Example #1
0
        /**
         * Generates new valid rest positions for the entire rope.
         */
        public override void RegenerateRestPositions()
        {
            ObiStretchShearConstraintBatch distanceBatch = StretchShearConstraints.GetFirstBatch();

            // Iterate trough all distance constraints in order:
            int   particle            = -1;
            int   lastParticle        = -1;
            float accumulatedDistance = 0;

            for (int i = 0; i < distanceBatch.ConstraintCount; ++i)
            {
                if (i == 0)
                {
                    lastParticle            = particle = distanceBatch.springIndices[i * 2];
                    restPositions[particle] = new Vector4(0, 0, 0, 1);
                }

                accumulatedDistance += Mathf.Min(interParticleDistance, principalRadii[particle][0], principalRadii[lastParticle][0]);

                particle = distanceBatch.springIndices[i * 2 + 1];
                restPositions[particle]    = Vector3.right * accumulatedDistance;
                restPositions[particle][3] = 1;                 // activate rest position
            }

            PushDataToSolver(ParticleData.REST_POSITIONS);
        }
Example #2
0
        /**
         * Returns the rest length of a structural constraint
         */
        public override float GetStructuralConstraintRestLength(int constraintIndex)
        {
            ObiStretchShearConstraintBatch distanceBatch = StretchShearConstraints.GetFirstBatch();

            if (distanceBatch != null && constraintIndex >= 0 && constraintIndex < distanceBatch.ConstraintCount)
            {
                return(distanceBatch.restLengths[constraintIndex]);
            }
            return(0);
        }
Example #3
0
        /**
         * Returns the index of the structural constraint at a given normalized rope coordinate.
         */
        public override int GetConstraintIndexAtNormalizedCoordinate(float coord)
        {
            ObiStretchShearConstraintBatch distanceBatch = StretchShearConstraints.GetFirstBatch();

            if (distanceBatch != null)
            {
                float mu = coord * distanceBatch.ConstraintCount;
                return(Mathf.Clamp(Mathf.FloorToInt(mu), 0, distanceBatch.ConstraintCount - 1));
            }
            return(-1);
        }
Example #4
0
        /**
         * Returns the particle indices affected by a structural constraint
         */
        public override bool GetStructuralConstraintParticles(int constraintIndex, ref int particleIndex1, ref int particleIndex2)
        {
            ObiStretchShearConstraintBatch distanceBatch = StretchShearConstraints.GetFirstBatch();

            if (distanceBatch != null && constraintIndex >= 0 && constraintIndex < distanceBatch.ConstraintCount)
            {
                particleIndex1 = distanceBatch.springIndices[constraintIndex * 2];
                particleIndex2 = distanceBatch.springIndices[constraintIndex * 2 + 1];
                return(true);
            }
            return(false);
        }
Example #5
0
        /**
         * Returns the amount of structural constraints in the rope.
         */
        public override int GetStructuralConstraintCount()
        {
            ObiStretchShearConstraintBatch distanceBatch = StretchShearConstraints.GetFirstBatch();

            return(distanceBatch != null ? distanceBatch.ConstraintCount:0);
        }