|
|
@@ -0,0 +1,378 @@
|
|
|
+-- Ragdoll example.
|
|
|
+-- This sample demonstrates:
|
|
|
+-- - Detecting physics collisions
|
|
|
+-- - Moving an AnimatedModel's bones with physics and connecting them with constraints
|
|
|
+-- - Using rolling friction to stop rolling objects from moving infinitely
|
|
|
+
|
|
|
+require "LuaScripts/Utilities/Sample"
|
|
|
+
|
|
|
+local scene_
|
|
|
+local cameraNode
|
|
|
+local yaw = 0.0
|
|
|
+local pitch = 0.0
|
|
|
+local drawDebug = false
|
|
|
+
|
|
|
+local context = GetContext()
|
|
|
+
|
|
|
+local cache = GetCache()
|
|
|
+local fileSystem = GetFileSystem()
|
|
|
+local input = GetInput()
|
|
|
+local renderer = GetRenderer()
|
|
|
+local ui = GetUI()
|
|
|
+
|
|
|
+function Start()
|
|
|
+ -- Execute the common startup for samples
|
|
|
+ SampleStart()
|
|
|
+
|
|
|
+ -- Create the scene content
|
|
|
+ CreateScene()
|
|
|
+
|
|
|
+ -- Create the UI content
|
|
|
+ CreateInstructions()
|
|
|
+
|
|
|
+ -- Setup the viewport for displaying the scene
|
|
|
+ SetupViewport()
|
|
|
+
|
|
|
+ -- Hook up to the frame update and render post-update events
|
|
|
+ SubscribeToEvents()
|
|
|
+end
|
|
|
+
|
|
|
+function CreateScene()
|
|
|
+ scene_ = Scene(context)
|
|
|
+
|
|
|
+ -- Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
|
|
|
+ -- Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
|
|
|
+ -- exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
|
|
|
+ -- Finally, create a DebugRenderer component so that we can draw physics debug geometry
|
|
|
+ scene_:CreateComponent("Octree")
|
|
|
+ scene_:CreateComponent("PhysicsWorld")
|
|
|
+ scene_:CreateComponent("DebugRenderer")
|
|
|
+
|
|
|
+ -- Create a Zone component for ambient lighting & fog control
|
|
|
+ local zoneNode = scene_:CreateChild("Zone")
|
|
|
+ local zone = zoneNode:CreateComponent("Zone")
|
|
|
+ zone.boundingBox = BoundingBox(-1000.0, 1000.0)
|
|
|
+ zone.ambientColor = Color(0.15, 0.15, 0.15)
|
|
|
+ zone.fogColor = Color(0.5, 0.5, 0.7)
|
|
|
+ zone.fogStart = 100.0
|
|
|
+ zone.fogEnd = 300.0
|
|
|
+
|
|
|
+ -- Create a directional light to the world. Enable cascaded shadows on it
|
|
|
+ local lightNode = scene_:CreateChild("DirectionalLight")
|
|
|
+ lightNode.direction = Vector3(0.6, -1.0, 0.8)
|
|
|
+ local light = lightNode:CreateComponent("Light")
|
|
|
+ light.lightType = LIGHT_DIRECTIONAL
|
|
|
+ light.castShadows = true
|
|
|
+ light.shadowBias = BiasParameters(0.0001, 0.5)
|
|
|
+ -- Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
|
|
|
+ light.shadowCascade = CascadeParameters(10.0, 50.0, 200.0, 0.0, 0.8)
|
|
|
+
|
|
|
+ -- Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
|
|
|
+ local floorNode = scene_:CreateChild("Floor")
|
|
|
+ floorNode.position = Vector3(0.0, -0.5, 0.0)
|
|
|
+ floorNode.scale = Vector3(500.0, 1.0, 500.0)
|
|
|
+ local floorObject = floorNode:CreateComponent("StaticModel")
|
|
|
+ floorObject.model = cache:GetResource("Model", "Models/Box.mdl")
|
|
|
+ floorObject.material = cache:GetResource("Material", "Materials/StoneTiled.xml")
|
|
|
+
|
|
|
+ -- Make the floor physical by adding RigidBody and CollisionShape components
|
|
|
+ local body = floorNode:CreateComponent("RigidBody")
|
|
|
+ -- We will be spawning spherical objects in this sample. The ground also needs non-zero rolling friction so that
|
|
|
+ -- the spheres will eventually come to rest
|
|
|
+ body.rollingFriction = 0.15
|
|
|
+ local shape = floorNode:CreateComponent("CollisionShape")
|
|
|
+ -- Set a box shape of size 1 x 1 x 1 for collision. The shape will be scaled with the scene node scale, so the
|
|
|
+ -- rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
|
|
|
+ shape:SetBox(Vector3(1.0, 1.0, 1.0))
|
|
|
+
|
|
|
+ -- Create animated models
|
|
|
+ for z = -1, 1 do
|
|
|
+ for x = -4, 4 do
|
|
|
+ local modelNode = scene_:CreateChild("Jack")
|
|
|
+ modelNode.position = Vector3(x * 5.0, 0.0, z * 5.0)
|
|
|
+ modelNode.rotation = Quaternion(0.0, 180.0, 0.0)
|
|
|
+ local modelObject = modelNode:CreateComponent("AnimatedModel")
|
|
|
+ modelObject.model = cache:GetResource("Model", "Models/Jack.mdl")
|
|
|
+ modelObject.material = cache:GetResource("Material", "Materials/Jack.xml")
|
|
|
+ modelObject.castShadows = true
|
|
|
+
|
|
|
+ -- Create a rigid body and a collision shape. These will act as a trigger for transforming the
|
|
|
+ -- model into a ragdoll when hit by a moving object
|
|
|
+ local body = modelNode:CreateComponent("RigidBody")
|
|
|
+ -- The phantom mode makes the rigid body only detect collisions, but impart no forces on the
|
|
|
+ -- colliding objects
|
|
|
+ body.phantom = true
|
|
|
+ local shape = modelNode:CreateComponent("CollisionShape")
|
|
|
+ -- Create the capsule shape with an offset so that it is correctly aligned with the model, which
|
|
|
+ -- has its origin at the feet
|
|
|
+ shape:SetCapsule(0.7, 2.0, Vector3(0.0, 1.0, 0.0))
|
|
|
+
|
|
|
+ -- Create a custom script object that reacts to collisions and creates the ragdoll
|
|
|
+ modelNode:CreateScriptObject("CreateRagdoll")
|
|
|
+ end
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
|
|
|
+ -- the scene, because we want it to be unaffected by scene load / save
|
|
|
+ cameraNode = Node(context)
|
|
|
+ local camera = cameraNode:CreateComponent("Camera")
|
|
|
+ camera.farClip = 300.0
|
|
|
+
|
|
|
+ -- Set an initial position for the camera scene node above the floor
|
|
|
+ cameraNode.position = Vector3(0.0, 5.0, -20.0)
|
|
|
+end
|
|
|
+
|
|
|
+function CreateInstructions()
|
|
|
+ -- Construct new Text object, set string to display and font to use
|
|
|
+ local instructionText = ui.root:CreateChild("Text")
|
|
|
+ instructionText:SetText(
|
|
|
+ "Use WASD keys and mouse to move\n"..
|
|
|
+ "LMB to spawn physics objects\n"..
|
|
|
+ "F5 to save scene, F7 to load\n"..
|
|
|
+ "Space to toggle physics debug geometry");
|
|
|
+ instructionText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15)
|
|
|
+ -- The text has multiple rows. Center them in relation to each other
|
|
|
+ instructionText.textAlignment = HA_CENTER
|
|
|
+
|
|
|
+ -- Position the text relative to the screen center
|
|
|
+ instructionText.horizontalAlignment = HA_CENTER
|
|
|
+ instructionText.verticalAlignment = VA_CENTER
|
|
|
+ instructionText:SetPosition(0, ui.root.height / 4)
|
|
|
+end
|
|
|
+
|
|
|
+function SetupViewport()
|
|
|
+ -- Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
|
|
|
+ local viewport = Viewport:new(context, scene_, cameraNode:GetComponent("Camera"))
|
|
|
+ renderer:SetViewport(0, viewport)
|
|
|
+end
|
|
|
+
|
|
|
+function SubscribeToEvents()
|
|
|
+ -- Subscribe HandleUpdate() function for processing update events
|
|
|
+ SubscribeToEvent("Update", "HandleUpdate")
|
|
|
+
|
|
|
+ -- Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
|
|
|
+ -- debug geometry
|
|
|
+ SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate")
|
|
|
+end
|
|
|
+
|
|
|
+function MoveCamera(timeStep)
|
|
|
+ -- Do not move if the UI has a focused element (the console)
|
|
|
+ if ui.focusElement ~= nil then
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Movement speed as world units per second
|
|
|
+ local MOVE_SPEED = 20.0
|
|
|
+ -- Mouse sensitivity as degrees per pixel
|
|
|
+ local MOUSE_SENSITIVITY = 0.1
|
|
|
+
|
|
|
+ -- Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
|
|
|
+ local mouseMove = input.mouseMove
|
|
|
+ yaw = yaw + MOUSE_SENSITIVITY * mouseMove.x
|
|
|
+ pitch = pitch +MOUSE_SENSITIVITY * mouseMove.y
|
|
|
+ pitch = Clamp(pitch, -90.0, 90.0)
|
|
|
+
|
|
|
+ -- Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
|
|
|
+ cameraNode.rotation = Quaternion(pitch, yaw, 0.0)
|
|
|
+
|
|
|
+ -- Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
|
|
|
+ if input:GetKeyDown(KEY_W) then
|
|
|
+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, 1.0) * MOVE_SPEED * timeStep)
|
|
|
+ end
|
|
|
+ if input:GetKeyDown(KEY_S) then
|
|
|
+ cameraNode:TranslateRelative(Vector3(0.0, 0.0, -1.0) * MOVE_SPEED * timeStep)
|
|
|
+ end
|
|
|
+ if input:GetKeyDown(KEY_A) then
|
|
|
+ cameraNode:TranslateRelative(Vector3(-1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
|
+ end
|
|
|
+ if input:GetKeyDown(KEY_D) then
|
|
|
+ cameraNode:TranslateRelative(Vector3(1.0, 0.0, 0.0) * MOVE_SPEED * timeStep)
|
|
|
+ end
|
|
|
+
|
|
|
+ -- "Shoot" a physics object with left mousebutton
|
|
|
+ if input:GetMouseButtonPress(MOUSEB_LEFT) then
|
|
|
+ SpawnObject()
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
|
|
|
+ -- directory
|
|
|
+ if input:GetKeyPress(KEY_F5) then
|
|
|
+ scene_:SaveXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml")
|
|
|
+ end
|
|
|
+ if input:GetKeyPress(KEY_F7) then
|
|
|
+ scene_:LoadXML(fileSystem:GetProgramDir().."Data/Scenes/Ragdolls.xml")
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Toggle debug geometry with space
|
|
|
+ if input:GetKeyPress(KEY_SPACE) then
|
|
|
+ drawDebug = not drawDebug
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+function SpawnObject()
|
|
|
+ local boxNode = scene_:CreateChild("Sphere")
|
|
|
+ boxNode.position = cameraNode.position
|
|
|
+ boxNode.rotation = cameraNode.rotation
|
|
|
+ boxNode:SetScale(0.25)
|
|
|
+ local boxObject = boxNode:CreateComponent("StaticModel")
|
|
|
+ boxObject.model = cache:GetResource("Model", "Models/Sphere.mdl")
|
|
|
+ boxObject.material = cache:GetResource("Material", "Materials/StoneSmall.xml")
|
|
|
+ boxObject.castShadows = true
|
|
|
+
|
|
|
+ local body = boxNode:CreateComponent("RigidBody")
|
|
|
+ body.mass = 1.0
|
|
|
+ body.rollingFriction = 0.15
|
|
|
+ local shape = boxNode:CreateComponent("CollisionShape")
|
|
|
+ shape:SetSphere(1.0)
|
|
|
+
|
|
|
+ local OBJECT_VELOCITY = 10.0
|
|
|
+
|
|
|
+ -- Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
|
|
|
+ -- to overcome gravity better
|
|
|
+ body.linearVelocity = cameraNode.rotation * Vector3(0.0, 0.25, 1.0) * OBJECT_VELOCITY
|
|
|
+end
|
|
|
+
|
|
|
+function HandleUpdate(eventType, eventData)
|
|
|
+ -- Take the frame time step, which is stored as a float
|
|
|
+ local timeStep = eventData:GetFloat("TimeStep")
|
|
|
+
|
|
|
+ -- Move the camera, scale movement with time step
|
|
|
+ MoveCamera(timeStep)
|
|
|
+end
|
|
|
+
|
|
|
+function HandlePostRenderUpdate(eventType, eventData)
|
|
|
+ -- If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
|
|
|
+ if drawDebug then
|
|
|
+ scene_:GetComponent("PhysicsWorld"):DrawDebugGeometry(true)
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+-- CreateRagdoll script object class
|
|
|
+CreateRagdoll = ScriptObject()
|
|
|
+
|
|
|
+function CreateRagdoll:Start()
|
|
|
+ -- Subscribe physics collisions that concern this scene node
|
|
|
+ self:SubscribeToEvent(self.node, "NodeCollision", "CreateRagdoll:HandleNodeCollision")
|
|
|
+end
|
|
|
+
|
|
|
+function CreateRagdoll:HandleNodeCollision(eventType, eventData)
|
|
|
+ -- Get the other colliding body, make sure it is moving (has nonzero mass)
|
|
|
+ local otherBody = eventData:GetPtr("RigidBody", "OtherBody")
|
|
|
+
|
|
|
+ if otherBody.mass > 0.0 then
|
|
|
+ -- We do not need the physics components in the AnimatedModel's root scene node anymore
|
|
|
+ self.node:RemoveComponent("RigidBody")
|
|
|
+ self.node:RemoveComponent("CollisionShape")
|
|
|
+
|
|
|
+ -- Create RigidBody & CollisionShape components to bones
|
|
|
+ self:CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3, 0.2, 0.25), Vector3(0.0, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 0.0))
|
|
|
+ self:CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35, 0.2, 0.3), Vector3(0.15, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 0.0))
|
|
|
+ self:CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175, 0.45, 0.175), Vector3(0.25, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15, 0.55, 0.15), Vector3(0.25, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2, 0.2, 0.2), Vector3(0.1, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 0.0))
|
|
|
+ self:CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15, 0.35, 0.15), Vector3(0.1, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+ self:CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125, 0.4, 0.125), Vector3(0.2, 0.0, 0.0),
|
|
|
+ Quaternion(0.0, 0.0, 90.0))
|
|
|
+
|
|
|
+ -- Create Constraints between bones
|
|
|
+ self:CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, 1.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3(0.0, 0.0, 1.0),
|
|
|
+ Vector3(0.0, 0.0, 1.0), Vector2(45.0, 0.0), Vector2(-10.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(-1.0, 0.0, 0.0),
|
|
|
+ Vector3(-1.0, 0.0, 0.0), Vector2(0.0, 30.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
|
|
|
+ Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
|
|
|
+ self:CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0, -1.0, 0.0),
|
|
|
+ Vector3(0.0, 1.0, 0.0), Vector2(45.0, 45.0), Vector2(0.0, 0.0), false)
|
|
|
+ self:CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
|
|
|
+ self:CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0.0, 0.0, -1.0),
|
|
|
+ Vector3(0.0, 0.0, -1.0), Vector2(90.0, 0.0), Vector2(0.0, 0.0), true)
|
|
|
+
|
|
|
+ -- Disable keyframe animation from all bones so that they will not interfere with the ragdoll
|
|
|
+ local model = self.node:GetComponent("AnimatedModel")
|
|
|
+ local skeleton = model.skeleton
|
|
|
+ for i = 0, skeleton.numBones - 1 do
|
|
|
+ skeleton:GetBone(i).animated = false
|
|
|
+ end
|
|
|
+
|
|
|
+ -- Finally remove self (the ScriptInstance which holds this script object) from the scene node. Note that this must
|
|
|
+ -- be the last operation performed in the function
|
|
|
+ self.instance:Remove()
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+function CreateRagdoll:CreateRagdollBone(boneName, type, size, position, rotation)
|
|
|
+ -- Find the correct child scene node recursively
|
|
|
+ local boneNode = self.node:GetChild(boneName, true)
|
|
|
+ if boneNode == nil then
|
|
|
+ print("Could not find bone " .. boneName .. " for creating ragdoll physics components\n")
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ local body = boneNode:CreateComponent("RigidBody")
|
|
|
+ -- Set mass to make movable
|
|
|
+ body.mass = 1.0
|
|
|
+ -- Set damping parameters to smooth out the motion
|
|
|
+ body.linearDamping = 0.05
|
|
|
+ body.angularDamping = 0.85
|
|
|
+ -- Set rest thresholds to ensure the ragdoll rigid bodies come to rest to not consume CPU endlessly
|
|
|
+ body.linearRestThreshold = 1.5
|
|
|
+ body.angularRestThreshold = 2.5
|
|
|
+
|
|
|
+ local shape = boneNode:CreateComponent("CollisionShape")
|
|
|
+ -- We use either a box or a capsule shape for all of the bones
|
|
|
+ if type == SHAPE_BOX then
|
|
|
+ shape:SetBox(size, position, rotation)
|
|
|
+ else
|
|
|
+ shape:SetCapsule(size.x, size.y, position, rotation)
|
|
|
+ end
|
|
|
+end
|
|
|
+
|
|
|
+function CreateRagdoll:CreateRagdollConstraint(boneName, parentName, type, axis, parentAxis, highLimit, lowLimit, disableCollision)
|
|
|
+ local boneNode = self.node:GetChild(boneName, true)
|
|
|
+ local parentNode = self.node:GetChild(parentName, true)
|
|
|
+ if boneNode == nil then
|
|
|
+ print("Could not find bone " .. boneName .. " for creating ragdoll constraint\n")
|
|
|
+ return
|
|
|
+ end
|
|
|
+ if parentNode == nil then
|
|
|
+ print("Could not find bone " .. parentName .. " for creating ragdoll constraint\n")
|
|
|
+ return
|
|
|
+ end
|
|
|
+
|
|
|
+ local 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.worldPosition = boneNode.worldPosition
|
|
|
+ -- Configure axes and limits
|
|
|
+ constraint.axis = axis
|
|
|
+ constraint.otherAxis = parentAxis
|
|
|
+ constraint.highLimit = highLimit
|
|
|
+ constraint.lowLimit = lowLimit
|
|
|
+end
|