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@@ -1,410 +1,410 @@
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-/******************************************************************************
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- * Spine Runtimes Software License v2.5
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- *
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- * Copyright (c) 2013-2016, Esoteric Software
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- * All rights reserved.
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- *
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- * You are granted a perpetual, non-exclusive, non-sublicensable, and
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- * non-transferable license to use, install, execute, and perform the Spine
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- * Runtimes software and derivative works solely for personal or internal
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- * use. Without the written permission of Esoteric Software (see Section 2 of
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- * the Spine Software License Agreement), you may not (a) modify, translate,
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- * adapt, or develop new applications using the Spine Runtimes or otherwise
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- * create derivative works or improvements of the Spine Runtimes or (b) remove,
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- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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- * or other intellectual property or proprietary rights notices on or in the
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- * Software, including any copy thereof. Redistributions in binary or source
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- * form must include this license and terms.
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- *
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- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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- * POSSIBILITY OF SUCH DAMAGE.
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- *****************************************************************************/
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-
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-// Contributed by: Mitch Thompson
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-
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-using UnityEngine;
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-using System.Collections;
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-using System.Collections.Generic;
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-
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-namespace Spine.Unity.Modules {
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- [RequireComponent(typeof(SkeletonRenderer))]
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- public class SkeletonRagdoll2D : MonoBehaviour {
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- static Transform parentSpaceHelper;
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-
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- #region Inspector
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- [Header("Hierarchy")]
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- [SpineBone]
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- public string startingBoneName = "";
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- [SpineBone]
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- public List<string> stopBoneNames = new List<string>();
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-
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- [Header("Parameters")]
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- public bool applyOnStart;
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- [Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
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- public bool disableIK = true;
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- public bool disableOtherConstraints = false;
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- [Space]
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- [Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
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- public bool pinStartBone;
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- public float gravityScale = 1;
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- [Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
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- public float thickness = 0.125f;
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- [Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
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- public float rotationLimit = 20;
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- public float rootMass = 20;
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- [Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
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- [Range(0.01f, 1f)]
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- public float massFalloffFactor = 0.4f;
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- [Tooltip("The layer assigned to all of the rigidbody parts.")]
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- [SkeletonRagdoll.LayerField]
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- public int colliderLayer = 0;
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- [Range(0, 1)]
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- public float mix = 1;
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- #endregion
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-
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- ISkeletonAnimation targetSkeletonComponent;
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- Skeleton skeleton;
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- Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
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- Transform ragdollRoot;
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- public Rigidbody2D RootRigidbody { get; private set; }
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- public Bone StartingBone { get; private set; }
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- Vector2 rootOffset;
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- public Vector3 RootOffset { get { return this.rootOffset; } }
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- bool isActive;
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- public bool IsActive { get { return this.isActive; } }
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-
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- IEnumerator Start () {
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- if (parentSpaceHelper == null) {
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- parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
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- }
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-
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- targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
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- if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
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- skeleton = targetSkeletonComponent.Skeleton;
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-
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- if (applyOnStart) {
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- yield return null;
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- Apply();
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- }
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- }
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-
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- #region API
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- public Rigidbody2D[] RigidbodyArray {
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- get {
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- if (!isActive)
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- return new Rigidbody2D[0];
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-
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- var rigidBodies = new Rigidbody2D[boneTable.Count];
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- int i = 0;
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- foreach (Transform t in boneTable.Values) {
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- rigidBodies[i] = t.GetComponent<Rigidbody2D>();
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- i++;
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- }
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-
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- return rigidBodies;
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- }
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- }
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-
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- public Vector3 EstimatedSkeletonPosition {
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- get { return this.RootRigidbody.position - rootOffset; }
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- }
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-
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- /// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
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- public void Apply () {
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- isActive = true;
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- mix = 1;
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-
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- Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
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- RecursivelyCreateBoneProxies(startingBone);
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-
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- RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
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- RootRigidbody.isKinematic = pinStartBone;
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- RootRigidbody.mass = rootMass;
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- var boneColliders = new List<Collider2D>();
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- foreach (var pair in boneTable) {
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- var b = pair.Key;
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- var t = pair.Value;
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- Transform parentTransform;
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- boneColliders.Add(t.GetComponent<Collider2D>());
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- if (b == startingBone) {
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- ragdollRoot = new GameObject("RagdollRoot").transform;
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- ragdollRoot.SetParent(transform, false);
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- if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
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- ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
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- ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
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- } else {
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- ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
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- ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
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- }
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- parentTransform = ragdollRoot;
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- rootOffset = t.position - transform.position;
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- } else {
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- parentTransform = boneTable[b.Parent];
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- }
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-
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- // Add joint and attach to parent.
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- var rbParent = parentTransform.GetComponent<Rigidbody2D>();
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- if (rbParent != null) {
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- var joint = t.gameObject.AddComponent<HingeJoint2D>();
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- joint.connectedBody = rbParent;
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- Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
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- joint.connectedAnchor = localPos;
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-
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- joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
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- joint.limits = new JointAngleLimits2D {
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- min = -rotationLimit,
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- max = rotationLimit
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- };
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- joint.useLimits = true;
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- }
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- }
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-
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- // Ignore collisions among bones.
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- for (int x = 0; x < boneColliders.Count; x++) {
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- for (int y = 0; y < boneColliders.Count; y++) {
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- if (x == y) continue;
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- Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
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- }
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- }
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-
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- // Destroy existing override-mode SkeletonUtility bones.
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- var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
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- if (utilityBones.Length > 0) {
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- var destroyedUtilityBoneNames = new List<string>();
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- foreach (var ub in utilityBones) {
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- if (ub.mode == SkeletonUtilityBone.Mode.Override) {
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- destroyedUtilityBoneNames.Add(ub.gameObject.name);
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- Destroy(ub.gameObject);
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- }
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- }
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- if (destroyedUtilityBoneNames.Count > 0) {
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- string msg = "Destroyed Utility Bones: ";
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- for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
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- msg += destroyedUtilityBoneNames[i];
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- if (i != destroyedUtilityBoneNames.Count - 1) {
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- msg += ",";
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- }
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- }
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- Debug.LogWarning(msg);
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- }
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- }
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-
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- // Disable skeleton constraints.
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- if (disableIK) {
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- var ikConstraints = skeleton.IkConstraints;
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- for (int i = 0, n = ikConstraints.Count; i < n; i++)
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- ikConstraints.Items[i].mix = 0;
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- }
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-
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- if (disableOtherConstraints) {
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- var transformConstraints = skeleton.transformConstraints;
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- for (int i = 0, n = transformConstraints.Count; i < n; i++) {
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- transformConstraints.Items[i].rotateMix = 0;
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- transformConstraints.Items[i].scaleMix = 0;
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- transformConstraints.Items[i].shearMix = 0;
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- transformConstraints.Items[i].translateMix = 0;
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- }
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-
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- var pathConstraints = skeleton.pathConstraints;
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- for (int i = 0, n = pathConstraints.Count; i < n; i++) {
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- pathConstraints.Items[i].rotateMix = 0;
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- pathConstraints.Items[i].translateMix = 0;
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- }
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- }
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-
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- targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
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- }
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-
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- /// <summary>Transitions the mix value from the current value to a target value.</summary>
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- public Coroutine SmoothMix (float target, float duration) {
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- return StartCoroutine(SmoothMixCoroutine(target, duration));
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- }
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-
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- IEnumerator SmoothMixCoroutine (float target, float duration) {
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- float startTime = Time.time;
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- float startMix = mix;
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- while (mix > 0) {
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- skeleton.SetBonesToSetupPose();
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- mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
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- yield return null;
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- }
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- }
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-
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- /// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
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- public void SetSkeletonPosition (Vector3 worldPosition) {
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- if (!isActive) {
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- Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
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- return;
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- }
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-
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- Vector3 offset = worldPosition - transform.position;
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- transform.position = worldPosition;
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- foreach (Transform t in boneTable.Values)
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- t.position -= offset;
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-
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- UpdateSpineSkeleton(null);
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- skeleton.UpdateWorldTransform();
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- }
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-
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- /// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
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- public void Remove () {
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- isActive = false;
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- foreach (var t in boneTable.Values)
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- Destroy(t.gameObject);
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-
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- Destroy(ragdollRoot.gameObject);
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- boneTable.Clear();
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- targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
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- }
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-
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- public Rigidbody2D GetRigidbody (string boneName) {
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- var bone = skeleton.FindBone(boneName);
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- return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
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- }
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- #endregion
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-
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- /// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
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- void RecursivelyCreateBoneProxies (Bone b) {
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- string boneName = b.data.name;
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- if (stopBoneNames.Contains(boneName))
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- return;
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-
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- var boneGameObject = new GameObject(boneName);
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- boneGameObject.layer = this.colliderLayer;
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- Transform t = boneGameObject.transform;
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- boneTable.Add(b, t);
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-
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- t.parent = transform;
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- t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
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- t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
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- t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
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-
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- // MITCH: You left "todo: proper ragdoll branching"
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- var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
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- if (colliders.Count == 0) {
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- float length = b.data.length;
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- if (length == 0) {
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- var circle = boneGameObject.AddComponent<CircleCollider2D>();
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- circle.radius = thickness * 0.5f;
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- } else {
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- var box = boneGameObject.AddComponent<BoxCollider2D>();
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- box.size = new Vector2(length, thickness);
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- box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
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- }
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- }
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-
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- var rb = boneGameObject.GetComponent<Rigidbody2D>();
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- if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
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- rb.gravityScale = this.gravityScale;
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-
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- foreach (Bone child in b.Children)
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- RecursivelyCreateBoneProxies(child);
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- }
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-
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- /// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
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- void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
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- bool flipX = skeleton.flipX;
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- bool flipY = skeleton.flipY;
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- bool flipXOR = flipX ^ flipY;
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- bool flipOR = flipX || flipY;
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- var startingBone = this.StartingBone;
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-
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- foreach (var pair in boneTable) {
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- var b = pair.Key;
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- var t = pair.Value;
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- bool isStartingBone = (b == startingBone);
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- Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
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- Vector3 parentTransformWorldPosition = parentTransform.position;
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- Quaternion parentTransformWorldRotation = parentTransform.rotation;
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-
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- parentSpaceHelper.position = parentTransformWorldPosition;
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- parentSpaceHelper.rotation = parentTransformWorldRotation;
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- parentSpaceHelper.localScale = parentTransform.localScale;
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-
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- Vector3 boneWorldPosition = t.position;
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- Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
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-
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- Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
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- float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
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- if (flipOR) {
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- if (isStartingBone) {
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- if (flipX) boneLocalPosition.x *= -1f;
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- if (flipY) boneLocalPosition.y *= -1f;
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-
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- boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
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- if (flipX) boneLocalRotation += 180;
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- } else {
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- if (flipXOR) {
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- boneLocalRotation *= -1f;
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- boneLocalPosition.y *= -1f; // wtf??
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- }
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- }
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- }
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-
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- b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
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- b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
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- b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
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- //b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
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- }
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- }
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-
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- static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
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- const string AttachmentNameMarker = "ragdoll";
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- var colliders = new List<Collider2D>();
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- var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
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-
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- var attachments = new List<Attachment>();
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- foreach (Slot s in skeleton.Slots) {
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- if (s.bone == b) {
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- skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
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- foreach (var a in attachments) {
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- var bbAttachment = a as BoundingBoxAttachment;
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- if (bbAttachment != null) {
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- if (!a.Name.ToLower().Contains(AttachmentNameMarker))
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- continue;
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-
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- var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
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- colliders.Add(bbCollider);
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- }
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- }
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- }
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- }
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-
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- return colliders;
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- }
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|
-
|
|
|
- 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
|
|
|
- }
|
|
|
-
|
|
|
-}
|
|
|
+/******************************************************************************
|
|
|
+ * Spine Runtimes Software License v2.5
|
|
|
+ *
|
|
|
+ * Copyright (c) 2013-2016, Esoteric Software
|
|
|
+ * All rights reserved.
|
|
|
+ *
|
|
|
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
|
|
|
+ * non-transferable license to use, install, execute, and perform the Spine
|
|
|
+ * Runtimes software and derivative works solely for personal or internal
|
|
|
+ * use. Without the written permission of Esoteric Software (see Section 2 of
|
|
|
+ * the Spine Software License Agreement), you may not (a) modify, translate,
|
|
|
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
|
|
|
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
|
|
|
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
|
|
+ * or other intellectual property or proprietary rights notices on or in the
|
|
|
+ * Software, including any copy thereof. Redistributions in binary or source
|
|
|
+ * form must include this license and terms.
|
|
|
+ *
|
|
|
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.flipX;
|
|
|
+ bool flipY = skeleton.flipY;
|
|
|
+ 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) {
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|
|
+ const string AttachmentNameMarker = "ragdoll";
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|
|
+ var colliders = new List<Collider2D>();
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|
|
+ var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
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|
+
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|
|
+ var attachments = new List<Attachment>();
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|
|
+ foreach (Slot s in skeleton.Slots) {
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|
|
+ if (s.bone == b) {
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|
|
+ skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
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|
|
+ foreach (var a in attachments) {
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|
|
+ var bbAttachment = a as BoundingBoxAttachment;
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|
|
+ if (bbAttachment != null) {
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|
|
+ if (!a.Name.ToLower().Contains(AttachmentNameMarker))
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|
+ continue;
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|
|
+
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|
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+ var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
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|
|
+ colliders.Add(bbCollider);
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|
|
+ }
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|
|
+ }
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|
|
+ }
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|
|
+ }
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|
|
+
|
|
|
+ return colliders;
|
|
|
+ }
|
|
|
+
|
|
|
+ static float GetPropagatedRotation (Bone b) {
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|
|
+ Bone parent = b.Parent;
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|
|
+ float a = b.AppliedRotation;
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|
|
+ while (parent != null) {
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|
|
+ a += parent.AppliedRotation;
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|
|
+ parent = parent.parent;
|
|
|
+ }
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|
|
+ return a;
|
|
|
+ }
|
|
|
+
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|
|
+ static Vector3 FlipScale (bool flipX, bool flipY) {
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|
|
+ 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);
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|
|
+ Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
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|
|
+ }
|
|
|
+ }
|
|
|
+ #endif
|
|
|
+ }
|
|
|
+
|
|
|
+}
|