
}
|
|
|
|
public void CalculateMass()
|
|
{
|
|
// Calculate allChildMass by summing all bodies
|
|
CalculateMassRecurse(rootBone);
|
|
|
|
// Rescale the mass so that the whole character weights totalMass
|
|
float massScale = totalMass / rootBone.summedMass;
|
|
foreach (BoneInfo bone in bones)
|
|
bone.anchor.GetComponent<Rigidbody>().mass *= massScale;
|
|
|
|
// Recalculate allChildMass by summing all bodies
|
|
CalculateMassRecurse(rootBone);
|
|
}
|
|
|
|
static void CalculateDirection(Vector3 point, out int direction, out float distance)
|
|
{
|
|
// Calculate longest axis
|
|
direction = 0;
|
|
if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
|
|
direction = 1;
|
|
if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
|
|
direction = 2;
|
|
|
|
distance = point[direction];
|
|
}
|
|
|
|
static Vector3 CalculateDirectionAxis(Vector3 point)
|
|
{
|
|
int direction = 0;
|
|
float distance;
|
|
CalculateDirection(point, out direction, out distance);
|
|
Vector3 axis = Vector3.zero;
|
|
if (distance > 0)
|
|
axis[direction] = 1.0F;
|
|
else
|
|
axis[direction] = -1.0F;
|
|
return axis;
|
|
}
|
|
|
|
static int SmallestComponent(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 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>())
|
|
UnityEngine.Object.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;
|
|
|
|
// jaw
|
|
|
|
SphereCollider jawSphere = jaw.gameObject.AddComponent<SphereCollider>();
|
|
jawSphere.radius = radius * 0.75f;
|
|
|
|
// box collider for area around neck
|
|
// width = 0.75 * breast width
|
|
// depth = 0.5 * breast depth
|
|
// height = head radius * 0.65
|
|
|
|
BoxCollider breastBox = middleSpine.gameObject.GetComponent<BoxCollider>();
|
|
BoxCollider newBox = middleSpine.gameObject.AddComponent<BoxCollider>();
|
|
newBox.size = new Vector3(radius * 0.65f, 0.75f * breastBox.size.y, 0.5f * breastBox.size.z);
|
|
newBox.center = breastBox.center + Vector3.right * (breastBox.size.x * 0.5f + newBox.size.x * 0.5f);
|
|
|
|
|
|
AdditionalColliders.Add(jawSphere);
|
|
AdditionalColliders.Add(newBox);
|
|
}
|
|
}
|
|
}
|