void Awake()
 {
     //hitPoint = pointer.hitPoint;
     cloth        = GetComponent <ObiClothBase>();
     lastMousePos = hitPoint;  // kick
                               // trackedObj = GetComponent<SteamVR_TrackedObject>();
 }
Beispiel #2
0
 void Awake()
 {
     cloth            = GetComponent <ObiClothBase>();
     collider         = GetComponent <MeshCollider>();
     collider.enabled = false;
     lastMousePos     = Input.mousePosition;
 }
Beispiel #3
0
 protected virtual void Awake()
 {
     cloth = GetComponent <ObiClothBase>();
     cloth.OnBlueprintLoaded   += OnBlueprintLoaded;
     cloth.OnBlueprintUnloaded += OnBlueprintUnloaded;
     if (cloth.isLoaded)
     {
         OnBlueprintLoaded(cloth, cloth.sourceBlueprint);
     }
 }
Beispiel #4
0
        void Awake()
        {
            //hitPoint = pointer.hitPoint;


            cloth = GetComponent <ObiClothBase>();

            //if (GameObject.FindWithTag("right") != null)
            //{
            right = GameObject.Find("RightController").GetComponent <VRTK_Pointer>();
            //Debug.Log(right.gameObject.name);
            left = GameObject.Find("LeftController").GetComponent <VRTK_Pointer>();
            //}
            //else
            //{
            //  Debug.Log("f**k?");
            //}
            lastMousePos = hitPoint;  // kick
                                      // trackedObj = GetComponent<SteamVR_TrackedObject>();
        }
Beispiel #5
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        public override void UnloadBlueprint(ObiSolver solver)
        {
            int index = m_Solver.actors.IndexOf(this);

            if (index >= 0 && sourceBlueprint != null && clothBlueprintBase.deformableTriangles != null)
            {
                // remove triangles:
                solver.implementation.RemoveDeformableTriangles(clothBlueprintBase.deformableTriangles.Length / 3, trianglesOffset);

                // update all following actor's triangle offset:
                for (int i = index + 1; i < m_Solver.actors.Count; i++)
                {
                    ObiClothBase clothActor = solver.actors[i] as ObiClothBase;
                    if (clothActor != null)
                    {
                        clothActor.trianglesOffset -= clothBlueprintBase.deformableTriangles.Length / 3;
                    }
                }
            }

            base.UnloadBlueprint(solver);
        }
Beispiel #6
0
 void Awake()
 {
     cloth = GetComponent <ObiClothBase>();
     //lastMousePos = Input.mousePosition;
 }
        public void UpdateSkinning(ObiActor actor)
        {
            GetSlaveMeshIfNeeded();
            ObiClothBase masterCloth = m_Master.GetComponent <ObiClothBase>();

            if (skinMap.bound && slaveMesh != null && masterCloth.isLoaded)
            {
                Matrix4x4 s2l;
                if (gameObject == m_Master.gameObject)
                {
                    s2l = m_Master.renderMatrix * masterCloth.solver.transform.localToWorldMatrix;
                }
                else
                {
                    s2l = transform.worldToLocalMatrix * masterCloth.solver.transform.localToWorldMatrix;
                }


                Vector3[] slavePositions = slaveMesh.vertices;
                Vector3[] slaveNormals   = slaveMesh.normals;
                Vector4[] slaveTangents  = slaveMesh.tangents;

                for (int i = 0; i < skinMap.skinnedVertices.Count; ++i)
                {
                    var data        = skinMap.skinnedVertices[i];
                    int firstVertex = data.masterTriangleIndex;

                    int t1 = masterCloth.clothBlueprintBase.deformableTriangles[firstVertex];
                    int t2 = masterCloth.clothBlueprintBase.deformableTriangles[firstVertex + 1];
                    int t3 = masterCloth.clothBlueprintBase.deformableTriangles[firstVertex + 2];

                    // get solver indices for each particle:
                    int s1 = masterCloth.solverIndices[t1];
                    int s2 = masterCloth.solverIndices[t2];
                    int s3 = masterCloth.solverIndices[t3];

                    // get master particle positions/normals:
                    Vector3 p1 = masterCloth.solver.renderablePositions[s1];
                    Vector3 p2 = masterCloth.solver.renderablePositions[s2];
                    Vector3 p3 = masterCloth.solver.renderablePositions[s3];

                    Vector3 n1 = masterCloth.solver.normals[s1];
                    Vector3 n2 = masterCloth.solver.normals[s2];
                    Vector3 n3 = masterCloth.solver.normals[s3];

                    Vector3 skinnedPos = ObiUtils.BarycentricInterpolation(p1, p2, p3, data.position.barycentricCoords) +
                                         ObiUtils.BarycentricInterpolation(n1, n2, n3, data.position.barycentricCoords) * data.position.height;

                    Vector3 skinnedNormal = ObiUtils.BarycentricInterpolation(p1, p2, p3, data.normal.barycentricCoords) +
                                            ObiUtils.BarycentricInterpolation(n1, n2, n3, data.normal.barycentricCoords) * data.normal.height;

                    Vector3 skinnedTangent = ObiUtils.BarycentricInterpolation(p1, p2, p3, data.tangent.barycentricCoords) +
                                             ObiUtils.BarycentricInterpolation(n1, n2, n3, data.tangent.barycentricCoords) * data.tangent.height;

                    // update slave data arrays:
                    slavePositions[data.slaveIndex] = s2l.MultiplyPoint3x4(skinnedPos);
                    slaveNormals[data.slaveIndex]   = s2l.MultiplyVector(skinnedNormal - skinnedPos);

                    Vector3 tangent = s2l.MultiplyVector(skinnedTangent - skinnedPos);
                    slaveTangents[data.slaveIndex] = new Vector4(tangent.x, tangent.y, tangent.z, slaveTangents[data.slaveIndex].w);
                }

                slaveMesh.vertices = slavePositions;
                slaveMesh.normals  = slaveNormals;
                slaveMesh.tangents = slaveTangents;
                slaveMesh.RecalculateBounds();
            }
        }