Example #1
0
    private IEnumerator AttachHook()
    {
        Vector3 localHit = curve.transform.InverseTransformPoint(hookAttachment.point);

        // Procedurally generate the initial rope shape (a simple straight line):
        curve.controlPoints.Clear();
        curve.controlPoints.Add(Vector3.zero);
        curve.controlPoints.Add(Vector3.zero);
        curve.controlPoints.Add(localHit);
        curve.controlPoints.Add(localHit);

        // Generate the particle representation of the rope (wait until it has finished):
        yield return(rope.GeneratePhysicRepresentationForMesh());

        // Pin both ends of the rope (this enables two-way interaction between character and rope):

        /*ObiPinConstraintBatch pinConstraints = rope.PinConstraints.GetBatches()[0] as ObiPinConstraintBatch;
         * pinConstraints.AddConstraint(0,character,transform.localPosition,0);
         * pinConstraints.AddConstraint(rope.UsedParticles-1,hookAttachment.collider,hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point),0);*/

        // Add the rope to the solver to begin the simulation:
        rope.AddToSolver(null);
        rope.GetComponent <MeshRenderer>().enabled = true;

        attached = true;
    }
    private IEnumerator AttachHook()
    {
        yield return(0);

        Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point);

        // Procedurally generate the rope path (a simple straight line):
        blueprint.path.Clear();
        blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook start");
        blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "Hook end");
        blueprint.path.FlushEvents();

        // Generate the particle representation of the rope (wait until it has finished):
        yield return(blueprint.Generate());

        // Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
        rope.ropeBlueprint = blueprint;
        rope.GetComponent <MeshRenderer>().enabled = true;

        // Pin both ends of the rope (this enables two-way interaction between character and rope):
        var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints <ObiPinConstraintsBatch>;

        pinConstraints.Clear();
        var batch = new ObiPinConstraintsBatch();

        batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity);
        batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], hookAttachment.collider.GetComponent <ObiColliderBase>(),
                            hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0, float.PositiveInfinity);
        batch.activeConstraintCount = 2;
        pinConstraints.AddBatch(batch);

        rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
    }
Example #3
0
    void Awake()
    {
        // Create both the rope and the solver:
        rope   = gameObject.AddComponent <ObiRope>();
        curve  = gameObject.AddComponent <ObiCatmullRomCurve>();
        solver = gameObject.AddComponent <ObiSolver>();

        // Provide a solver and a curve:
        rope.Solver   = solver;
        rope.ropePath = curve;
        rope.GetComponent <MeshRenderer>().material = material;

        // Configure rope and solver parameters:
        rope.resolution = 0.1f;
        rope.BendingConstraints.stiffness = 0.2f;
        rope.UVScale    = new Vector2(1, 5);
        rope.NormalizeV = false;
        rope.UVAnchor   = 1;

        solver.distanceConstraintParameters.iterations = 15;
        solver.pinConstraintParameters.iterations      = 15;
        solver.bendingConstraintParameters.iterations  = 1;

        // Add a cursor to change rope length:
        cursor                 = rope.gameObject.AddComponent <ObiRopeCursor>();
        cursor.rope            = rope;
        cursor.normalizedCoord = 0;
        cursor.direction       = true;
    }
    void Awake()
    {
        // Create both the rope and the solver:
        rope   = gameObject.AddComponent <ObiRope>();
        curve  = gameObject.AddComponent <ObiCatmullRomCurve>();
        solver = gameObject.AddComponent <ObiSolver>();

        // Provide a solver and a curve:
        rope.Solver   = solver;
        rope.ropePath = curve;
        rope.GetComponent <MeshRenderer>().material = material;

        // Configure rope and solver parameters:
        rope.resolution = 0.1f;
        rope.BendingConstraints.stiffness = 0.2f;
        rope.uvScale    = new Vector2(1, 5);
        rope.normalizeV = false;
        rope.uvAnchor   = 1;

        solver.substeps = 3;
        solver.distanceConstraintParameters.iterations       = 5;
        solver.pinConstraintParameters.iterations            = 5;
        solver.bendingConstraintParameters.iterations        = 1;
        solver.particleCollisionConstraintParameters.enabled = false;
        solver.volumeConstraintParameters.enabled            = false;
        solver.densityConstraintParameters.enabled           = false;
        solver.stitchConstraintParameters.enabled            = false;
        solver.skinConstraintParameters.enabled   = false;
        solver.tetherConstraintParameters.enabled = false;

        // Add a cursor to be able to change rope length:
        cursor = rope.gameObject.AddComponent <ObiRopeCursor>();
        cursor.normalizedCoord = 0;
        cursor.direction       = true;
    }
    public void AttachHookStatic(Transform _target)
    {
        //print("Hook to " + _target + " "+ _target.position);
        rope.GetComponent <MeshRenderer>().enabled = true;

        targetHandle.transform.position = _target.position;

        attached = true;
    }
    void Awake()
    {
        // Create both the rope and the solver:
        rope                    = gameObject.AddComponent <ObiRope>();
        ropeRenderer            = gameObject.AddComponent <ObiRopeExtrudedRenderer>();
        ropeRenderer.section    = section;
        ropeRenderer.uvScale    = new Vector2(1, 5);
        ropeRenderer.normalizeV = false;
        ropeRenderer.uvAnchor   = 1;
        rope.GetComponent <MeshRenderer>().material = material;

        // Setup a blueprint for the rope:
        blueprint            = ScriptableObject.CreateInstance <ObiRopeBlueprint>();
        blueprint.resolution = 0.5f;

        // Tweak rope parameters:
        rope.maxBending = 0.02f;

        // Add a cursor to be able to change rope length:
        cursor           = rope.gameObject.AddComponent <ObiRopeCursor>();
        cursor.cursorMu  = 0;
        cursor.direction = true;
    }
Example #7
0
    public IEnumerator MakeRope()
    {
        print("Load Extraction Rope");
        ropeObject = new GameObject("rope",
                                    typeof(ObiSolver),
                                    typeof(ObiRope),
                                    typeof(ObiCatmullRomCurve),
                                    typeof(ObiRopeCursor));

        // get references to all components:
        ObiSolver solver = ropeObject.GetComponent <ObiSolver>();

        rope = ropeObject.GetComponent <ObiRope>();
        ObiCatmullRomCurve path = ropeObject.GetComponent <ObiCatmullRomCurve>();

        //ObiRopeCursor cursor = ropeObject.GetComponent<ObiRopeCursor>();

        // set up component references
        rope.Solver   = solver;
        rope.ropePath = path;
        rope.section  = (ObiRopeSection)Resources.Load("DefaultRopeSection");
        rope.GetComponent <MeshRenderer>().material = material;
        //cursor.rope = rope;

        // Calculate rope start/end and direction in local space: (plus offset)
        Vector3 localStart = transform.InverseTransformPoint(chutes[0].transform.position + new Vector3(0, 0.2f, 0));
        Vector3 localEnd   = transform.InverseTransformPoint(payloads[0].transform.position + new Vector3(0, 0.5f, 0));
        Vector3 direction  = (localEnd - localStart).normalized;

        // Generate rope path:
        path.controlPoints.Clear();
        path.controlPoints.Add(localStart - direction);
        path.controlPoints.Add(localStart);
        path.controlPoints.Add(localEnd);
        path.controlPoints.Add(localEnd + direction);

        //correct thickness, particle resolution, and parenting
        rope.thickness        = 0.025f;
        rope.resolution       = 0.05f;
        rope.transform.parent = payloads[0].transform;

        yield return(rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh()));

        rope.AddToSolver(null);

        //extractionCollider = new ObiCollider();
        //cargoCollider = new ObiCollider();

        BoxCollider extractionBox = chutes[0].AddComponent <BoxCollider>();

        extractionBox.size = Vector3.zero;
        BoxCollider cargoBox = payloads[0].AddComponent <BoxCollider>();

        cargoBox.center = new Vector3(0.0f, 0.25f, 0.0f);
        cargoBox.size   = new Vector3(0.5f, 0.5f, 0.5f);

        extractionCollider = chutes[0].AddComponent <ObiCollider>();
        cargoCollider      = payloads[0].AddComponent <ObiCollider>();

        // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
        rope.PinConstraints.RemoveFromSolver(null);
        ObiPinConstraintBatch constraintsBatch = rope.PinConstraints.GetFirstBatch();

        constraintsBatch.AddConstraint(0, extractionCollider, Vector3.zero, 0.0f);
        constraintsBatch.AddConstraint(rope.UsedParticles - 1, cargoCollider, new Vector3(0, 0.5f, -0.25f), 0.0f);
        rope.PinConstraints.AddToSolver(null);
        rope.PinConstraints.PushDataToSolver();
    }
Example #8
0
    IEnumerator Setup()
    {
        extractionObject = (GameObject)Instantiate(models[0]);
        heavyCargoObject = (GameObject)Instantiate(models[1]);

        extractionObject.transform.position = initialExtractionPos;
        heavyCargoObject.transform.position = initialHeavyCargoPos;

        start = extractionObject.transform;
        end   = heavyCargoObject.transform;

        // Get all needed components and interconnect them:
        rope          = GetComponent <ObiRope>();
        path          = GetComponent <ObiCatmullRomCurve>();
        rope.Solver   = (ObiSolver)Instantiate(solver);
        rope.ropePath = path;
        rope.section  = section;
        GetComponent <MeshRenderer>().material = material;

        // Calculate rope start/end and direction in local space: (plus offset)
        Vector3 localStart = transform.InverseTransformPoint(start.position + new Vector3(0, 0.2f, 0));
        Vector3 localEnd   = transform.InverseTransformPoint(end.position + new Vector3(0, 0.5f, 0));
        Vector3 direction  = (localEnd - localStart).normalized;

        // Generate rope path:
        path.controlPoints.Clear();
        path.controlPoints.Add(localStart - direction);
        path.controlPoints.Add(localStart);
        path.controlPoints.Add(localEnd);
        path.controlPoints.Add(localEnd + direction);

        //correct thickness, particle resolution, and parenting
        rope.thickness        = 0.025f;
        rope.resolution       = 0.05f;
        rope.transform.parent = heavyCargoObject.transform;

        // Generate particles and add them to solver:
        yield return(StartCoroutine(rope.GeneratePhysicRepresentationForMesh()));

        rope.AddToSolver(null);

        // Fix first and last particle in place:
        //rope.invMasses[0] = 0;
        //rope.invMasses[rope.UsedParticles-1] = 0;
        //Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[0]);
        //Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[rope.UsedParticles-1]);

        constraints      = rope.GetComponent <ObiPinConstraints>();
        constraintsBatch = rope.PinConstraints.GetFirstBatch();

        extractionCollider = new ObiCollider();
        cargoCollider      = new ObiCollider();

        BoxCollider extractionBox = extractionObject.AddComponent <BoxCollider>();

        extractionBox.size = Vector3.zero;
        BoxCollider cargoBox = heavyCargoObject.AddComponent <BoxCollider>();

        cargoBox.center = new Vector3(0.0f, 0.5f, 0.0f);

        extractionCollider = extractionObject.AddComponent(typeof(ObiCollider)) as ObiCollider;
        cargoCollider      = heavyCargoObject.AddComponent(typeof(ObiCollider)) as ObiCollider;

        // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
        constraints.RemoveFromSolver(null);
        constraintsBatch.AddConstraint(0, extractionCollider, Vector3.zero, 0.0f);
        constraintsBatch.AddConstraint(rope.UsedParticles - 1, cargoCollider, Vector3.zero, 0.0f);
        constraints.AddToSolver(null);
        constraints.PushDataToSolver();
    }