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- //
- // Copyright (c) 2008-2015 the Urho3D project.
- // Copyright (c) 2015 Xamarin Inc
- // Copyright (c) 2016 THUNDERBEAST GAMES LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- using System;
- using AtomicEngine;
- namespace FeatureExamples
- {
- class Ragdoll : CSComponent
- {
- public void Start()
- {
- SubscribeToEvent<NodeCollisionEvent>(Node, HandleNodeCollision);
-
- }
- void HandleNodeCollision(NodeCollisionEvent e)
- {
- // Get the other colliding body, make sure it is moving (has nonzero mass)
- RigidBody otherBody = e.OtherBody;
- if (otherBody.Mass > 0.0f)
- {
- HitEffect (Node); // bam!
- // We do not need the physics components in the AnimatedModel's root scene node anymore
- Node.RemoveComponent<RigidBody>();
- Node.RemoveComponent<CollisionShape>();
- // Create RigidBody & CollisionShape components to bones
- CreateRagdollBone("Bip01_Pelvis", ShapeType.SHAPE_BOX, new Vector3(0.3f, 0.2f, 0.25f), new Vector3(0.0f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 0.0f));
- CreateRagdollBone("Bip01_Spine1", ShapeType.SHAPE_BOX, new Vector3(0.35f, 0.2f, 0.3f), new Vector3(0.15f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 0.0f));
- CreateRagdollBone("Bip01_L_Thigh", ShapeType.SHAPE_CAPSULE, new Vector3(0.175f, 0.45f, 0.175f), new Vector3(0.25f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_R_Thigh", ShapeType.SHAPE_CAPSULE, new Vector3(0.175f, 0.45f, 0.175f), new Vector3(0.25f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_L_Calf", ShapeType.SHAPE_CAPSULE, new Vector3(0.15f, 0.55f, 0.15f), new Vector3(0.25f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_R_Calf", ShapeType.SHAPE_CAPSULE, new Vector3(0.15f, 0.55f, 0.15f), new Vector3(0.25f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_Head", ShapeType.SHAPE_BOX, new Vector3(0.2f, 0.2f, 0.2f), new Vector3(0.1f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 0.0f));
- CreateRagdollBone("Bip01_L_UpperArm", ShapeType.SHAPE_CAPSULE, new Vector3(0.15f, 0.35f, 0.15f), new Vector3(0.1f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_R_UpperArm", ShapeType.SHAPE_CAPSULE, new Vector3(0.15f, 0.35f, 0.15f), new Vector3(0.1f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_L_Forearm", ShapeType.SHAPE_CAPSULE, new Vector3(0.125f, 0.4f, 0.125f), new Vector3(0.2f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- CreateRagdollBone("Bip01_R_Forearm", ShapeType.SHAPE_CAPSULE, new Vector3(0.125f, 0.4f, 0.125f), new Vector3(0.2f, 0.0f, 0.0f),
- new Quaternion(0.0f, 0.0f, 90.0f));
- Vector3 back = new Vector3(0f, 0f, -1f);
- Vector3 forward = new Vector3(0f, 0f, 1f);
- Vector3 left = new Vector3(-1f, 0f, 0f);
- Vector3 down = new Vector3(0f, -1f, 0f);
- Vector3 up = new Vector3(0f, 1f, 0f);
- // Create Constraints between bones
- CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", ConstraintType.CONSTRAINT_CONETWIST, back, forward,
- new Vector2(45.0f, 45.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", ConstraintType.CONSTRAINT_CONETWIST, back, forward,
- new Vector2(45.0f, 45.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", ConstraintType.CONSTRAINT_HINGE, back, back,
- new Vector2(90.0f, 0.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", ConstraintType.CONSTRAINT_HINGE, back, back,
- new Vector2(90.0f, 0.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", ConstraintType.CONSTRAINT_HINGE, forward, forward,
- new Vector2(45.0f, 0.0f), new Vector2(-10.0f, 0.0f));
- CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", ConstraintType.CONSTRAINT_CONETWIST, left, left,
- new Vector2(0.0f, 30.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", ConstraintType.CONSTRAINT_CONETWIST, down, up,
- new Vector2(45.0f, 45.0f), Vector2.Zero, false);
- CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", ConstraintType.CONSTRAINT_CONETWIST, down, up,
- new Vector2(45.0f, 45.0f), Vector2.Zero, false);
- CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", ConstraintType.CONSTRAINT_HINGE, back, back,
- new Vector2(90.0f, 0.0f), Vector2.Zero);
- CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", ConstraintType.CONSTRAINT_HINGE, back, back,
- new Vector2(90.0f, 0.0f), Vector2.Zero);
- // Disable keyframe animation from all bones so that they will not interfere with the ragdoll
- AnimatedModel model = GetComponent<AnimatedModel>();
- Skeleton skeleton = model.Skeleton;
- for (uint i = 0; i < skeleton.GetNumBones(); ++i)
- {
- skeleton.GetBone(i).Animated = false;
- }
- // Finally remove self from the scene node. Note that this must be the last operation performed in the function
- Remove();
- }
- }
- void CreateRagdollBone(string boneName, ShapeType type, Vector3 size, Vector3 position, Quaternion rotation)
- {
- // Find the correct child scene node recursively
- Node boneNode = Node.GetChild(boneName, true);
- if (boneNode == null)
- {
- Log.Warn($"Could not find bone {boneName} for creating ragdoll physics components");
- return;
- }
- RigidBody body = boneNode.CreateComponent<RigidBody>();
- // Set mass to make movable
- body.Mass = 1.0f;
- // Set damping parameters to smooth out the motion
- body.LinearDamping = 0.05f;
- body.AngularDamping = 0.85f;
- // Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
- body.LinearRestThreshold = 1.5f;
- body.AngularRestThreshold = 2.5f;
- CollisionShape shape = boneNode.CreateComponent<CollisionShape>();
- // We use either a box or a capsule shape for all of the bones
- if (type == ShapeType.SHAPE_BOX)
- shape.SetBox(size, position, rotation);
- else
- shape.SetCapsule(size.X, size.Y, position, rotation);
- }
- void CreateRagdollConstraint(string boneName, string parentName, ConstraintType type,
- Vector3 axis, Vector3 parentAxis, Vector2 highLimit, Vector2 lowLimit, bool disableCollision = true)
- {
- Node boneNode = Node.GetChild(boneName, true);
- Node parentNode = Node.GetChild(parentName, true);
- if (boneNode == null)
- {
- Log.Warn($"Could not find bone {boneName} for creating ragdoll constraint");
- return;
- }
- if (parentNode == null)
- {
- Log.Warn($"Could not find bone {parentName} for creating ragdoll constraint");
- return;
- }
- Constraint constraint = boneNode.CreateComponent<Constraint>();
- constraint.ConstraintType = type;
- // Most of the constraints in the ragdoll will work better when the connected bodies don't collide against each other
- constraint.DisableCollision = disableCollision;
- // The connected body must be specified before setting the world position
- constraint.OtherBody = parentNode.GetComponent<RigidBody>();
- // Position the constraint at the child bone we are connecting
- constraint.SetWorldPosition(boneNode.WorldPosition);
- // Configure axes and limits
- constraint.SetAxis(axis);
- constraint.SetOtherAxis(parentAxis);
- constraint.HighLimit = highLimit;
- constraint.LowLimit = lowLimit;
- }
- void HitEffect ( Node parent ) // ragdoll gets the donuts blown out of him
- {
- Random rand = new Random();
- var cache = GetSubsystem<ResourceCache>();
- Scene myscene = parent.GetScene ();
- Vector3 where = parent.GetWorldPosition ();
-
- for (int mm=0; mm<5; mm++)
- {
- Node xNode = myscene.CreateChild("Stuffing");
- xNode.SetPosition( new Vector3( (float)rand.Next(0,1), (float)rand.Next(0,4), (float)rand.Next(0,15)) + where );
- xNode.SetRotation( new Quaternion((float)rand.Next(0,360), 0, (float)rand.Next(0,360)));
- xNode.SetScale(0.3f);
- //create obj
- StaticModel boxObject = xNode.CreateComponent<StaticModel>();
- boxObject.Model = cache.Get<Model>("Models/Torus.mdl");
- boxObject.SetMaterial(cache.Get<Material>("Materials/Mushroom.xml"));
- boxObject.CastShadows = true;
- RigidBody body = xNode.CreateComponent<RigidBody>();
- body.Mass = 0.45f;
- body.RollingFriction = 0.15f;
- body.Friction = 0.75f;
- body.UseGravity = true;
- // Disable collision event signaling to reduce CPU load of the physics simulation a111
- body.SetCollisionEventMode( CollisionEventMode.COLLISION_NEVER );
- CollisionShape shape = xNode.CreateComponent<CollisionShape>();
- shape.SetSphere(1.0f, Vector3.Zero, Quaternion.Identity );
- float objectVelocity = 22.0f;
- //Node.Rotation
- body.SetLinearVelocity( new Quaternion((float)rand.Next(0,360), 0, (float)rand.Next(0,360))* new Vector3(0.0f, 0.02f, 1.0f) * objectVelocity);
- }
- }
- }
- }
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