提交Spine插件
This commit is contained in:
@@ -0,0 +1,404 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
|
||||
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
|
||||
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
|
||||
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
|
||||
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space(18)]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
|
||||
public bool enableJointCollision;
|
||||
public bool useGravity = true;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector3 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody[0];
|
||||
|
||||
var rigidBodies = new Rigidbody[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(StartingBone);
|
||||
|
||||
RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider>());
|
||||
if (b == StartingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
localPos.x *= 1;
|
||||
joint.connectedAnchor = localPos;
|
||||
joint.axis = Vector3.forward;
|
||||
|
||||
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointLimits {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit,
|
||||
};
|
||||
joint.useLimits = true;
|
||||
joint.enableCollision = enableJointCollision;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtilityBones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.transformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].rotateMix = 0;
|
||||
transformConstraints.Items[i].scaleMix = 0;
|
||||
transformConstraints.Items[i].shearMix = 0;
|
||||
transformConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.pathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].rotateMix = 0;
|
||||
pathConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.data.name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
// MITCH: You left "todo: proper ragdoll branching"
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
var ball = boneGameObject.AddComponent<SphereCollider>();
|
||||
ball.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider>();
|
||||
box.size = new Vector3(length, thickness, thickness);
|
||||
box.center = new Vector3(length * 0.5f, 0);
|
||||
}
|
||||
}
|
||||
var rb = boneGameObject.AddComponent<Rigidbody>();
|
||||
rb.constraints = RigidbodyConstraints.FreezePositionZ;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
|
||||
bool flipX = skeleton.ScaleX < 0;
|
||||
bool flipY = skeleton.ScaleY < 0;
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool flipOR = flipX || flipY;
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = b == StartingBone;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.localScale;
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipOR) {
|
||||
if (isStartingBone) {
|
||||
if (flipX) boneLocalPosition.x *= -1f;
|
||||
if (flipY) boneLocalPosition.y *= -1f;
|
||||
|
||||
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||||
if (flipX) boneLocalRotation += 180;
|
||||
} else {
|
||||
if (flipXOR) {
|
||||
boneLocalRotation *= -1f;
|
||||
boneLocalPosition.y *= -1f; // wtf??
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||||
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||||
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider>();
|
||||
|
||||
Transform t = boneTable[b];
|
||||
GameObject go = t.gameObject;
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var attachments = new List<Attachment>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.Bone == b) {
|
||||
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
|
||||
foreach (var a in attachments) {
|
||||
var bbAttachment = a as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
var bbCollider = go.AddComponent<BoxCollider>();
|
||||
var bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
|
||||
bbCollider.center = bounds.center;
|
||||
bbCollider.size = bounds.size;
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static float GetPropagatedRotation (Bone b) {
|
||||
Bone parent = b.Parent;
|
||||
float a = b.AppliedRotation;
|
||||
while (parent != null) {
|
||||
a += parent.AppliedRotation;
|
||||
parent = parent.parent;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
public class LayerFieldAttribute : PropertyAttribute {}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 373527d2bf3351348b9fcc499ce9ea23
|
||||
timeCreated: 1430552693
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,415 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
|
||||
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
|
||||
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
|
||||
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
|
||||
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
public float gravityScale = 1;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
[SkeletonRagdoll.LayerField]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody2D RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector2 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody2D[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody2D[0];
|
||||
|
||||
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
var boneColliders = new List<Collider2D>();
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
var destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (var ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
var ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
var transformConstraints = skeleton.transformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].rotateMix = 0;
|
||||
transformConstraints.Items[i].scaleMix = 0;
|
||||
transformConstraints.Items[i].shearMix = 0;
|
||||
transformConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
|
||||
var pathConstraints = skeleton.pathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].rotateMix = 0;
|
||||
pathConstraints.Items[i].translateMix = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (var t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
var bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.data.name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
var boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
||||
|
||||
// MITCH: You left "todo: proper ragdoll branching"
|
||||
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.data.length;
|
||||
if (length == 0) {
|
||||
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool flipX = skeleton.ScaleX < 0;
|
||||
bool flipY = skeleton.ScaleY < 0;
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool flipOR = flipX || flipY;
|
||||
var startingBone = this.StartingBone;
|
||||
|
||||
foreach (var pair in boneTable) {
|
||||
var b = pair.Key;
|
||||
var t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.localScale;
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
if (flipOR) {
|
||||
if (isStartingBone) {
|
||||
if (flipX) boneLocalPosition.x *= -1f;
|
||||
if (flipY) boneLocalPosition.y *= -1f;
|
||||
|
||||
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||||
if (flipX) boneLocalRotation += 180;
|
||||
} else {
|
||||
if (flipXOR) {
|
||||
boneLocalRotation *= -1f;
|
||||
boneLocalPosition.y *= -1f; // wtf??
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||||
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||||
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
var colliders = new List<Collider2D>();
|
||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
var attachments = new List<Attachment>();
|
||||
foreach (Slot slot in skeleton.Slots) {
|
||||
if (slot.bone == b) {
|
||||
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(slot), attachments);
|
||||
|
||||
bool bbAttachmentAdded = false;
|
||||
foreach (var a in attachments) {
|
||||
var bbAttachment = a as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
bbAttachmentAdded = true;
|
||||
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
|
||||
if (bbAttachmentAdded)
|
||||
SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static float GetPropagatedRotation (Bone b) {
|
||||
Bone parent = b.Parent;
|
||||
float a = b.AppliedRotation;
|
||||
while (parent != null) {
|
||||
a += parent.AppliedRotation;
|
||||
parent = parent.parent;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e74a49a26242a214d9084fde00bfe3ab
|
||||
timeCreated: 1431497383
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user