Files
BABA_YAGA/Assets/Scripts/Player/Ragdoll/Editor/vRagdollBuilder.cs
2026-06-04 10:42:23 +07:00

711 lines
24 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Invector.vCharacterController
{
class vRagdollBuilder : ScriptableWizard
{
public enum vRagdollAvatarType
{
Human, Generic
}
public vRagdollAvatarType avatarType = vRagdollAvatarType.Human;
[Header("--- Animator of cursorObject Character ---")]
public Animator animator;
[Header("---Generic Character template---")]
public vRagdollGenericTemplate genericTemplate = null;
[Header("--- Bones ---")]
public Transform root;
public Transform leftHips;
public Transform leftKnee;
public Transform leftFoot;
public Transform rightHips;
public Transform rightKnee;
public Transform rightFoot;
public Transform leftArm;
public Transform leftElbow;
public Transform rightArm;
public Transform rightElbow;
public Transform middleSpine;
public Transform head;
[Header("--- Properties ---")]
public bool enableProjection = true;
public bool proportionalMass = true;
[Header("Total Mass will be ignored and set to 1 if Proportional Mass is true")]
public float totalMass = 20;
public float strength = 0.0F;
Vector3 right = Vector3.right;
Vector3 up = Vector3.up;
Vector3 forward = Vector3.forward;
Vector3 worldRight = Vector3.right;
Vector3 worldUp = Vector3.up;
Vector3 worldForward = Vector3.forward;
public bool flipForward = false;
class BoneInfo
{
public string name;
public Transform anchor;
public CharacterJoint joint;
public BoneInfo parent;
public float minLimit;
public float maxLimit;
public float swingLimit;
public Vector3 axis;
public Vector3 normalAxis;
public float radiusScale;
public Type colliderType;
public ArrayList children = new ArrayList();
public float density;
public float summedMass;// The mass of this and all children bodies
}
ArrayList bones;
BoneInfo rootBone;
string CheckConsistency()
{
PrepareBones();
Hashtable map = new Hashtable();
foreach (BoneInfo bone in bones)
{
if (bone.anchor)
{
if (map[bone.anchor] != null)
{
BoneInfo oldBone = (BoneInfo)map[bone.anchor];
return String.Format("{0} and {1} may not be assigned to the same bone.", bone.name, oldBone.name);
}
map[bone.anchor] = bone;
}
}
foreach (BoneInfo bone in bones)
{
if (bone.anchor == null)
{
return String.Format("{0} has not been assigned yet.\n", bone.name);
}
}
return "";
}
[MenuItem("Invector/Basic Locomotion/Components/Ragdoll")]
static void CreateWizard()
{
ScriptableWizard.DisplayWizard("Create Ragdoll", typeof(vRagdollBuilder));
//ScriptableWizard.DisplayWizard("Create Ragdoll", typeof (RagdollBuilder),"Create","Load Bones");
}
void DecomposeVector(out Vector3 normalCompo, out Vector3 tangentCompo, Vector3 outwardDir, Vector3 outwardNormal)
{
outwardNormal = outwardNormal.normalized;
normalCompo = outwardNormal * Vector3.Dot(outwardDir, outwardNormal);
tangentCompo = outwardDir - normalCompo;
}
void CalculateAxes()
{
if (head != null && root != null)
{
up = CalculateDirectionAxis(root.InverseTransformPoint(head.position));
}
if (rightElbow != null && root != null)
{
Vector3 removed, temp;
DecomposeVector(out temp, out removed, root.InverseTransformPoint(rightElbow.position), up);
right = CalculateDirectionAxis(removed);
}
forward = Vector3.Cross(right, up);
if (flipForward)
{
forward = -forward;
}
}
void Update()
{
errorString = CheckConsistency();
CalculateAxes();
if (errorString.Length != 0)
{
helpString = "Drag all bones from the hierarchy into their slots.\nMake sure your character is in T-Stand.\n";
}
else
{
helpString = "Make sure your character is in T-Stand.\nMake sure the blue axis faces in the same direction the chracter is looking.\nUse flipForward to flip the direction";
}
isValid = errorString.Length == 0;
}
void PrepareBones()
{
if (Selection.activeGameObject != null && Selection.activeGameObject.transform.GetComponent<Animator>() != null)
{
animator = Selection.activeGameObject.transform.GetComponent<Animator>();
animator.Rebind();
}
if (animator != null && avatarType == vRagdollAvatarType.Human)
{
GetHumanBones();
}
else
{
GetGenericBones();
}
if (root)
{
worldRight = root.TransformDirection(right);
worldUp = root.TransformDirection(up);
worldForward = root.TransformDirection(forward);
}
bones = new ArrayList();
rootBone = new BoneInfo();
rootBone.name = "Root";
rootBone.anchor = root;
rootBone.parent = null;
rootBone.density = 2.5F;
bones.Add(rootBone);
AddMirroredJoint("Hips", leftHips, rightHips, "Root", worldRight, worldForward, -20, 70, 30, typeof(CapsuleCollider), 0.3F, 1.5F);
AddMirroredJoint("Knee", leftKnee, rightKnee, "Hips", worldRight, worldForward, -80, 0, 0, typeof(CapsuleCollider), 0.25F, 1.5F);
// AddMirroredJoint ("Hips", leftHips, rightHips, "Root", worldRight, worldForward, -0, -70, 30, typeof(CapsuleCollider), 0.3F, 1.5F);
// AddMirroredJoint ("Knee", leftKnee, rightKnee, "Hips", worldRight, worldForward, -0, -50, 0, typeof(CapsuleCollider), .25F, 1.5F);
AddJoint("Middle Spine", middleSpine, "Root", worldRight, worldForward, -20, 20, 10, null, 1, 2.5F);
AddMirroredJoint("Arm", leftArm, rightArm, "Middle Spine", worldUp, worldForward, -70, 10, 50, typeof(CapsuleCollider), 0.25F, 1.0F);
AddMirroredJoint("Elbow", leftElbow, rightElbow, "Arm", worldForward, worldUp, -90, 0, 0, typeof(CapsuleCollider), 0.20F, 1.0F);
AddJoint("Head", head, "Middle Spine", worldRight, worldForward, -40, 25, 25, null, 1, 1.0F);
}
void GetHumanBones()
{
try
{
root = animator.GetBoneTransform(HumanBodyBones.Hips);
leftHips = animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg);
leftKnee = animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
leftFoot = animator.GetBoneTransform(HumanBodyBones.LeftFoot);
rightHips = animator.GetBoneTransform(HumanBodyBones.RightUpperLeg);
rightKnee = animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
rightFoot = animator.GetBoneTransform(HumanBodyBones.RightFoot);
leftArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm);
leftElbow = animator.GetBoneTransform(HumanBodyBones.LeftLowerArm);
rightArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
rightElbow = animator.GetBoneTransform(HumanBodyBones.RightLowerArm);
middleSpine = animator.GetBoneTransform(HumanBodyBones.Chest);
head = animator.GetBoneTransform(HumanBodyBones.Head);
EditorUtility.SetDirty(this);
}
catch
{
}
}
void GetGenericBones()
{
if (!genericTemplate && Selection.activeObject)
{
return;
}
try
{
var rootTransform = Selection.activeTransform;
root = genericTemplate.GetRoot(rootTransform);
leftHips = genericTemplate.GetLeftHips(rootTransform);
leftKnee = genericTemplate.GetLeftKnee(rootTransform);
leftFoot = genericTemplate.GetLeftFoot(rootTransform);
rightHips = genericTemplate.GetRightHips(rootTransform);
rightKnee = genericTemplate.GetRightKnee(rootTransform);
rightFoot = genericTemplate.GetRightFoot(rootTransform);
leftArm = genericTemplate.GetLeftArm(rootTransform);
leftElbow = genericTemplate.GetLeftElbow(rootTransform);
rightArm = genericTemplate.GetRightArm(rootTransform);
rightElbow = genericTemplate.GetRightElbow(rootTransform);
middleSpine = genericTemplate.GetMiddleSpine(rootTransform);
head = genericTemplate.GetHead(rootTransform);
EditorUtility.SetDirty(this);
}
catch
{
}
}
void OnWizardCreate()
{
//if(Selection.activeGameObject!=null)
var hasRagdoll = Selection.activeGameObject.GetComponent<vRagdoll>();
if (!hasRagdoll)
{
Selection.activeGameObject.AddComponent<vRagdoll>();
}
Selection.activeGameObject.GetComponent<Rigidbody>().collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
Cleanup();
BuildCapsules();
AddBreastColliders();
AddHeadCollider();
BuildBodies();
BuildJoints();
CalculateMass();
}
BoneInfo FindBone(string name)
{
foreach (BoneInfo bone in bones)
{
if (bone.name == name)
{
return bone;
}
}
return null;
}
void AddMirroredJoint(string name, Transform leftAnchor, Transform rightAnchor, string parent, Vector3 worldTwistAxis, Vector3 worldSwingAxis, float minLimit, float maxLimit, float swingLimit, Type colliderType, float radiusScale, float density)
{
AddJoint("Left " + name, leftAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
AddJoint("Right " + name, rightAnchor, parent, worldTwistAxis, worldSwingAxis, minLimit, maxLimit, swingLimit, colliderType, radiusScale, density);
}
void AddJoint(string name, Transform anchor, string parent, Vector3 worldTwistAxis, Vector3 worldSwingAxis, float minLimit, float maxLimit, float swingLimit, Type colliderType, float radiusScale, float density)
{
BoneInfo bone = new BoneInfo();
bone.name = name;
bone.anchor = anchor;
bone.axis = worldTwistAxis;
bone.normalAxis = worldSwingAxis;
bone.minLimit = minLimit;
bone.maxLimit = maxLimit;
bone.swingLimit = swingLimit;
bone.density = density;
bone.colliderType = colliderType;
bone.radiusScale = radiusScale;
if (FindBone(parent) != null)
{
bone.parent = FindBone(parent);
}
else if (name.StartsWith("Left"))
{
bone.parent = FindBone("Left " + parent);
}
else if (name.StartsWith("Right"))
{
bone.parent = FindBone("Right " + parent);
}
bone.parent.children.Add(bone);
bones.Add(bone);
}
void BuildCapsules()
{
foreach (BoneInfo bone in bones)
{
if (bone.colliderType != typeof(CapsuleCollider))
{
continue;
}
int direction;
float distance;
if (bone.children.Count == 1)
{
BoneInfo childBone = (BoneInfo)bone.children[0];
Vector3 endPoint = childBone.anchor.position;
CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
}
else
{
Vector3 endPoint = (bone.anchor.position - bone.parent.anchor.position) + bone.anchor.position;
CalculateDirection(bone.anchor.InverseTransformPoint(endPoint), out direction, out distance);
if (bone.anchor.GetComponentsInChildren(typeof(Transform)).Length > 1)
{
Bounds bounds = new Bounds();
foreach (Transform child in bone.anchor.GetComponentsInChildren(typeof(Transform)))
{
bounds.Encapsulate(bone.anchor.InverseTransformPoint(child.position));
}
if (distance > 0)
{
distance = bounds.max[direction];
}
else
{
distance = bounds.min[direction];
}
}
}
CapsuleCollider collider = bone.anchor.gameObject.AddComponent<CapsuleCollider>();
collider.direction = direction;
Vector3 center = Vector3.zero;
center[direction] = distance * 0.5F;
collider.center = center;
collider.height = Mathf.Abs(distance);
collider.radius = Mathf.Abs(distance * bone.radiusScale);
}
}
void Cleanup()
{
foreach (BoneInfo bone in bones)
{
if (!bone.anchor)
{
continue;
}
Component[] joints = bone.anchor.GetComponentsInChildren(typeof(Joint));
foreach (Joint joint in joints)
{
DestroyImmediate(joint);
}
Component[] bodies = bone.anchor.GetComponentsInChildren(typeof(Rigidbody));
foreach (Rigidbody body in bodies)
{
DestroyImmediate(body);
}
Component[] colliders = bone.anchor.GetComponentsInChildren(typeof(Collider));
foreach (Collider collider in colliders)
{
if (collider.transform != leftFoot.transform && collider.transform != rightFoot)
{
DestroyImmediate(collider);
}
}
}
}
void BuildBodies()
{
foreach (BoneInfo bone in bones)
{
bone.anchor.gameObject.AddComponent<Rigidbody>();
var hasDamageReceiver = bone.anchor.gameObject.GetComponent<vDamageReceiver>();
if (!hasDamageReceiver)
{
bone.anchor.gameObject.AddComponent<vDamageReceiver>();
}
bone.anchor.GetComponent<Rigidbody>().mass = bone.density;
bone.anchor.GetComponent<Rigidbody>().collisionDetectionMode = CollisionDetectionMode.ContinuousSpeculative;
// set layer "BodyPart" to each bone
bone.anchor.gameObject.layer = LayerMask.NameToLayer("BodyPart");
}
}
void BuildJoints()
{
foreach (BoneInfo bone in bones)
{
if (bone.parent == null)
{
continue;
}
CharacterJoint joint = bone.anchor.gameObject.AddComponent<CharacterJoint>();
bone.joint = joint;
// Setup connection and axis
joint.axis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.axis));
joint.swingAxis = CalculateDirectionAxis(bone.anchor.InverseTransformDirection(bone.normalAxis));
joint.anchor = Vector3.zero;
joint.connectedBody = bone.parent.anchor.GetComponent<Rigidbody>();
// Setup limits
SoftJointLimit limit = new SoftJointLimit();
limit.limit = bone.minLimit;
joint.lowTwistLimit = limit;
limit.limit = bone.maxLimit;
joint.highTwistLimit = limit;
limit.limit = bone.swingLimit;
joint.swing1Limit = limit;
limit.limit = 0;
joint.swing2Limit = limit;
joint.enableProjection = enableProjection;
}
}
void CalculateMassRecurse(BoneInfo bone)
{
float mass = bone.anchor.GetComponent<Rigidbody>().mass;
foreach (BoneInfo child in bone.children)
{
CalculateMassRecurse(child);
mass += child.summedMass;
}
bone.summedMass = mass;
}
void CalculateMass()
{
// Calculate allChildMass by summing all bodies
CalculateMassRecurse(rootBone);
// Rescale the mass so that the whole character weights totalMass
float massScale = totalMass / rootBone.summedMass;
foreach (BoneInfo bone in bones)
{
if (proportionalMass)
{
bone.anchor.GetComponent<Rigidbody>().mass = 10;
}
else
{
bone.anchor.GetComponent<Rigidbody>().mass *= massScale;
}
}
// Recalculate allChildMass by summing all bodies
CalculateMassRecurse(rootBone);
}
static void CalculateDirection(Vector3 point, out int direction, out float distance)
{
// Calculate longest axis
direction = 0;
if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
{
direction = 1;
}
if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
{
direction = 2;
}
distance = point[direction];
}
static Vector3 CalculateDirectionAxis(Vector3 point)
{
int direction = 0;
float distance;
CalculateDirection(point, out direction, out distance);
Vector3 axis = Vector3.zero;
if (distance > 0)
{
axis[direction] = 1.0F;
}
else
{
axis[direction] = -1.0F;
}
return axis;
}
static int SmallestComponent(Vector3 point)
{
int direction = 0;
if (Mathf.Abs(point[1]) < Mathf.Abs(point[0]))
{
direction = 1;
}
if (Mathf.Abs(point[2]) < Mathf.Abs(point[direction]))
{
direction = 2;
}
return direction;
}
static int LargestComponent(Vector3 point)
{
int direction = 0;
if (Mathf.Abs(point[1]) > Mathf.Abs(point[0]))
{
direction = 1;
}
if (Mathf.Abs(point[2]) > Mathf.Abs(point[direction]))
{
direction = 2;
}
return direction;
}
static int SecondLargestComponent(Vector3 point)
{
int smallest = SmallestComponent(point);
int largest = LargestComponent(point);
if (smallest < largest)
{
int temp = largest;
largest = smallest;
smallest = temp;
}
if (smallest == 0 && largest == 1)
{
return 2;
}
else if (smallest == 0 && largest == 2)
{
return 1;
}
else
{
return 0;
}
}
Bounds Clip(Bounds bounds, Transform relativeTo, Transform clipTransform, bool below)
{
int axis = LargestComponent(bounds.size);
if (Vector3.Dot(worldUp, relativeTo.TransformPoint(bounds.max)) > Vector3.Dot(worldUp, relativeTo.TransformPoint(bounds.min)) == below)
{
Vector3 min = bounds.min;
min[axis] = relativeTo.InverseTransformPoint(clipTransform.position)[axis];
bounds.min = min;
}
else
{
Vector3 max = bounds.max;
max[axis] = relativeTo.InverseTransformPoint(clipTransform.position)[axis];
bounds.max = max;
}
return bounds;
}
Bounds GetBreastBounds(Transform relativeTo)
{
// Root bounds
Bounds bounds = new Bounds();
bounds.Encapsulate(relativeTo.InverseTransformPoint(leftHips.position));
bounds.Encapsulate(relativeTo.InverseTransformPoint(rightHips.position));
bounds.Encapsulate(relativeTo.InverseTransformPoint(leftArm.position));
bounds.Encapsulate(relativeTo.InverseTransformPoint(rightArm.position));
Vector3 size = bounds.size;
size[SmallestComponent(bounds.size)] = size[LargestComponent(bounds.size)] / 2.0F;
bounds.size = size;
return bounds;
}
void AddBreastColliders()
{
// Middle spine and root
if (middleSpine != null && root != null)
{
Bounds bounds;
BoxCollider box;
// Middle spine bounds
bounds = Clip(GetBreastBounds(root), root, middleSpine, false);
box = root.gameObject.AddComponent<BoxCollider>();
box.center = bounds.center;
box.size = bounds.size;
bounds = Clip(GetBreastBounds(middleSpine), middleSpine, middleSpine, true);
box = middleSpine.gameObject.AddComponent<BoxCollider>();
box.center = bounds.center;
box.size = bounds.size;
}
// Only root
else
{
Bounds bounds = new Bounds();
bounds.Encapsulate(root.InverseTransformPoint(leftHips.position));
bounds.Encapsulate(root.InverseTransformPoint(rightHips.position));
bounds.Encapsulate(root.InverseTransformPoint(leftArm.position));
bounds.Encapsulate(root.InverseTransformPoint(rightArm.position));
Vector3 size = bounds.size;
size[SmallestComponent(bounds.size)] = size[LargestComponent(bounds.size)] / 2.0F;
BoxCollider box = root.gameObject.AddComponent<BoxCollider>();
box.center = bounds.center;
box.size = size;
}
}
void AddHeadCollider()
{
if (head.GetComponent<Collider>())
{
Destroy(head.GetComponent<Collider>());
}
float radius = Vector3.Distance(root.InverseTransformPoint(rightArm.transform.position), root.InverseTransformPoint(leftArm.transform.position));
radius /= 4;
SphereCollider sphere = head.gameObject.AddComponent<SphereCollider>();
sphere.radius = radius;
Vector3 center = Vector3.zero;
int direction;
float distance;
CalculateDirection(head.InverseTransformPoint(root.position), out direction, out distance);
if (distance > 0)
{
center[direction] = -radius;
}
else
{
center[direction] = radius;
}
sphere.center = center;
}
}
}