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+// Ragdoll example.
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+// This sample demonstrates:
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+// - Detecting physics collisions;
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+// - Moving an AnimatedModel's bones with physics and connecting them with constraints;
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+// - Using rolling friction to stop rolling objects from moving infinitely;
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+
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+#include "Utilities/Sample.as"
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+
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+Scene@ scene_;
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+Node@ cameraNode;
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+float yaw = 0.0f;
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+float pitch = 0.0f;
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+bool drawDebug = false;
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+
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+void Start()
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+{
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+ // Execute the common startup for samples
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+ SampleStart();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateInstructions();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Hook up to the frame update and render post-update events
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+ SubscribeToEvents();
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+}
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+
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+void CreateScene()
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+{
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+ scene_ = Scene();
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+
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+ // Create octree, use default volume (-1000, -1000, -1000) to (1000, 1000, 1000)
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+ // Create a physics simulation world with default parameters, which will update at 60fps. Like the Octree must
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+ // exist before creating drawable components, the PhysicsWorld must exist before creating physics components.
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+ // Finally, create a DebugRenderer component so that we can draw physics debug geometry
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+ scene_.CreateComponent("Octree");
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+ scene_.CreateComponent("PhysicsWorld");
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+ scene_.CreateComponent("DebugRenderer");
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+
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+ // Create a Zone component for ambient lighting & fog control
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+ Node@ zoneNode = scene_.CreateChild("Zone");
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+ Zone@ zone = zoneNode.CreateComponent("Zone");
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+ zone.boundingBox = BoundingBox(-1000.0f, 1000.0f);
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+ zone.ambientColor = Color(0.15f, 0.15f, 0.15f);
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+ zone.fogColor = Color(0.5f, 0.5f, 0.7f);
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+ zone.fogStart = 100.0f;
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+ zone.fogEnd = 300.0f;
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+
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+ // Create a directional light to the world. Enable cascaded shadows on it
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+ Node@ lightNode = scene_.CreateChild("DirectionalLight");
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+ lightNode.direction = Vector3(0.6f, -1.0f, 0.8f);
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+ Light@ light = lightNode.CreateComponent("Light");
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+ light.lightType = LIGHT_DIRECTIONAL;
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+ light.castShadows = true;
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+ light.shadowBias = BiasParameters(0.0001f, 0.5f);
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+ // Set cascade splits at 10, 50 and 200 world units, fade shadows out at 80% of maximum shadow distance
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+ light.shadowCascade = CascadeParameters(10.0f, 50.0f, 200.0f, 0.0f, 0.8f);
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+
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+ {
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+ // Create a floor object, 500 x 500 world units. Adjust position so that the ground is at zero Y
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+ Node@ floorNode = scene_.CreateChild("Floor");
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+ floorNode.position = Vector3(0.0f, -0.5f, 0.0f);
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+ floorNode.scale = Vector3(500.0f, 1.0f, 500.0f);
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+ StaticModel@ floorObject = floorNode.CreateComponent("StaticModel");
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+ floorObject.model = cache.GetResource("Model", "Models/Box.mdl");
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+ floorObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
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+
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+ // Make the floor physical by adding RigidBody and CollisionShape components. The RigidBody's default
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+ // parameters make the object static (zero mass.) Note that a CollisionShape by itself will not participate
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+ // in the physics simulation
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+ RigidBody@ body = floorNode.CreateComponent("RigidBody");
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+ CollisionShape@ shape = floorNode.CreateComponent("CollisionShape");
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+ // 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
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+ // rendering and physics representation sizes should match (the box model is also 1 x 1 x 1.)
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+ shape.SetBox(Vector3(1.0f, 1.0f, 1.0f));
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+ }
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+
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+ // Create animated models
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+ for (int z = -1; z <= 1; ++z)
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+ {
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+ for (int x = -4; x <= 4; ++x)
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+ {
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+ Node@ modelNode = scene_.CreateChild("Jack");
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+ modelNode.position = Vector3(x * 5.0f, 0.0f, z * 5.0f);
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+ modelNode.rotation = Quaternion(0.0f, 180.0f, 0.0f);
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+ AnimatedModel@ modelObject = modelNode.CreateComponent("AnimatedModel");
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+ modelObject.model = cache.GetResource("Model", "Models/Jack.mdl");
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+ modelObject.material = cache.GetResource("Material", "Materials/Jack.xml");
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+ modelObject.castShadows = true;
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+
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+ // Create a rigid body and a collision shape. These will act as a trigger for transforming the
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+ // model into a ragdoll when hit by a moving object
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+ RigidBody@ body = modelNode.CreateComponent("RigidBody");
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+ // The phantom mode makes the rigid body only detect collisions, but impart no forces on the
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+ // colliding objects
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+ body.phantom = true;
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+ CollisionShape@ shape = modelNode.CreateComponent("CollisionShape");
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+ // Create the capsule shape with an offset so that it is correctly aligned with the model, which
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+ // has its origin at the feet
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+ shape.SetCapsule(0.7f, 2.0f, Vector3(0.0f, 1.0f, 0.0f));
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+
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+ // Create a custom script object that reacts to collisions and creates the ragdoll
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+ modelNode.CreateScriptObject(scriptFile, "CreateRagdoll");
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+ }
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+ }
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+
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+ // Create the camera. Limit far clip distance to match the fog. Note: now we actually create the camera node outside
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+ // the scene, because we want it to be unaffected by scene load/save
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+ cameraNode = Node();
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+ Camera@ camera = cameraNode.CreateComponent("Camera");
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+ camera.farClip = 300.0f;
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+
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+ // Set an initial position for the camera scene node above the floor
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+ cameraNode.position = Vector3(0.0f, 5.0f, -20.0f);
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+}
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+
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+void CreateInstructions()
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+{
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+ // Construct new Text object, set string to display and font to use
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+ Text@ instructionText = ui.root.CreateChild("Text");
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+ instructionText.text =
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+ "Use WASD keys and mouse to move\n"
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+ "LMB to spawn physics objects\n"
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+ "F5 to save scene, F7 to load\n"
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+ "Space to toggle physics debug geometry";
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+ instructionText.SetFont(cache.GetResource("Font", "Fonts/Anonymous Pro.ttf"), 15);
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+ // The text has multiple rows. Center them in relation to each other
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+ instructionText.textAlignment = HA_CENTER;
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+
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+ // Position the text relative to the screen center
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+ instructionText.horizontalAlignment = HA_CENTER;
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+ instructionText.verticalAlignment = VA_CENTER;
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+ instructionText.SetPosition(0, ui.root.height / 4);
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+}
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+
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+void SetupViewport()
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+{
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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+ renderer.viewports[0] = viewport;
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+}
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+
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+void SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for processing update events
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+ SubscribeToEvent("Update", "HandleUpdate");
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+
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+ // Subscribe HandlePostRenderUpdate() function for processing the post-render update event, during which we request
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+ // debug geometry
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+ SubscribeToEvent("PostRenderUpdate", "HandlePostRenderUpdate");
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+}
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+
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+void MoveCamera(float timeStep)
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+{
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+ // Do not move if the UI has a focused element (the console)
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+ if (ui.focusElement !is null)
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+ return;
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+
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+ // Movement speed as world units per second
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+ const float MOVE_SPEED = 20.0f;
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+ // Mouse sensitivity as degrees per pixel
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+ const float MOUSE_SENSITIVITY = 0.1f;
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+
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+ // Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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+ IntVector2 mouseMove = input.mouseMove;
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+ yaw += MOUSE_SENSITIVITY * mouseMove.x;
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+ pitch += MOUSE_SENSITIVITY * mouseMove.y;
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+ pitch = Clamp(pitch, -90.0f, 90.0f);
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+
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+ // Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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+ cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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+
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+ // Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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+ if (input.keyDown['W'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, 1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['S'])
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+ cameraNode.TranslateRelative(Vector3(0.0f, 0.0f, -1.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['A'])
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+ cameraNode.TranslateRelative(Vector3(-1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+ if (input.keyDown['D'])
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+ cameraNode.TranslateRelative(Vector3(1.0f, 0.0f, 0.0f) * MOVE_SPEED * timeStep);
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+
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+ // "Shoot" a physics object with left mousebutton
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+ if (input.mouseButtonPress[MOUSEB_LEFT])
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+ SpawnObject();
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+
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+ // Check for loading/saving the scene. Save the scene to the file Data/Scenes/Physics.xml relative to the executable
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+ // directory
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+ if (input.keyPress[KEY_F5])
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+ {
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+ File saveFile(fileSystem.programDir + "Data/Scenes/Ragdolls.xml", FILE_WRITE);
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+ scene_.SaveXML(saveFile);
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+ }
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+ if (input.keyPress[KEY_F7])
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+ {
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+ File loadFile(fileSystem.programDir + "Data/Scenes/Ragdolls.xml", FILE_READ);
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+ scene_.LoadXML(loadFile);
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+ }
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+
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+ // Toggle debug geometry with space
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+ if (input.keyPress[KEY_SPACE])
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+ drawDebug = !drawDebug;
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+}
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+
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+void SpawnObject()
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+{
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+ Node@ boxNode = scene_.CreateChild("Sphere");
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+ boxNode.position = cameraNode.position;
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+ boxNode.rotation = cameraNode.rotation;
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+ boxNode.SetScale(0.25f);
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+ StaticModel@ boxObject = boxNode.CreateComponent("StaticModel");
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+ boxObject.model = cache.GetResource("Model", "Models/Sphere.mdl");
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+ boxObject.material = cache.GetResource("Material", "Materials/StoneSmall.xml");
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+ boxObject.castShadows = true;
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+
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+ RigidBody@ body = boxNode.CreateComponent("RigidBody");
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+ body.mass = 1.0f;
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+ body.rollingFriction = 0.15f;
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+ CollisionShape@ shape = boxNode.CreateComponent("CollisionShape");
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+ shape.SetSphere(1.0f);
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+
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+ const float OBJECT_VELOCITY = 10.0f;
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+
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+ // Set initial velocity for the RigidBody based on camera forward vector. Add also a slight up component
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+ // to overcome gravity better
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+ body.linearVelocity = cameraNode.rotation * Vector3(0.0f, 0.25f, 1.0f) * OBJECT_VELOCITY;
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+}
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+
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+void HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // Take the frame time step, which is stored as a float
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+ float timeStep = eventData["TimeStep"].GetFloat();
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+
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+ // Move the camera, scale movement with time step
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+ MoveCamera(timeStep);
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+}
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+
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+void HandlePostRenderUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ // If draw debug mode is enabled, draw physics debug geometry. Use depth test to make the result easier to interpret
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+ if (drawDebug)
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+ scene_.physicsWorld.DrawDebugGeometry(true);
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+}
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+
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+// CreateRagdoll script object class
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+class CreateRagdoll : ScriptObject
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+{
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+ void Start()
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+ {
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+ // Subscribe physics collisions that concern this scene node
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+ SubscribeToEvent(node, "NodeCollision", "HandleNodeCollision");
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+ }
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+
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+ void HandleNodeCollision(StringHash eventType, VariantMap& eventData)
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+ {
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+ // Get the other colliding body, make sure it is moving (has nonzero mass)
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+ RigidBody@ otherBody = eventData["OtherBody"].GetRigidBody();
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+
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+ if (otherBody.mass > 0.0f)
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+ {
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+ // We do not need the physics components in the AnimatedModel's root scene node anymore
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+ node.RemoveComponent("RigidBody");
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+ node.RemoveComponent("CollisionShape");
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+
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+ // Create RigidBody & CollisionShape components to bones
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+ CreateRagdollBone("Bip01_Pelvis", SHAPE_BOX, Vector3(0.3f, 0.2f, 0.25f), Vector3(0.0f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 0.0f));
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+ CreateRagdollBone("Bip01_Spine1", SHAPE_BOX, Vector3(0.35f, 0.2f, 0.3f), Vector3(0.15f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 0.0f));
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+ CreateRagdollBone("Bip01_L_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_R_Thigh", SHAPE_CAPSULE, Vector3(0.175f, 0.45f, 0.175f), Vector3(0.25f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_L_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_R_Calf", SHAPE_CAPSULE, Vector3(0.15f, 0.55f, 0.15f), Vector3(0.25f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_Head", SHAPE_BOX, Vector3(0.2f, 0.2f, 0.2f), Vector3(0.1f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 0.0f));
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+ CreateRagdollBone("Bip01_L_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_R_UpperArm", SHAPE_CAPSULE, Vector3(0.15f, 0.35f, 0.15f), Vector3(0.1f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_L_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+ CreateRagdollBone("Bip01_R_Forearm", SHAPE_CAPSULE, Vector3(0.125f, 0.4f, 0.125f), Vector3(0.2f, 0.0f, 0.0f),
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+ Quaternion(0.0f, 0.0f, 90.0f));
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+
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+ // Create Constraints between bones
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+ CreateRagdollConstraint("Bip01_L_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0f, 0.0f, -1.0f),
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+ Vector3(0.0f, 0.0f, 1.0f), Vector2(45.0f, 45.0f), Vector2(0.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_R_Thigh", "Bip01_Pelvis", CONSTRAINT_CONETWIST, Vector3(0.0f, 0.0f, -1.0f),
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+ Vector3(0.0f, 0.0f, 1.0f), Vector2(45.0f, 45.0f), Vector2(0.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_L_Calf", "Bip01_L_Thigh", CONSTRAINT_HINGE, Vector3(0.0f, 0.0f, -1.0f),
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+ Vector3(0.0f, 0.0f, -1.0f), Vector2(90.0f, 0.0f), Vector2(0.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_R_Calf", "Bip01_R_Thigh", CONSTRAINT_HINGE, Vector3(0.0f, 0.0f, -1.0f),
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+ Vector3(0.0f, 0.0f, -1.0f), Vector2(90.0f, 0.0f), Vector2(0.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_Spine1", "Bip01_Pelvis", CONSTRAINT_HINGE, Vector3(0.0f, 0.0f, 1.0f),
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+ Vector3(0.0f, 0.0f, 1.0f), Vector2(45.0f, 0.0f), Vector2(-10.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_Head", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(-1.0f, 0.0f, 0.0f),
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+ Vector3(-1.0f, 0.0f, 0.0f), Vector2(0.0f, 30.0f), Vector2(0.0f, 0.0f));
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+ CreateRagdollConstraint("Bip01_L_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0f, -1.0f, 0.0f),
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+ Vector3(0.0f, 1.0f, 0.0f), Vector2(45.0f, 45.0f), Vector2(0.0f, 0.0f), false);
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+ CreateRagdollConstraint("Bip01_R_UpperArm", "Bip01_Spine1", CONSTRAINT_CONETWIST, Vector3(0.0f, -1.0f, 0.0f),
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+ Vector3(0.0f, 1.0f, 0.0f), Vector2(45.0f, 45.0f), Vector2(0.0f, 0.0f), false);
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+ CreateRagdollConstraint("Bip01_L_Forearm", "Bip01_L_UpperArm", CONSTRAINT_HINGE, Vector3(0.0f, 0.0f, -1.0f),
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+ Vector3(0.0f, 0.0f, -1.0f), Vector2(90.0f, 0.0f), Vector2(0.0f, 0.0f));
|
|
|
+ CreateRagdollConstraint("Bip01_R_Forearm", "Bip01_R_UpperArm", CONSTRAINT_HINGE, Vector3(0.0f, 0.0f, -1.0f),
|
|
|
+ Vector3(0.0f, 0.0f, -1.0f), Vector2(90.0f, 0.0f), Vector2(0.0f, 0.0f));
|
|
|
+
|
|
|
+ // Disable keyframe animation from all bones so that they will not interfere with the ragdoll
|
|
|
+ AnimatedModel@ model = node.GetComponent("AnimatedModel");
|
|
|
+ Skeleton@ skeleton = model.skeleton;
|
|
|
+ for (uint i = 0; i < skeleton.numBones; ++i)
|
|
|
+ skeleton.bones[i].animated = false;
|
|
|
+
|
|
|
+ // 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.Remove();
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void CreateRagdollBone(const String&in boneName, ShapeType type, const Vector3&in size, const Vector3&in position,
|
|
|
+ const Quaternion&in rotation)
|
|
|
+ {
|
|
|
+ // Find the correct child scene node recursively
|
|
|
+ Node@ boneNode = node.GetChild(boneName, true);
|
|
|
+ if (boneNode is null)
|
|
|
+ {
|
|
|
+ log.Warning("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 == SHAPE_BOX)
|
|
|
+ shape.SetBox(size, position, rotation);
|
|
|
+ else
|
|
|
+ shape.SetCapsule(size.x, size.y, position, rotation);
|
|
|
+ }
|
|
|
+
|
|
|
+ void CreateRagdollConstraint(const String&in boneName, const String&in parentName, ConstraintType type,
|
|
|
+ const Vector3&in axis, const Vector3&in parentAxis, const Vector2&in highLimit, const Vector2&in lowLimit,
|
|
|
+ bool disableCollision = true)
|
|
|
+ {
|
|
|
+ Node@ boneNode = node.GetChild(boneName, true);
|
|
|
+ Node@ parentNode = node.GetChild(parentName, true);
|
|
|
+ if (boneNode is null)
|
|
|
+ {
|
|
|
+ log.Warning("Could not find bone " + boneName + " for creating ragdoll constraint");
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ if (parentNode is null)
|
|
|
+ {
|
|
|
+ log.Warning("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.worldPosition = boneNode.worldPosition;
|
|
|
+ // Configure axes and limits
|
|
|
+ constraint.axis = axis;
|
|
|
+ constraint.otherAxis = parentAxis;
|
|
|
+ constraint.highLimit = highLimit;
|
|
|
+ constraint.lowLimit = lowLimit;
|
|
|
+ }
|
|
|
+}
|