|
|
|
|
using UnityEngine;
|
|
|
|
|
using System.Collections;
|
|
|
|
|
using RootMotion.FinalIK;
|
|
|
|
|
|
|
|
|
|
namespace RootMotion.FinalIK {
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Ragdoll Utility controls switching characters in and out of ragdoll mode. It also enables you to use IK effects on top of ragdoll simulation.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public class RagdollUtility : MonoBehaviour {
|
|
|
|
|
|
|
|
|
|
#region Main Interface
|
|
|
|
|
|
|
|
|
|
[Tooltip("If you have multiple IK components, then this should be the one that solves last each frame.")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// If you have multiple IK components, then this should be the one that solves last each frame.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public IK ik;
|
|
|
|
|
|
|
|
|
|
[Tooltip("How long does it take to blend from ragdoll to animation?")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// How long does it take to blend from ragdoll to animation?
|
|
|
|
|
/// </summary>
|
|
|
|
|
public float ragdollToAnimationTime = 0.2f;
|
|
|
|
|
|
|
|
|
|
[Tooltip("If true, IK can be used on top of physical ragdoll simulation.")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// If true, IK can be used on top of physical ragdoll simulation.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public bool applyIkOnRagdoll;
|
|
|
|
|
|
|
|
|
|
[Tooltip("How much velocity transfer from animation to ragdoll?")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// How much velocity transfer from animation to ragdoll?
|
|
|
|
|
/// </summary>
|
|
|
|
|
public float applyVelocity = 1f;
|
|
|
|
|
|
|
|
|
|
[Tooltip("How much angular velocity to transfer from animation to ragdoll?")]
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// How much angular velocity to transfer from animation to ragdoll?
|
|
|
|
|
/// </summary>
|
|
|
|
|
public float applyAngularVelocity = 1f;
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Switches to ragdoll.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void EnableRagdoll() {
|
|
|
|
|
if (isRagdoll) return;
|
|
|
|
|
|
|
|
|
|
StopAllCoroutines();
|
|
|
|
|
enableRagdollFlag = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Blends back to animation.
|
|
|
|
|
/// </summary>
|
|
|
|
|
public void DisableRagdoll() {
|
|
|
|
|
if (!isRagdoll) return;
|
|
|
|
|
StoreLocalState();
|
|
|
|
|
StopAllCoroutines();
|
|
|
|
|
StartCoroutine(DisableRagdollSmooth());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endregion Main Interface
|
|
|
|
|
|
|
|
|
|
// The rigidbodies and their associates
|
|
|
|
|
public class Rigidbone {
|
|
|
|
|
public Rigidbody r;
|
|
|
|
|
public Transform t;
|
|
|
|
|
public Collider collider;
|
|
|
|
|
public Joint joint;
|
|
|
|
|
public Rigidbody c;
|
|
|
|
|
public bool updateAnchor;
|
|
|
|
|
public Vector3 deltaPosition;
|
|
|
|
|
public Quaternion deltaRotation;
|
|
|
|
|
public float deltaTime;
|
|
|
|
|
public Vector3 lastPosition;
|
|
|
|
|
public Quaternion lastRotation;
|
|
|
|
|
|
|
|
|
|
// Constructor
|
|
|
|
|
public Rigidbone (Rigidbody r) {
|
|
|
|
|
this.r = r;
|
|
|
|
|
t = r.transform;
|
|
|
|
|
joint = t.GetComponent<Joint>();
|
|
|
|
|
|
|
|
|
|
collider = t.GetComponent<Collider>();
|
|
|
|
|
|
|
|
|
|
if (joint != null) {
|
|
|
|
|
c = joint.connectedBody;
|
|
|
|
|
updateAnchor = c != null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
lastPosition = t.position;
|
|
|
|
|
lastRotation = t.rotation;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Store position and rotation deltas
|
|
|
|
|
public void RecordVelocity() {
|
|
|
|
|
deltaPosition = t.position - lastPosition;
|
|
|
|
|
lastPosition = t.position;
|
|
|
|
|
|
|
|
|
|
deltaRotation = RootMotion.QuaTools.FromToRotation(lastRotation, t.rotation);
|
|
|
|
|
lastRotation = t.rotation;
|
|
|
|
|
|
|
|
|
|
deltaTime = Time.deltaTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Go to ragdoll
|
|
|
|
|
public void WakeUp(float velocityWeight, float angularVelocityWeight) {
|
|
|
|
|
// Joint anchors need to be updated when there are animated bones in between ragdoll bones
|
|
|
|
|
if (updateAnchor) {
|
|
|
|
|
joint.connectedAnchor = t.InverseTransformPoint(c.position);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
r.isKinematic = false;
|
|
|
|
|
|
|
|
|
|
// Transfer velocity from animation
|
|
|
|
|
if (velocityWeight != 0f) {
|
|
|
|
|
r.velocity = (deltaPosition / deltaTime) * velocityWeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Transfer angular velocity from animation
|
|
|
|
|
if (angularVelocityWeight != 0f) {
|
|
|
|
|
float angle = 0f;
|
|
|
|
|
Vector3 axis = Vector3.zero;
|
|
|
|
|
deltaRotation.ToAngleAxis(out angle, out axis);
|
|
|
|
|
angle *= Mathf.Deg2Rad;
|
|
|
|
|
angle /= deltaTime;
|
|
|
|
|
axis *= angle * angularVelocityWeight;
|
|
|
|
|
r.angularVelocity = Vector3.ClampMagnitude(axis, r.maxAngularVelocity);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
r.WakeUp();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// All child Transforms of the root.
|
|
|
|
|
public class Child {
|
|
|
|
|
public Transform t;
|
|
|
|
|
|
|
|
|
|
public Vector3 localPosition;
|
|
|
|
|
public Quaternion localRotation;
|
|
|
|
|
|
|
|
|
|
// Constructor
|
|
|
|
|
public Child(Transform transform) {
|
|
|
|
|
t = transform;
|
|
|
|
|
localPosition = t.localPosition;
|
|
|
|
|
localRotation = t.localRotation;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Force to the last stored local state
|
|
|
|
|
public void FixTransform(float weight) {
|
|
|
|
|
if (weight <= 0f) return;
|
|
|
|
|
|
|
|
|
|
if (weight >= 1f) {
|
|
|
|
|
t.localPosition = localPosition;
|
|
|
|
|
t.localRotation = localRotation;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
t.localPosition = Vector3.Lerp(t.localPosition, localPosition, weight);
|
|
|
|
|
t.localRotation = Quaternion.Lerp(t.localRotation, localRotation, weight);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Remember the local state, that is the local position and rotation of the transform
|
|
|
|
|
public void StoreLocalState() {
|
|
|
|
|
localPosition = t.localPosition;
|
|
|
|
|
localRotation = t.localRotation;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private Animator animator;
|
|
|
|
|
private Rigidbone[] rigidbones = new Rigidbone[0];
|
|
|
|
|
private Child[] children = new Child[0];
|
|
|
|
|
private bool enableRagdollFlag;
|
|
|
|
|
private AnimatorUpdateMode animatorUpdateMode;
|
|
|
|
|
private IK[] allIKComponents = new IK[0];
|
|
|
|
|
private bool[] fixTransforms = new bool[0];
|
|
|
|
|
private float ragdollWeight;
|
|
|
|
|
private float ragdollWeightV;
|
|
|
|
|
private bool fixedFrame;
|
|
|
|
|
private bool[] disabledIKComponents = new bool[0];
|
|
|
|
|
private bool animatorDisabled;
|
|
|
|
|
|
|
|
|
|
// Find all necessary components and initiate
|
|
|
|
|
public void Start() {
|
|
|
|
|
animator = GetComponent<Animator>();
|
|
|
|
|
|
|
|
|
|
allIKComponents = (IK[])GetComponentsInChildren<IK>();
|
|
|
|
|
disabledIKComponents = new bool[allIKComponents.Length];
|
|
|
|
|
fixTransforms = new bool[allIKComponents.Length];
|
|
|
|
|
|
|
|
|
|
if (ik != null) ik.GetIKSolver().OnPostUpdate += AfterLastIK;
|
|
|
|
|
|
|
|
|
|
// Gather all the rigidbodies and their associates
|
|
|
|
|
Rigidbody[] rigidbodies = (Rigidbody[])GetComponentsInChildren<Rigidbody>();
|
|
|
|
|
int firstIndex = rigidbodies[0].gameObject == gameObject? 1: 0;
|
|
|
|
|
|
|
|
|
|
rigidbones = new Rigidbone[firstIndex == 0? rigidbodies.Length: rigidbodies.Length - 1];
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rigidbones.Length; i++) {
|
|
|
|
|
rigidbones[i] = new Rigidbone(rigidbodies[i + firstIndex]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Find all the child Transforms
|
|
|
|
|
Transform[] C = (Transform[])GetComponentsInChildren<Transform>();
|
|
|
|
|
children = new Child[C.Length - 1];
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < children.Length; i++) {
|
|
|
|
|
children[i] = new Child(C[i + 1]);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Smoothly blends out of Ragdoll
|
|
|
|
|
private IEnumerator DisableRagdollSmooth() {
|
|
|
|
|
// ...make all rigidbodies kinematic
|
|
|
|
|
for (int i = 0; i < rigidbones.Length; i++) {
|
|
|
|
|
rigidbones[i].r.isKinematic = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Reset IK components
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
allIKComponents[i].fixTransforms = fixTransforms[i];
|
|
|
|
|
if (disabledIKComponents[i]) allIKComponents[i].enabled = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Animator has not updated yet.
|
|
|
|
|
animator.updateMode = animatorUpdateMode;
|
|
|
|
|
if (animatorDisabled)
|
|
|
|
|
{
|
|
|
|
|
animator.enabled = true;
|
|
|
|
|
animatorDisabled = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Blend back to animation
|
|
|
|
|
while (ragdollWeight > 0f) {
|
|
|
|
|
ragdollWeight = Mathf.SmoothDamp(ragdollWeight, 0f, ref ragdollWeightV, ragdollToAnimationTime);
|
|
|
|
|
if (ragdollWeight < 0.001f) ragdollWeight = 0f;
|
|
|
|
|
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
yield return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void Update() {
|
|
|
|
|
if (!isRagdoll) return;
|
|
|
|
|
|
|
|
|
|
// Disable IK components if applyIKOnRagdoll has been set to false while in ragdoll.
|
|
|
|
|
if (!applyIkOnRagdoll) {
|
|
|
|
|
bool disableIK = false;
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
if (allIKComponents[i].enabled) {
|
|
|
|
|
disableIK = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (disableIK) {
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) disabledIKComponents[i] = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
if (allIKComponents[i].enabled) {
|
|
|
|
|
allIKComponents[i].enabled = false;
|
|
|
|
|
disabledIKComponents[i] = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Enable IK components if applyIKOnRagdoll has been set to true while in ragdoll
|
|
|
|
|
bool enableIK = false;
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
if (disabledIKComponents[i]) {
|
|
|
|
|
enableIK = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (enableIK) {
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
if (disabledIKComponents[i]) {
|
|
|
|
|
allIKComponents[i].enabled = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) disabledIKComponents[i] = false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void FixedUpdate() {
|
|
|
|
|
// When in ragdoll, move the bones to where they were after the last physics simulation, so IK won't screw up the physics
|
|
|
|
|
if (isRagdoll && applyIkOnRagdoll) FixTransforms(1f);
|
|
|
|
|
|
|
|
|
|
fixedFrame = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public void LateUpdate() {
|
|
|
|
|
// When Mecanim has animated...
|
|
|
|
|
if (animator.updateMode != AnimatorUpdateMode.AnimatePhysics || (animator.updateMode == AnimatorUpdateMode.AnimatePhysics && fixedFrame)) {
|
|
|
|
|
AfterAnimation();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fixedFrame = false;
|
|
|
|
|
|
|
|
|
|
// No IK so the final pose of the character is the current pose
|
|
|
|
|
if (!ikUsed) OnFinalPose();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Called by the last IK component after it has updated
|
|
|
|
|
private void AfterLastIK() {
|
|
|
|
|
// We should have the final pose of the character
|
|
|
|
|
if (ikUsed) OnFinalPose();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// When animation has been applied by Mecanim
|
|
|
|
|
private void AfterAnimation() {
|
|
|
|
|
if (isRagdoll) {
|
|
|
|
|
// If is ragdoll, no animation has been applied, but we need to remember the pose after the physics step just the same
|
|
|
|
|
StoreLocalState();
|
|
|
|
|
} else {
|
|
|
|
|
// Blending from ragdoll to animation. When ragdollWeight is zero, nothing happens here
|
|
|
|
|
FixTransforms(ragdollWeight);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// When we have the final pose of the character for this frame
|
|
|
|
|
private void OnFinalPose() {
|
|
|
|
|
if (!isRagdoll) RecordVelocities();
|
|
|
|
|
if (enableRagdollFlag) RagdollEnabler();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Switching to ragdoll
|
|
|
|
|
private void RagdollEnabler() {
|
|
|
|
|
// Remember the last animated pose
|
|
|
|
|
StoreLocalState();
|
|
|
|
|
|
|
|
|
|
// Disable IK components if necessary
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) disabledIKComponents[i] = false;
|
|
|
|
|
|
|
|
|
|
if (!applyIkOnRagdoll) {
|
|
|
|
|
for (int i = 0; i < allIKComponents.Length; i++) {
|
|
|
|
|
if (allIKComponents[i].enabled) {
|
|
|
|
|
allIKComponents[i].enabled = false;
|
|
|
|
|
disabledIKComponents[i] = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Switch Animator update mode to AnimatePhysics, so IK is updated in the fixed time step
|
|
|
|
|
animatorUpdateMode = animator.updateMode;
|
|
|
|
|
animator.updateMode = AnimatorUpdateMode.AnimatePhysics;
|
|
|
|
|
|
|
|
|
|
// Disable the Animator so it won't overwrite physics
|
|
|
|
|
if (animator.enabled)
|
|
|
|
|
{
|
|
|
|
|
animator.enabled = false;
|
|
|
|
|
animatorDisabled = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rigidbones.Length; i++) rigidbones[i].WakeUp(applyVelocity, applyAngularVelocity);
|
|
|
|
|
|
|
|
|
|
// Remember some variables so we can revert to them when coming back from ragdoll
|
|
|
|
|
for (int i = 0; i < fixTransforms.Length; i++) {
|
|
|
|
|
fixTransforms[i] = allIKComponents[i].fixTransforms;
|
|
|
|
|
allIKComponents[i].fixTransforms = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ragdollWeight = 1f;
|
|
|
|
|
ragdollWeightV = 0f;
|
|
|
|
|
|
|
|
|
|
enableRagdollFlag = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Is the character currently in ragdoll mode?
|
|
|
|
|
private bool isRagdoll { get { return !rigidbones[0].r.isKinematic && !animator.enabled; }}
|
|
|
|
|
|
|
|
|
|
// Store position and rotation deltas for all the rigidbodies
|
|
|
|
|
private void RecordVelocities() {
|
|
|
|
|
foreach (Rigidbone r in rigidbones) r.RecordVelocity();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Is there any IK components acting on the character?
|
|
|
|
|
private bool ikUsed {
|
|
|
|
|
get {
|
|
|
|
|
if (ik == null) return false;
|
|
|
|
|
if (ik.enabled && ik.GetIKSolver().IKPositionWeight > 0) return true;
|
|
|
|
|
|
|
|
|
|
foreach (IK k in allIKComponents) {
|
|
|
|
|
if (k.enabled && k.GetIKSolver().IKPositionWeight > 0) return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Stored the current pose of the character
|
|
|
|
|
private void StoreLocalState() {
|
|
|
|
|
foreach (Child c in children) c.StoreLocalState();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Interpolate the character to the last stored pose (see StoreLocalState)
|
|
|
|
|
private void FixTransforms(float weight) {
|
|
|
|
|
foreach (Child c in children) c.FixTransform(weight);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Cleaning up the delegates
|
|
|
|
|
void OnDestroy() {
|
|
|
|
|
if (ik != null) {
|
|
|
|
|
ik.GetIKSolver().OnPostUpdate -= AfterLastIK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|