implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class RagDoll004 : MonoBehaviour {
[System.Serializable]
public class MusclePower
{
public string Muscle;
public Vector3 PowerVector;
}
public List<MusclePower> MusclePowers;
public float MotorScale = 1f;
public float Stiffness = 100f;
public float Damping = 100f;
public float ForceLimit = float.MaxValue;
[Header("Debug Collisions")]
[SerializeField]
bool skipCollisionSetup;
// Use this for initialization
void Start () {
Setup();
}
// Update is called once per frame
void Update () {
}
void Setup () {
if (!skipCollisionSetup) {
// handle collision overlaps
IgnoreCollision("articulation:Spine2", new []{ "LeftArm", "RightArm"});
IgnoreCollision("articulation:Hips", new []{ "RightUpLeg", "LeftUpLeg" });
IgnoreCollision("LeftForeArm", new []{ "LeftArm" });
IgnoreCollision("RightForeArm", new []{ "RightArm" });
IgnoreCollision("RightLeg", new []{ "RightUpLeg" });
IgnoreCollision("LeftLeg", new[] { "LeftUpLeg" });
IgnoreCollision("RightLeg", new []{"RightFoot"});
IgnoreCollision("LeftLeg", new []{"LeftFoot"});
}
//
var joints = GetComponentsInChildren<Joint>().ToList();
foreach (var joint in joints)
joint.enablePreprocessing = false;
}
void IgnoreCollision(string first, string[] seconds)
{
foreach (var second in seconds)
{
IgnoreCollision(first, second);
}
}
void IgnoreCollision(string first, string second)
{
var rigidbodies = GetComponentsInChildren<Rigidbody>().ToList();
var colliderOnes = rigidbodies.FirstOrDefault(x=>x.name.Contains(first))?.GetComponents<Collider>();
var colliderTwos = rigidbodies.FirstOrDefault(x=>x.name.Contains(second))?.GetComponents<Collider>();
if (colliderOnes == null || colliderTwos == null)
return;
foreach (var c1 in colliderOnes)
foreach (var c2 in colliderTwos)
Physics.IgnoreCollision(c1, c2);
}
}