implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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697 lines
18 KiB
697 lines
18 KiB
9 months ago
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Unity.MLAgents;
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using UnityEngine;
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using UnityEngine.Assertions;
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using System.Linq.Expressions;
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public class MocapControllerArtanim : MonoBehaviour, IOnSensorCollision
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{
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public List<float> SensorIsInTouch;
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List<GameObject> _sensors;
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internal Animator anim;
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[Range(0f,1f)]
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public float NormalizedTime;
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public float Lenght;
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public bool IsLoopingAnimation;
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[SerializeField]
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Rigidbody _rigidbodyRoot;
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private List<Rigidbody> _rigidbodies;
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private List<Transform> _transforms;
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public bool RequestCamera;
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public bool CameraFollowMe;
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public Transform CameraTarget;
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Vector3 _resetPosition;
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Quaternion _resetRotation;
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[SerializeField]
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bool _isGeneratedProcedurally = false;
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public bool IsGeneratedProcedurally { set => _isGeneratedProcedurally = value; }
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[Space(20)]
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//---------------------- piece added to deal with mixamo characters and mapping between skinned and physical characters
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//[SerializeField]
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//bool _usesMotionMatching = false;
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private bool _usingMocapAnimatorController = false;
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MocapAnimatorController _mocapAnimController;
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[SerializeField]
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float _debugDistance = 0.0f;
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//I try to configure here, directly, the offsets.
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// [SerializeField]
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// string rigBaseName = "mixamorig";
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// private List<Transform> _targetPoseTransforms = null;
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//[SerializeField]
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//Transform _targetMocapCharacter;
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private List<MappingOffset> _offsetsSource2RB = null;
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//for debugging, we disable this when setTpose in MarathonTestBedController is on
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[HideInInspector]
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public bool doFixedUpdate = true;
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bool _hasLazyInitialized;
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private List<GameObject> allChildObjects = new List<GameObject>();
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void SetOffsetSourcePose2RBInProceduralWorld() {
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_transforms = GetComponentsInChildren<Transform>().ToList();
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_offsetsSource2RB = new List<MappingOffset>();
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if (_rigidbodies == null)
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{
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_rigidbodies = _rigidbodyRoot.GetComponentsInChildren<Rigidbody>().ToList();
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// _transforms = GetComponentsInChildren<Transform>().ToList();
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}
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foreach (Rigidbody rb in _rigidbodies)
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{
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//ArticulationBody ab = _articulationbodies.First(x => x.name == abname);
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string[] temp = rb.name.Split(':');
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//string tname = temp[1];
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string tname = rb.name.TrimStart(temp[0].ToArray<char>());
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tname = tname.TrimStart(':');
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//if structure is "articulation:" + t.name, it comes from a joint:
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if (temp[0].Equals("articulation"))
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{
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Transform t = _transforms.First(x => x.name == tname);
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//TODO: check these days if those values are different from 0, sometimes
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Quaternion qoffset = rb.transform.rotation * Quaternion.Inverse(t.rotation);
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MappingOffset r = new MappingOffset(t, rb, qoffset);
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_offsetsSource2RB.Add(r);
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r.UpdateRigidBodies = true;//TODO: check if really needed, probably the constructor already does it
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}
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}
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}
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MappingOffset SetOffsetSourcePose2RB(string rbname, string tname)
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{
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//here we set up:
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// a. the transform of the rigged character input
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// NO b. the rigidbody of the physical character
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// c. the offset calculated between the rigged character INPUT, and the rigidbody
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if (_transforms == null)
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{
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_transforms = GetComponentsInChildren<Transform>().ToList();
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//Debug.Log("the number of transforms in source pose is: " + _transforms.Count);
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}
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if (_offsetsSource2RB == null)
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{
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_offsetsSource2RB = new List<MappingOffset>();
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}
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if (_rigidbodies == null )
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{
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_rigidbodies = _rigidbodyRoot.GetComponentsInChildren<Rigidbody>().ToList();
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// _transforms = GetComponentsInChildren<Transform>().ToList();
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}
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Rigidbody rb = null;
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try
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{
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rb = _rigidbodies.First(x => x.name == rbname);
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}
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catch
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{
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Debug.LogError("no rigidbody with name " + rbname);
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}
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Transform tref = null;
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try
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{
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tref = _transforms.First(x => x.name == tname);
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}
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catch
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{
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Debug.LogError("no bone transform with name in input pose " + tname);
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}
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//from refPose to Physical body:
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//q_{physical_body} = q_{offset} * q_{refPose}
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//q_{offset} = q_{physical_body} * Quaternion.Inverse(q_{refPose})
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//Quaternion qoffset = rb.transform.localRotation * Quaternion.Inverse(tref.localRotation);
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//using the global rotation instead of the local one prevents from dependencies on bones that are not mapped to the rigid body (like the shoulder)
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Quaternion qoffset = rb.transform.rotation * Quaternion.Inverse(tref.rotation);
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MappingOffset r = new MappingOffset(tref, rb, qoffset);
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r.UpdateRigidBodies = true;//not really needed, the constructor already does it
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_offsetsSource2RB.Add(r);
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return r;
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}
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//void SetSon(MappingOffset o, string tsonname) {
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// Transform tref = null;
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// try
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// {
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// tref = _transforms.First(x => x.name == tsonname);
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// }
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// catch (Exception e)
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// {
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// Debug.LogError("no bone transform with name in input pose " + tsonname);
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// }
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// o.SetSon(tref);
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//}
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//public bool UsingMocapAnimatorController { get => _usingMocapAnimatorController; set => _usingMocapAnimatorController = value; }
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//public bool UsingMocapAnimatorController { get => _usingMocapAnimatorController; }
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public void OnAgentInitialize()
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{
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LazyInitialize();
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}
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void LazyInitialize()
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{
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if (_hasLazyInitialized)
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return;
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try
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{
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_mocapAnimController = GetComponent<MocapAnimatorController>();
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string s = _mocapAnimController.name;//this should launch an exception if there is no animator
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_usingMocapAnimatorController = true;
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}
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catch {
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_usingMocapAnimatorController = false;
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Debug.LogWarning("Mocap Controller is working WITHOUT MocapAnimatorController");
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}
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//we already created this in the procedural case:
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if(! _isGeneratedProcedurally)
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try
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{
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DynamicallyCreateRagdollForMocap();
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}
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catch(Exception e)
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{
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Debug.LogError(e);
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}
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SetupSensors();
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anim = GetComponent<Animator>();
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if (_usingMocapAnimatorController && !_isGeneratedProcedurally)
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{
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// anim.Play("Record",0, NormalizedTime);
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anim.Play("Idle", 0, NormalizedTime);
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anim.Update(0f);
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}
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if (RequestCamera && CameraTarget != null)
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{
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var instances = FindObjectsOfType<MocapControllerArtanim>().ToList();
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if (instances.Count(x=>x.CameraFollowMe) < 1)
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CameraFollowMe = true;
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}
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if (CameraFollowMe){
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var camera = FindObjectOfType<Camera>();
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var follow = camera.GetComponent<SmoothFollow>();
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follow.target = CameraTarget;
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}
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_resetPosition = transform.position;
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_resetRotation = transform.rotation;
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_hasLazyInitialized = true;
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}
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public void DynamicallyCreateRagdollForMocap()
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{
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// Find Ragdoll in parent
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Transform parent = this.transform.parent;
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RagDollAgent[] ragdolls = parent.GetComponentsInChildren<RagDollAgent>(true);
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Assert.AreEqual(ragdolls.Length, 1, "code only supports one RagDollAgent");
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RagDollAgent ragDoll = ragdolls[0];
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var ragdollForMocap = new GameObject("RagdollForMocap");
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ragdollForMocap.transform.SetParent(this.transform, false);
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Assert.AreEqual(ragDoll.transform.childCount, 1, "code only supports 1 child");
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var ragdollRoot = ragDoll.transform.GetChild(0);
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// clone the ragdoll root
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var clone = Instantiate(ragdollRoot);
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// remove '(clone)' from names
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foreach (var t in clone.GetComponentsInChildren<Transform>())
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{
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t.name = t.name.Replace("(Clone)", "");
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}
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clone.transform.SetParent(ragdollForMocap.transform, false);
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// swap ArticulatedBody for RidgedBody, but delete abody first before attaching
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foreach (var abody in clone.GetComponentsInChildren<ArticulationBody>())
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{
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var bodyGameobject = abody.gameObject;
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//var rb = bodyGameobject.AddComponent<Rigidbody>();
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var mass = abody.mass;
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var gravity = abody.useGravity;
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DestroyImmediate(abody);
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var rb = bodyGameobject.AddComponent<Rigidbody>();
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rb.mass = mass;
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rb.useGravity = gravity;
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}
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// make Kinematic
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foreach (var rb in clone.GetComponentsInChildren<Rigidbody>())
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{
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rb.isKinematic = true;
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}
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// set the root
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this._rigidbodyRoot = clone.GetComponent<Rigidbody>();
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// set the layers
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ragdollForMocap.layer = this.gameObject.layer;
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9 months ago
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9 months ago
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FindAllChildObjects(ragdollForMocap.transform);
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9 months ago
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foreach (var obj in allChildObjects)
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{
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obj.layer = this.gameObject.layer;
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}
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9 months ago
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9 months ago
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// setup HandleOverlap
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foreach (var rb in clone.GetComponentsInChildren<Rigidbody>())
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{
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// remove cloned HandledOverlap
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var oldHandleOverlap = rb.GetComponent<HandleOverlap>();
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DestroyImmediate(oldHandleOverlap);
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var handleOverlap = rb.gameObject.AddComponent<HandleOverlap>();
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handleOverlap.Parent = clone.gameObject;
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9 months ago
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}
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9 months ago
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//var children = new List<Transform>();
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//for (int i = 0; i < ragdollForMocap.transform.childCount; i++)
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//{
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// children.Add(ragdollForMocap.transform.GetChild(i));
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//}
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//Debug.Log(children.Count);
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}
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9 months ago
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// Function to recursively find all child game objects
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private void FindAllChildObjects(Transform parent)
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{
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foreach (Transform child in parent)
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{
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// Add the child to the list
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allChildObjects.Add(child.gameObject);
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// Recursively call this function for each child's children
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FindAllChildObjects(child);
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}
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}
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void SetupSensors()
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{
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_sensors = GetComponentsInChildren<SensorBehavior>()
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.Select(x=>x.gameObject)
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.ToList();
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SensorIsInTouch = Enumerable.Range(0,_sensors.Count).Select(x=>0f).ToList();
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}
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void FixedUpdate()
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{
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LazyInitialize();
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if (doFixedUpdate)
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OnFixedUpdate();
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}
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void OnFixedUpdate() {
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LazyInitialize();
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//if (!_usesMotionMatching)
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{
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AnimatorStateInfo stateInfo = anim.GetCurrentAnimatorStateInfo(0);
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AnimatorClipInfo[] clipInfo = anim.GetCurrentAnimatorClipInfo(0);
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Lenght = stateInfo.length;
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NormalizedTime = stateInfo.normalizedTime;
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IsLoopingAnimation = stateInfo.loop;
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var timeStep = stateInfo.length * stateInfo.normalizedTime;
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//var endTime = 1f;
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//if (IsLoopingAnimation)
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// endTime = 3f;
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// if (NormalizedTime <= endTime) {
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// }
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}
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if (_isGeneratedProcedurally)
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MimicAnimationArtanimInProceduralWorld();
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else
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MimicAnimationArtanim();
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}
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void MimicAnimationArtanimInProceduralWorld() {
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if (!anim.enabled)
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return;
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else
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SetOffsetSourcePose2RBInProceduralWorld();
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}
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void MimicAnimationArtanim() {
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if (!anim.enabled)
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return;
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if (_offsetsSource2RB == null)
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{
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MappingOffset o = SetOffsetSourcePose2RB("articulation:Hips", "mixamorig:Hips");
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o.SetAsRoot(true, _debugDistance);
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SetOffsetSourcePose2RB("articulation:Spine", "mixamorig:Spine");
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SetOffsetSourcePose2RB("articulation:Spine1", "mixamorig:Spine1");
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SetOffsetSourcePose2RB("articulation:Spine2", "mixamorig:Spine2");
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SetOffsetSourcePose2RB("articulation:Neck", "mixamorig:Neck");
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SetOffsetSourcePose2RB("head", "mixamorig:Head");
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SetOffsetSourcePose2RB("articulation:LeftShoulder", "mixamorig:LeftShoulder");
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SetOffsetSourcePose2RB("articulation:LeftArm", "mixamorig:LeftArm");
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SetOffsetSourcePose2RB("articulation:LeftForeArm", "mixamorig:LeftForeArm");
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// SetOffsetSourcePose2RB("left_hand", "mixamorig:LeftHand");
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// no rigidbodies in hands, so far
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SetOffsetSourcePose2RB("articulation:RightShoulder", "mixamorig:RightShoulder");
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SetOffsetSourcePose2RB("articulation:RightArm", "mixamorig:RightArm");
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SetOffsetSourcePose2RB("articulation:RightForeArm", "mixamorig:RightForeArm");
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// SetOffsetSourcePose2RB("right_hand", "mixamorig:RightHand");
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SetOffsetSourcePose2RB("articulation:LeftUpLeg", "mixamorig:LeftUpLeg");
|
||
|
SetOffsetSourcePose2RB("articulation:LeftLeg", "mixamorig:LeftLeg");
|
||
|
|
||
|
|
||
|
SetOffsetSourcePose2RB("articulation:LeftToeBase", "mixamorig:LeftToeBase");
|
||
|
|
||
|
|
||
|
SetOffsetSourcePose2RB("articulation:RightUpLeg", "mixamorig:RightUpLeg");
|
||
|
SetOffsetSourcePose2RB("articulation:RightLeg", "mixamorig:RightLeg");
|
||
|
SetOffsetSourcePose2RB("articulation:RightToeBase", "mixamorig:RightToeBase");
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
MimicCynematicChar();
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void MimicCynematicChar()
|
||
|
{
|
||
|
|
||
|
try
|
||
|
{
|
||
|
foreach (MappingOffset o in _offsetsSource2RB)
|
||
|
{
|
||
|
o.UpdateRotation();
|
||
|
|
||
|
}
|
||
|
}
|
||
|
catch
|
||
|
{
|
||
|
Debug.Log("not calibrated yet...");
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
[Space(20)]
|
||
|
[Range(0f,1f)]
|
||
|
public float toePositionOffset = .3f;
|
||
|
[Range(0f,1f)]
|
||
|
public float toeRotationOffset = .7f;
|
||
|
|
||
|
void MimicLeftFoot(string name, Vector3 offset, Quaternion rotationOffset)
|
||
|
{
|
||
|
string animStartName = "mixamorig:LeftFoot";
|
||
|
// string animEndtName = "mixamorig:LeftToeBase";
|
||
|
string animEndtName = "mixamorig:LeftToe_End";
|
||
|
if (_rigidbodies == null || _transforms == null)
|
||
|
{
|
||
|
_rigidbodies = GetComponentsInChildren<Rigidbody>().ToList();
|
||
|
_transforms = GetComponentsInChildren<Transform>().ToList();
|
||
|
}
|
||
|
|
||
|
var animStartBone = _transforms.First(x=>x.name == animStartName);
|
||
|
var animEndBone = _transforms.First(x=>x.name == animEndtName);
|
||
|
var target = _rigidbodies.First(x=>x.name == name);
|
||
|
|
||
|
var rotation = Quaternion.Lerp(animStartBone.rotation, animEndBone.rotation, toeRotationOffset);
|
||
|
var skinOffset = (animEndBone.transform.position - animStartBone.transform.position);
|
||
|
target.transform.position = animStartBone.transform.position + (skinOffset * toePositionOffset) + offset;
|
||
|
target.transform.rotation = rotation * rotationOffset;
|
||
|
}
|
||
|
void MimicRightFoot(string name, Vector3 offset, Quaternion rotationOffset)
|
||
|
{
|
||
|
string animStartName = "mixamorig:RightFoot";
|
||
|
// string animEndtName = "mixamorig:RightToeBase";
|
||
|
string animEndtName = "mixamorig:RightToe_End";
|
||
|
if (_rigidbodies == null || _transforms == null)
|
||
|
{
|
||
|
_rigidbodies = GetComponentsInChildren<Rigidbody>().ToList();
|
||
|
_transforms = GetComponentsInChildren<Transform>().ToList();
|
||
|
}
|
||
|
|
||
|
|
||
|
var animStartBone = _transforms.First(x=>x.name == animStartName);
|
||
|
var animEndBone = _transforms.First(x=>x.name == animEndtName);
|
||
|
var target = _rigidbodies.First(x=>x.name == name);
|
||
|
|
||
|
var rotation = Quaternion.Lerp(animStartBone.rotation, animEndBone.rotation, toeRotationOffset);
|
||
|
var skinOffset = (animEndBone.transform.position - animStartBone.transform.position);
|
||
|
target.transform.position = animStartBone.transform.position + (skinOffset * toePositionOffset) + offset;
|
||
|
target.transform.rotation = rotation * rotationOffset;
|
||
|
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
public void OnReset(Quaternion resetRotation)
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
|
||
|
if (!doFixedUpdate)
|
||
|
return;
|
||
|
|
||
|
if (_usingMocapAnimatorController)
|
||
|
{
|
||
|
_mocapAnimController.OnReset();
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Debug.Log("I am resetting the reference animation with MxMAnimator (no _mocapController)");
|
||
|
|
||
|
//GetComponent<MxMAnimator>().enabled = false;
|
||
|
|
||
|
//GetComponent<MxMAnimator>().enabled = true;
|
||
|
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
transform.position = _resetPosition;
|
||
|
// handle character controller skin width
|
||
|
var characterController = GetComponent<CharacterController>();
|
||
|
if (characterController != null)
|
||
|
{
|
||
|
var pos = transform.position;
|
||
|
pos.y += characterController.skinWidth;
|
||
|
transform.position = pos;
|
||
|
}
|
||
|
transform.rotation = resetRotation;
|
||
|
if (_isGeneratedProcedurally)
|
||
|
MimicAnimationArtanimInProceduralWorld();
|
||
|
else
|
||
|
MimicAnimationArtanim();
|
||
|
}
|
||
|
|
||
|
public void OnSensorCollisionEnter(Collider sensorCollider, GameObject other)
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
|
||
|
//if (string.Compare(other.name, "Terrain", true) !=0)
|
||
|
if (other.layer != LayerMask.NameToLayer("Ground"))
|
||
|
return;
|
||
|
var sensor = _sensors
|
||
|
.FirstOrDefault(x=>x == sensorCollider.gameObject);
|
||
|
if (sensor != null) {
|
||
|
var idx = _sensors.IndexOf(sensor);
|
||
|
SensorIsInTouch[idx] = 1f;
|
||
|
}
|
||
|
}
|
||
|
public void OnSensorCollisionExit(Collider sensorCollider, GameObject other)
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
|
||
|
if (other.layer != LayerMask.NameToLayer("Ground"))
|
||
|
return;
|
||
|
var sensor = _sensors
|
||
|
.FirstOrDefault(x=>x == sensorCollider.gameObject);
|
||
|
if (sensor != null) {
|
||
|
var idx = _sensors.IndexOf(sensor);
|
||
|
SensorIsInTouch[idx] = 0f;
|
||
|
}
|
||
|
}
|
||
|
public void CopyStatesTo(GameObject target)
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
|
||
|
var targets = target.GetComponentsInChildren<ArticulationBody>().ToList();
|
||
|
if (targets?.Count == 0)
|
||
|
return;
|
||
|
var root = targets.First(x=>x.isRoot);
|
||
|
root.gameObject.SetActive(false);
|
||
|
foreach (var targetRb in targets)
|
||
|
{
|
||
|
var stat = GetComponentsInChildren<Rigidbody>().First(x=>x.name == targetRb.name);
|
||
|
targetRb.transform.position = stat.position;
|
||
|
targetRb.transform.rotation = stat.rotation;
|
||
|
if (targetRb.isRoot)
|
||
|
{
|
||
|
targetRb.TeleportRoot(stat.position, stat.rotation);
|
||
|
}
|
||
|
float stiffness = 0f;
|
||
|
float damping = 10000f;
|
||
|
if (targetRb.twistLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.xDrive;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
targetRb.xDrive = drive;
|
||
|
}
|
||
|
if (targetRb.swingYLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.yDrive;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
targetRb.yDrive = drive;
|
||
|
}
|
||
|
if (targetRb.swingZLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.zDrive;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
targetRb.zDrive = drive;
|
||
|
}
|
||
|
}
|
||
|
root.gameObject.SetActive(true);
|
||
|
}
|
||
|
public Vector3 SnapTo(Vector3 snapPosition)
|
||
|
{
|
||
|
snapPosition.y = transform.position.y;
|
||
|
var snapDistance = snapPosition-transform.position;
|
||
|
transform.position = snapPosition;
|
||
|
return snapDistance;
|
||
|
}
|
||
|
|
||
|
public List<Rigidbody> GetRigidBodies()
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
return GetComponentsInChildren<Rigidbody>().ToList();
|
||
|
}
|
||
|
}
|