public bool ColideDector(Vector3 agentPosition)
    {
        float min_dist = 99;

        if (actor.InSolver)
        {
            for (int i = 0; i < actor.velocities.Length; ++i)
            {
                // if the particle is visually close enough to the agent.
                float distance = Vector3.Distance(agentPosition, actor.GetParticlePosition(i));
                if (min_dist > distance)
                {
                    min_dist = distance;
                }
                if (Vector3.Distance(agentPosition, actor.GetParticlePosition(i)) < 0.8)
                {
                    Debug.Log("Collision happened");
                    return(true);
                }
            }
            // Debug.Log("Min Distance is : "+ min_dist);
        }
        else
        {
            Debug.LogError("solver not in use for some reason");
        }
        return(false);
    }
Beispiel #2
0
    void OnDrawGizmos()
    {
        if (actor == null || !actor.InSolver)
        {
            return;
        }

        Gizmos.color = Color.red;
        Vector3 com             = Vector3.zero;
        float   massAccumulator = 0;

        // To iterate over all particles in an actor, you can use the length of any property array.
        // They are all the same length. In this case, we use the invMasses array.
        for (int i = 0; i < actor.invMasses.Length; ++i)
        {
            if (actor.invMasses[i] > 0)
            {
                massAccumulator += 1.0f / actor.invMasses[i];
                com             += actor.GetParticlePosition(i) / actor.invMasses[i];
            }
        }

        com /= massAccumulator;
        Gizmos.DrawWireSphere(com, 0.1f);
    }
Beispiel #3
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    // Update is called once per frame
    void OnDrawGizmos()
    {
        Vector4 b1 = new Vector4(1, 0, 0, 0);
        Vector4 b2 = new Vector4(0, 1, 0, 0);
        Vector4 b3 = new Vector4(0, 0, 1, 0);

        for (int i = 0; i < actor.activeParticleCount; ++i)
        {
            Vector3 position = actor.GetParticlePosition(actor.solverIndices[i]);
            actor.GetParticleAnisotropy(i, ref b1, ref b2, ref b3);

            Gizmos.color = Color.red;
            Gizmos.DrawRay(position, b1 * b1.w * size);
            Gizmos.color = Color.green;
            Gizmos.DrawRay(position, b2 * b2.w * size);
            Gizmos.color = Color.blue;
            Gizmos.DrawRay(position, b3 * b3.w * size);
        }
    }
Beispiel #4
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    // Update is called once per frame
    void OnDrawGizmos()
    {
        Vector4 b1 = new Vector4(1, 0, 0, 0);
        Vector4 b2 = new Vector4(0, 1, 0, 0);
        Vector4 b3 = new Vector4(0, 0, 1, 0);

        for (int i = 0; i < actor.activeParticleCount; ++i)
        {
            Vector3    position = actor.GetParticlePosition(actor.solverIndices[i]);
            Quaternion quat     = actor.GetParticleOrientation(actor.solverIndices[i]);

            Gizmos.color = Color.red;
            Gizmos.DrawRay(position, quat * b1 * size);
            Gizmos.color = Color.green;
            Gizmos.DrawRay(position, quat * b2 * size);
            Gizmos.color = Color.blue;
            Gizmos.DrawRay(position, quat * b3 * size);
        }
    }
Beispiel #5
0
 private Vector3 GetPosParticle(int index)
 {
     return(actor.GetParticlePosition(GetIndexParticle(index)));
 }