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