pyehouse
27Apr/19Off

Ragdoll Mass Editor for Unity

I've recently run into a situation where I needed to alter the mass for each part of a humanoid ragdoll in my Unity game. I had blindly accepted the default mass of '20' in the ragdoll wizard and Unity happily apportioned that 20 mass units across the various parts of the ragdoll. I'm not sure what unit of measure we should pretend Unity uses that makes sense to apply 20 of to represent an adult humanoid, but here we are.

Anyway, I wrote the following script to create an editor that would allow you to choose an object representing the highest level ancestor of your ragdoll, then choose a new mass. It then collects the current mass total, creates a ratio, then applies that ratio to each of the child rigidbodies.

/*
 * Permission is hereby granted, free of charge, to any person obtaining
 * a copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sublicense, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 *
 * The above copyright notice and this permission notice shall be
 * included in all copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 *
 */
using UnityEngine;
using UnityEditor;
namespace Pyehouse.Editors
{
	public class RagdollMassAdjuster : EditorWindow
	{
		// Can be anything, make it smaller if you like...
		// just preventing divide by zero
		private const float SMALL_MASS_EPSILON = 0.00001f;
		private static bool TooSmall(float m)
		{
			return System.Math.Abs(m) < SMALL_MASS_EPSILON;
		}
		private static RagdollMassAdjuster editor;
		private static int width = 350;
		private static int height = 300;
		private static int x = 0;
		private static int y = 0;
		private bool noRigidbodies = false;
		private bool currentMassTooSmall = false;
		private float newMass = 20f;
		private GameObject ragdollParent;
		private void Awake()
		{
			ragdollParent = Selection.activeGameObject;
			Rigidbody[] rigidbodies = ragdollParent.GetComponentsInChildren<Rigidbody>();
			if (rigidbodies != null && rigidbodies.Length > 0)
			{
				float mass = 0f;
				foreach (Rigidbody rigidbody in rigidbodies)
				{
					mass += rigidbody.mass;
				}
				currentMassTooSmall = TooSmall(mass);
				newMass = mass;
				noRigidbodies = false;
			}
			else
			{
				newMass = 20f;
				noRigidbodies = true;
			}
		}
		[MenuItem("Window/Pyehouse/Ragdoll Mass Adjuster")]
		static void ShowEditor()
		{
			CenterWindow();
		}
		private static void CenterWindow()
		{
			editor = EditorWindow.GetWindow<RagdollMassAdjuster>();
			x = (Screen.currentResolution.width - width) / 2;
			y = (Screen.currentResolution.height - height) / 2;
			editor.position = new Rect(x, y, width, height);
			editor.maxSize = new Vector2(width, height);
			editor.minSize = editor.maxSize;
		}
		private void OnGUI()
		{
			if (currentMassTooSmall)
			{
				EditorGUILayout.HelpBox(string.Format("Current mass of selected ragdoll is too small: {0}", newMass), MessageType.Error);
			}
			else if (noRigidbodies)
			{
				EditorGUILayout.HelpBox("No rigidbodies present in selected GameObject or children.", MessageType.Error);
			}
			else
			{
				EditorStyles.label.wordWrap = true;
				EditorGUILayout.HelpBox("The new mass will be applied, maintaining the same per-object ratio as currently exists.", MessageType.Info);
				EditorGUILayout.HelpBox("So if your head is currently 3 out of a total 20 and you want a total mass of 100, your head will become 15.", MessageType.Info);
				newMass = EditorGUILayout.FloatField("New Mass for Ragdoll:", newMass);
				if (GUILayout.Button("Update Mass"))
				{
					UpdateMass(newMass);
				}
			}
		}
		private void UpdateMass(float toMass)
		{
			if (ragdollParent == null) return;
			Rigidbody[] rigidbodies = ragdollParent.GetComponentsInChildren<Rigidbody>();
			if (rigidbodies == null || rigidbodies.Length < 1)
			{
				Debug.LogErrorFormat("No rigidbodies found on selected object.");
				return;
			}
			float fromMass = 0f;
			foreach (Rigidbody rigidbody in rigidbodies)
			{
				fromMass += rigidbody.mass;
			}
			if (TooSmall(fromMass))
			{
				Debug.LogErrorFormat("Current mass too small: {0}", fromMass);
				return;
			}
			float ratio = toMass / fromMass;
			foreach (Rigidbody rigidbody in rigidbodies)
			{
				rigidbody.mass *= ratio;
				EditorUtility.SetDirty(rigidbody);
				EditorSceneManager.MarkSceneDirty(rigidbody.transform.gameObject.scene);
			}
		}
	}
}
28Jan/19Off

cscreen source released under GPL v3

I've made the cscreen source available at github under GPL v3.

https://github.com/lynnpye/cscreen

You use at your own risk, as always, but if anyone would like to offer updates or would like to take it and run with it, the source is now freely available.

Sorry about the wait. 🙂

19May/130

New Stalemate Update Is Available

Like it says on the tin, the new update for Stalemate is available, get it while it's hot!

Also, it's free.. well the update was free, but now I've made the app free too. And Centripetal as well! Y'all have fun!