implementation of drecon in unity 2022 lts
forked from:
https://github.com/joanllobera/marathon-envs
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594 lines
18 KiB
594 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 UnityEngine.AI;
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using System.Linq.Expressions;
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public class MapAnim2Ragdoll : MonoBehaviour, IOnSensorCollision
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{//previously Mocap Controller Artanim
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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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List<Transform> _animTransforms;
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public List<Transform> _ragdollTransforms;
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List<Rigidbody> _ragDollRigidbody;
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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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[Space(20)]
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[Header("Stats")]
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public Vector3 CenterOfMassVelocity;
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public float CenterOfMassVelocityMagnitude;
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public Vector3 CenterOfMassVelocityInRootSpace;
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public float CenterOfMassVelocityMagnitudeInRootSpace;
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public Vector3 LastCenterOfMassInWorldSpace;
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public Vector3 LastRootPositionInWorldSpace;
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public Vector3 LastHeadPositionInWorldSpace;
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public Vector3 HorizontalDirection;
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public List<Vector3> LastPosition;
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public List<Quaternion> LastRotation;
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public List<Vector3> Velocities;
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public List<Vector3> AngularVelocities;
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//TODO: find a way to remove this dependency (otherwise, not fully procedural)
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private bool _usingMocapAnimatorController = false;
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IAnimationController _mocapAnimController;
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// [SerializeField]
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// float _debugDistance = 0.0f;
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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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bool _hackyNavAgentMode;
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Collider _root;
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Collider _head;
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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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// check if we need to create our ragdoll
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var ragdoll4Mocap = GetComponentsInChildren<Transform>()
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.Where(x=>x.name == "RagdollForMocap")
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.FirstOrDefault();
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if (ragdoll4Mocap == null)
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DynamicallyCreateRagdollForMocap();
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_mocapAnimController = GetComponent<IAnimationController>();
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_usingMocapAnimatorController = _mocapAnimController != null;
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if (!_usingMocapAnimatorController)
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{
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Debug.LogWarning("Mocap Controller is working WITHOUT AnimationController");
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}
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var ragdollTransforms =
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GetComponentsInChildren<Transform>()
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.Where(x=>x.name.StartsWith("articulation"))
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.ToList();
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var ragdollNames = ragdollTransforms
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.Select(x=>x.name)
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.ToList();
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var animNames = ragdollNames
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.Select(x=>x.Replace("articulation:",""))
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.ToList();
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var animTransforms = animNames
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.Select(x=>GetComponentsInChildren<Transform>().FirstOrDefault(y=>y.name == x))
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.Where(x=>x!=null)
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.ToList();
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_animTransforms = new List<Transform>();
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_ragdollTransforms = new List<Transform>();
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// first time, copy position and rotation
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foreach (var animTransform in animTransforms)
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{
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var ragdollTransform = ragdollTransforms
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.First(x=>x.name == $"articulation:{animTransform.name}");
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ragdollTransform.position = animTransform.position;
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ragdollTransform.rotation = animTransform.rotation;
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_animTransforms.Add(animTransform);
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_ragdollTransforms.Add(ragdollTransform);
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}
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_ragDollRigidbody = _ragdollTransforms
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.Select(x=>x.GetComponent<Rigidbody>())
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.Where(x=> x != null)
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.ToList();
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SetupSensors();
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if (RequestCamera && CameraTarget != null)
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{
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var instances = FindObjectsOfType<MapAnim2Ragdoll>().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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var navAgent = GetComponent<NavMeshAgent>();
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if (navAgent)
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{
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var radius = 16f;
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Vector3 randomDirection = UnityEngine.Random.insideUnitSphere * radius;
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NavMeshHit hit;
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Vector3 finalPosition = Vector3.zero;
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if (NavMesh.SamplePosition(randomDirection, out hit, radius, 1))
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{
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finalPosition = hit.position;
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}
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transform.position = finalPosition;
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_hackyNavAgentMode = true;
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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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// NOTE: do after setting _hasLazyInitialized as can trigger infinate loop
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anim = GetComponent<Animator>();
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if (_usingMocapAnimatorController)
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{
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anim.Update(0f);
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}
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var colliders = GetComponentsInChildren<Collider>().ToList();
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_root = colliders.FirstOrDefault();
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_head = colliders.FirstOrDefault(x=>x.name.ToLower().Contains("head"));
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if (_head == null)
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{
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Debug.LogWarning($"{nameof(MapAnim2Ragdoll)}.{nameof(LazyInitialize)}() can not find the head. ");
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}
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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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ProcRagdollAgent[] ragdolls = parent.GetComponentsInChildren<ProcRagdollAgent>(true);
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Assert.AreEqual(ragdolls.Length, 1, "code only supports one RagDollAgent");
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ProcRagdollAgent 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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// swap ArticulatedBody for RidgedBody
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List<string> bodiesNamesToDelete = new List<string>();
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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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rb.mass = abody.mass;
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rb.useGravity = abody.useGravity;
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// it makes no sense but if i do not set the layer here, then some objects dont have the correct layer
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rb.gameObject.layer = this.gameObject.layer;
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bodiesNamesToDelete.Add(abody.name);
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}
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foreach (var name in bodiesNamesToDelete)
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{
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var abody = clone
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.GetComponentsInChildren<ArticulationBody>()
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.First(x=>x.name == name);
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DestroyImmediate(abody);
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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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//we do this after removing the ArticulationBody, since moving the root in the articulationBody creates TROUBLE
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clone.transform.SetParent(ragdollForMocap.transform, false);
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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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if (oldHandleOverlap != null)
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{
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DestroyImmediate(oldHandleOverlap);
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}
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var handleOverlap = rb.gameObject.AddComponent<HandleOverlap>();
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handleOverlap.Parent = clone.gameObject;
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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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foreach (Transform child in ragdollForMocap.GetComponentInChildren<Transform>())
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{
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child.gameObject.layer = this.gameObject.layer;
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}
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var triggers = ragdollForMocap
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.GetComponentsInChildren<Collider>()
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.Where(x=>x.isTrigger);
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foreach (var trigger in triggers)
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{
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trigger.gameObject.SetActive(false);
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trigger.gameObject.SetActive(true);
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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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public void OnStep(float timeDelta) {
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LazyInitialize();
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if (_lastPositionTime == Time.time)
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return;
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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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}
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MimicAnimation();
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// get Center Of Mass velocity in f space
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var newCOM = GetCenterOfMass();
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var lastCOM = LastCenterOfMassInWorldSpace;
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LastCenterOfMassInWorldSpace = newCOM;
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var velocity = newCOM - lastCOM;
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velocity -= _snapOffset;
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velocity /= timeDelta;
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CenterOfMassVelocity = velocity;
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CenterOfMassVelocityMagnitude = CenterOfMassVelocity.magnitude;
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CenterOfMassVelocityInRootSpace = transform.InverseTransformVector(velocity);
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CenterOfMassVelocityMagnitudeInRootSpace = CenterOfMassVelocityInRootSpace.magnitude;
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HorizontalDirection = new Vector3(0f, transform.eulerAngles.y, 0f);
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LastRootPositionInWorldSpace = _root.transform.position;
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LastHeadPositionInWorldSpace = _head.transform.position;
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var newPosition = _ragDollRigidbody
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.Select(x=>x.position)
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.ToList();
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var newRotation = _ragDollRigidbody
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.Select(x=>x.transform.localRotation)
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.ToList();
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Velocities = LastPosition
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// .Zip(newPosition, (last, cur)=> (cur-last)/timeDelta)
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.Zip(newPosition, (last, cur)=> (cur-last-_snapOffset)/timeDelta)
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.ToList();
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AngularVelocities = LastRotation
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.Zip(newRotation, (last, cur)=> Utils.GetAngularVelocity(cur, last, timeDelta))
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.ToList();
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LastPosition = newPosition;
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LastRotation = newRotation;
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_snapOffset = Vector3.zero;
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_lastPositionTime = Time.time;
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}
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float _lastPositionTime = float.MinValue;
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Vector3 _snapOffset = Vector3.zero;
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void MimicAnimation() {
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if (!anim.enabled)
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return;
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// copy position for root (assume first target is root)
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_ragdollTransforms[0].position = _animTransforms[0].position;
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// copy rotation
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for (int i = 0; i < _animTransforms.Count; i++)
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{
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_ragdollTransforms[i].rotation = _animTransforms[i].rotation;
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}
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}
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public Vector3 GetCenterOfMass()
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{
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var centerOfMass = Vector3.zero;
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float totalMass = 0f;
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foreach (Rigidbody ab in _ragDollRigidbody)
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{
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centerOfMass += ab.worldCenterOfMass * ab.mass;
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totalMass += ab.mass;
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}
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centerOfMass /= totalMass;
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// centerOfMass -= _spawnableEnv.transform.position;
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return centerOfMass;
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}
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public void OnReset(Quaternion resetRotation)
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{
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LazyInitialize();
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if (!doFixedUpdate)
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return;
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if (!_hackyNavAgentMode)
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{
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transform.position = _resetPosition;
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// handle character controller skin width
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var characterController = GetComponent<CharacterController>();
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if (characterController != null)
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{
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var pos = transform.position;
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pos.y += characterController.skinWidth;
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transform.position = pos;
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}
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transform.rotation = resetRotation;
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}
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MimicAnimation();
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_snapOffset = Vector3.zero;
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LastCenterOfMassInWorldSpace = GetCenterOfMass();
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LastRootPositionInWorldSpace = _root.transform.position;
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LastHeadPositionInWorldSpace = _head.transform.position;
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LastPosition = _ragDollRigidbody
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.Select(x=>x.position)
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.ToList();
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LastRotation = _ragDollRigidbody
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.Select(x=>x.transform.localRotation)
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.ToList();
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}
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public void OnSensorCollisionEnter(Collider sensorCollider, GameObject other)
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{
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LazyInitialize();
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//if (string.Compare(other.name, "Terrain", true) !=0)
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if (other.layer != LayerMask.NameToLayer("Ground"))
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return;
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var sensor = _sensors
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.FirstOrDefault(x=>x == sensorCollider.gameObject);
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if (sensor != null) {
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var idx = _sensors.IndexOf(sensor);
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SensorIsInTouch[idx] = 1f;
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}
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}
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public void OnSensorCollisionExit(Collider sensorCollider, GameObject other)
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{
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LazyInitialize();
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if (other.layer != LayerMask.NameToLayer("Ground"))
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return;
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var sensor = _sensors
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.FirstOrDefault(x=>x == sensorCollider.gameObject);
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if (sensor != null) {
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var idx = _sensors.IndexOf(sensor);
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SensorIsInTouch[idx] = 0f;
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}
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}
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public void CopyStatesTo(GameObject target)
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{
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LazyInitialize();
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var targets = target.GetComponentsInChildren<ArticulationBody>().ToList();
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if (targets?.Count == 0)
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return;
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var root = targets.First(x=>x.isRoot);
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// root.gameObject.SetActive(false);
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var rstat = _ragDollRigidbody.First(x=>x.name == root.name);
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root.TeleportRoot(rstat.position, rstat.rotation);
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root.transform.position = rstat.position;
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root.transform.rotation = rstat.rotation;
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// root.gameObject.SetActive(true);
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foreach (var targetRb in targets)
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{
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var stat = _ragDollRigidbody.First(x=>x.name == targetRb.name);
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if (targetRb.isRoot)
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continue;
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// bool shouldDebug = targetRb.name == "articulation:mixamorig:RightArm";
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// bool didDebug = false;
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if (targetRb.jointType == ArticulationJointType.SphericalJoint)
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|
{
|
||
|
float stiffness = 0f;
|
||
|
float damping = float.MaxValue;
|
||
|
float forceLimit = 0f;
|
||
|
// if (shouldDebug)
|
||
|
// didDebug = true;
|
||
|
Vector3 decomposedRotation = Utils.GetSwingTwist(stat.transform.localRotation);
|
||
|
int j=0;
|
||
|
List<float> thisJointPosition = Enumerable.Range(0,targetRb.dofCount).Select(x=>0f).ToList();
|
||
|
|
||
|
if (targetRb.twistLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.xDrive;
|
||
|
var deg = decomposedRotation.x;
|
||
|
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
drive.forceLimit = forceLimit;
|
||
|
drive.target = deg;
|
||
|
targetRb.xDrive = drive;
|
||
|
}
|
||
|
if (targetRb.swingYLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.yDrive;
|
||
|
var deg = decomposedRotation.y;
|
||
|
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
drive.forceLimit = forceLimit;
|
||
|
drive.target = deg;
|
||
|
targetRb.yDrive = drive;
|
||
|
}
|
||
|
if (targetRb.swingZLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
var drive = targetRb.zDrive;
|
||
|
var deg = decomposedRotation.z;
|
||
|
thisJointPosition[j++] = deg * Mathf.Deg2Rad;
|
||
|
drive.stiffness = stiffness;
|
||
|
drive.damping = damping;
|
||
|
drive.forceLimit = forceLimit;
|
||
|
drive.target = deg;
|
||
|
targetRb.zDrive = drive;
|
||
|
}
|
||
|
switch (targetRb.dofCount)
|
||
|
{
|
||
|
case 1:
|
||
|
targetRb.jointPosition = new ArticulationReducedSpace(thisJointPosition[0]);
|
||
|
break;
|
||
|
case 2:
|
||
|
targetRb.jointPosition = new ArticulationReducedSpace(
|
||
|
thisJointPosition[0],
|
||
|
thisJointPosition[1]);
|
||
|
break;
|
||
|
case 3:
|
||
|
targetRb.jointPosition = new ArticulationReducedSpace(
|
||
|
thisJointPosition[0],
|
||
|
thisJointPosition[1],
|
||
|
thisJointPosition[2]);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
foreach (var childAb in root.GetComponentsInChildren<ArticulationBody>())
|
||
|
{
|
||
|
childAb.angularVelocity = Vector3.zero;
|
||
|
childAb.velocity = Vector3.zero;
|
||
|
}
|
||
|
}
|
||
|
public void CopyVelocityTo(GameObject targetGameObject, Vector3 velocity)
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
|
||
|
var targets = targetGameObject.GetComponentsInChildren<ArticulationBody>().ToList();
|
||
|
if (targets?.Count == 0)
|
||
|
return;
|
||
|
var root = targets.First(x=>x.isRoot);
|
||
|
|
||
|
if (Velocities == null || Velocities.Count == 0)
|
||
|
return;
|
||
|
|
||
|
Vector3 aveVelocity = Vector3.zero;
|
||
|
Vector3 aveAngularVelocity = Vector3.zero;
|
||
|
for (int i = 0; i < _ragDollRigidbody.Count; i++)
|
||
|
{
|
||
|
var source = _ragDollRigidbody[i];
|
||
|
var target = targets.First(x=>x.name == source.name);
|
||
|
var vel = Velocities[i];
|
||
|
var angVel = AngularVelocities[i];
|
||
|
foreach (var childAb in target.GetComponentsInChildren<ArticulationBody>())
|
||
|
{
|
||
|
if (childAb == target)
|
||
|
continue;
|
||
|
childAb.transform.localPosition = Vector3.zero;
|
||
|
childAb.transform.localEulerAngles = Vector3.zero;
|
||
|
childAb.angularVelocity = Vector3.zero;
|
||
|
childAb.velocity = Vector3.zero;
|
||
|
}
|
||
|
if (target.jointType == ArticulationJointType.SphericalJoint && !target.isRoot)
|
||
|
{
|
||
|
int j=0;
|
||
|
List<float> thisJointVelocity = Enumerable.Range(0, target.dofCount).Select(x=>0f).ToList();
|
||
|
|
||
|
if (target.twistLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
thisJointVelocity[j++] = angVel.x;
|
||
|
}
|
||
|
if (target.swingYLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
thisJointVelocity[j++] = angVel.y;
|
||
|
}
|
||
|
if (target.swingZLock == ArticulationDofLock.LimitedMotion)
|
||
|
{
|
||
|
thisJointVelocity[j++] = angVel.z;
|
||
|
}
|
||
|
switch (target.dofCount)
|
||
|
{
|
||
|
case 1:
|
||
|
target.jointVelocity = new ArticulationReducedSpace(thisJointVelocity[0]);
|
||
|
break;
|
||
|
case 2:
|
||
|
target.jointVelocity = new ArticulationReducedSpace(
|
||
|
thisJointVelocity[0],
|
||
|
thisJointVelocity[1]);
|
||
|
break;
|
||
|
case 3:
|
||
|
target.jointVelocity = new ArticulationReducedSpace(
|
||
|
thisJointVelocity[0],
|
||
|
thisJointVelocity[1],
|
||
|
thisJointVelocity[2]);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
target.velocity = vel;
|
||
|
aveVelocity += Velocities[i];
|
||
|
aveAngularVelocity += AngularVelocities[i];
|
||
|
}
|
||
|
var c = (float)_ragDollRigidbody.Count;
|
||
|
aveVelocity = aveVelocity / c;
|
||
|
aveAngularVelocity = aveAngularVelocity / c;
|
||
|
c = c;
|
||
|
}
|
||
|
public Vector3 SnapTo(Vector3 snapPosition)
|
||
|
{
|
||
|
snapPosition.y = transform.position.y;
|
||
|
var snapDistance = snapPosition-transform.position;
|
||
|
transform.position = snapPosition;
|
||
|
_snapOffset += snapDistance;
|
||
|
return snapDistance;
|
||
|
}
|
||
|
public List<Rigidbody> GetRigidBodies()
|
||
|
{
|
||
|
LazyInitialize();
|
||
|
return GetComponentsInChildren<Rigidbody>().ToList();
|
||
|
}
|
||
|
}
|