public void SetBall(BallType type, PancakePhysicsBall physicsBall)
    {
        if (balls == null)
        {
            balls_       = new List <PancakePhysicsBall>();
            balls        = new Dictionary <BallType, PancakePhysicsBall>();
            ballDistance = new Dictionary <BallType, float>();
        }

        balls_.Add(physicsBall);

        if (balls.ContainsKey(type))
        {
            balls[type]        = physicsBall;
            ballDistance[type] = Vector3.Distance(transform.position, physicsBall.transform.position);
        }
        else
        {
            balls.Add(type, physicsBall);
            ballDistance.Add(type, Vector3.Distance(transform.position, physicsBall.transform.position));
        }

        if (type == BallType.left)
        {
            l = physicsBall;
        }
        else if (type == BallType.right)
        {
            r = physicsBall;
        }
        else
        {
            c = physicsBall;
        }
    }
Beispiel #2
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 public VerticeGroup(int vertID, float xAxis, float zAxis, PancakePhysicsBall pb)
 {
     x           = xAxis;
     z           = zAxis;
     physicsBall = pb;
     verticesIDs = new List <int>();
     verticesIDs.Add(vertID);
     isCenter = false;
 }
Beispiel #3
0
    int centerId = -1;      //so we can set it on physics ball later

    void Start()
    {
        mesh          = GetComponent <MeshFilter>().mesh;
        vertices      = mesh.vertices;
        verticeGroups = new List <VerticeGroup>();


        bool found = false;

        /*
         * group all vert's, so anythink that has the same x, z value can be moved together.
         * we are also going to put a point (or sphere) on each group which will be used for are physics
         * we want the two faces of the cylinder (or pancake) to move together.
         */

        // loop all vert's
        for (int i = 0; i < vertices.Length; i++)
        {
            found = false;

            // find if there is an existing group
            for (int j = 0; j < verticeGroups.Count; j++)
            {
                if (verticeGroups[j].Compare(vertices[i].x, vertices[i].z))
                {
                    verticeGroups[j].AddVertID(i);
                    found = true;

                    break;
                }
            }


            if (!found)               // add spwan physics ball and add new group.
            {
                PancakePhysicsBall pb = Instantiate(physicsBall, transform);
                verticeGroups.Add(new VerticeGroup(i, vertices[i].x, vertices[i].z, pb));

                pb.transform.localPosition = verticeGroups[verticeGroups.Count - 1].GetAsVector3();

                // update center id once it has been found (it should always be 0,0)
                if (centerId == -1 && vertices[i].x == 0 && vertices[i].z == 0)
                {
                    centerId = verticeGroups.Count - 1;
                }
            }
        }


        verticeGroups[centerId].physicsBall.SetIsCenter(true);
        // now we have all our groups we can, set the center and two cloest physics balls to each physics ball
        for (int i = 0; i < verticeGroups.Count; i++)
        {
            verticeGroups[i].physicsBall.SetBall(PancakePhysicsBall.BallType.center, verticeGroups[centerId].physicsBall);
            // find the two closes balls that are not the center.
            List <int> cloestId = new List <int>(2);
            cloestId.AddRange(new int[2] {
                0, 0
            });

            List <float> dist = new List <float>(2);
            dist.AddRange(new float[2] {
                100f, 100f
            });

            verticeGroups[i].physicsBall.name = i + "";
            print(i + " center dist: " + Vector3.Distance(verticeGroups[i].GetAsVector3(), verticeGroups[centerId].GetAsVector3()));


            for (int j = 0; j < verticeGroups.Count; j++)
            {
                if (verticeGroups[j].GetAsVector3() == Vector3.zero || i == j)                     // skip center and self
                {
                    continue;
                }

                float tempDist = Vector3.Distance(verticeGroups[i].GetAsVector3(), verticeGroups[j].GetAsVector3());
                if (j == 0 || tempDist < dist[0])
                {
                    cloestId.Insert(0, j);
                    dist.Insert(0, tempDist);
                }
                else if (j == 1 || tempDist < dist[1])
                {
                    cloestId.Insert(1, j);
                    dist.Insert(1, tempDist);
                }
            }

            // set the two balls now we have found the cloest two
            verticeGroups[i].physicsBall.SetBall(PancakePhysicsBall.BallType.left, verticeGroups[cloestId[0]].physicsBall);
            verticeGroups[i].physicsBall.SetBall(PancakePhysicsBall.BallType.right, verticeGroups[cloestId[1]].physicsBall);
            verticeGroups[i].physicsBall.Init();
        }
    }