/** * Automatically generates tether constraints for the cloth. * Partitions fixed particles into "islands", then generates up to maxTethers constraints for each * particle, linking it to the closest point in each island. */ public override bool GenerateTethers() { if (!Initialized) { return(false); } TetherConstraints.Clear(); GenerateFixedTethers(2); return(true); }
/** * Automatically generates tether constraints for the cloth. * Partitions fixed particles into "islands", then generates up to maxTethers constraints for each * particle, linking it to the closest point in each island. */ public override bool GenerateTethers() { if (!Initialized) { return(false); } TetherConstraints.Clear(); // generate disjoint islands: List <HashSet <int> > islands = GenerateIslands(System.Linq.Enumerable.Range(0, topology.heVertices.Length), false); // generate tethers for each one: foreach (HashSet <int> island in islands) { GenerateTethersForIsland(island, 4); } return(true); }
/** * Automatically generates tether constraints for the cloth. * Partitions fixed particles into "islands", then generates up to maxTethers constraints for each * particle, linking it to the closest point in each island. */ public override bool GenerateTethers(TetherType type) { if (!Initialized) { return(false); } TetherConstraints.Clear(); if (type == TetherType.Hierarchical) { GenerateHierarchicalTethers(5); } else { GenerateFixedTethers(2); } return(true); }
/** * Generates the particle based physical representation of the rope. This is the initialization method for the rope object * and should not be called directly once the object has been created. */ protected override IEnumerator Initialize() { initialized = false; initializing = true; interParticleDistance = -1; RemoveFromSolver(null); if (ropePath == null) { Debug.LogError("Cannot initialize rope. There's no ropePath present. Please provide a spline to define the shape of the rope"); yield break; } ropePath.RecalculateSplineLenght(0.00001f, 7); closed = ropePath.closed; restLength = ropePath.Length; usedParticles = Mathf.CeilToInt(restLength / thickness * resolution) + (closed ? 0:1); totalParticles = usedParticles + pooledParticles; //allocate extra particles to allow for lenght change and tearing. active = new bool[totalParticles]; positions = new Vector3[totalParticles]; velocities = new Vector3[totalParticles]; invMasses = new float[totalParticles]; principalRadii = new Vector3[totalParticles]; phases = new int[totalParticles]; restPositions = new Vector4[totalParticles]; tearResistance = new float[totalParticles]; colors = new Color[totalParticles]; int numSegments = usedParticles - (closed ? 0:1); if (numSegments > 0) { interParticleDistance = restLength / (float)numSegments; } else { interParticleDistance = 0; } float radius = interParticleDistance * resolution; for (int i = 0; i < usedParticles; i++) { active[i] = true; invMasses[i] = 1.0f / DEFAULT_PARTICLE_MASS; float mu = ropePath.GetMuAtLenght(interParticleDistance * i); positions[i] = transform.InverseTransformPoint(ropePath.transform.TransformPoint(ropePath.GetPositionAt(mu))); principalRadii[i] = Vector3.one * radius; phases[i] = Oni.MakePhase(1, selfCollisions?Oni.ParticlePhase.SelfCollide:0); tearResistance[i] = 1; colors[i] = Color.white; if (i % 100 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRope: generating particles...", i / (float)usedParticles)); } } // Initialize basic data for pooled particles: for (int i = usedParticles; i < totalParticles; i++) { active[i] = false; invMasses[i] = 1.0f / DEFAULT_PARTICLE_MASS; principalRadii[i] = Vector3.one * radius; phases[i] = Oni.MakePhase(1, selfCollisions?Oni.ParticlePhase.SelfCollide:0); tearResistance[i] = 1; colors[i] = Color.white; if (i % 100 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRope: generating particles...", i / (float)usedParticles)); } } DistanceConstraints.Clear(); ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); DistanceConstraints.AddBatch(distanceBatch); for (int i = 0; i < numSegments; i++) { distanceBatch.AddConstraint(i, (i + 1) % (ropePath.closed ? usedParticles:usedParticles + 1), interParticleDistance, 1, 1); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRope: generating structural constraints...", i / (float)numSegments)); } } BendingConstraints.Clear(); ObiBendConstraintBatch bendingBatch = new ObiBendConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); BendingConstraints.AddBatch(bendingBatch); for (int i = 0; i < usedParticles - (closed?0:2); i++) { // rope bending constraints always try to keep it completely straight: bendingBatch.AddConstraint(i, (i + 2) % usedParticles, (i + 1) % usedParticles, 0, 0, 1); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRope: adding bend constraints...", i / (float)usedParticles)); } } // Initialize tether constraints: TetherConstraints.Clear(); // Initialize pin constraints: PinConstraints.Clear(); ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false, false, 0, MAX_YOUNG_MODULUS); PinConstraints.AddBatch(pinBatch); initializing = false; initialized = true; RegenerateRestPositions(); }
/** * Generates the particle based physical representation of the rope. This is the initialization method for the rope object * and should not be called directly once the object has been created. */ protected override IEnumerator Initialize() { initialized = false; initializing = true; interParticleDistance = -1; RemoveFromSolver(null); if (ropePath == null) { Debug.LogError("Cannot initialize rope. There's no ropePath present. Please provide a spline to define the shape of the rope"); yield break; } ropePath.RecalculateSplineLenght(0.00001f, 7); closed = ropePath.closed; restLength = ropePath.Length; usedParticles = Mathf.CeilToInt(restLength / thickness * resolution) + (closed ? 0:1); totalParticles = usedParticles; active = new bool[totalParticles]; positions = new Vector3[totalParticles]; orientations = new Quaternion[totalParticles]; velocities = new Vector3[totalParticles]; angularVelocities = new Vector3[totalParticles]; invMasses = new float[totalParticles]; invRotationalMasses = new float[totalParticles]; principalRadii = new Vector3[totalParticles]; phases = new int[totalParticles]; restPositions = new Vector4[totalParticles]; restOrientations = new Quaternion[totalParticles]; colors = new Color[totalParticles]; int numSegments = usedParticles - (closed ? 0:1); if (numSegments > 0) { interParticleDistance = restLength / (float)numSegments; } else { interParticleDistance = 0; } float radius = interParticleDistance * resolution; for (int i = 0; i < usedParticles; i++) { active[i] = true; invMasses[i] = 1.0f / DEFAULT_PARTICLE_MASS; invRotationalMasses[i] = 1.0f / DEFAULT_PARTICLE_ROTATIONAL_MASS; float mu = ropePath.GetMuAtLenght(interParticleDistance * i); positions[i] = transform.InverseTransformPoint(ropePath.transform.TransformPoint(ropePath.GetPositionAt(mu))); principalRadii[i] = Vector3.one * radius; phases[i] = Oni.MakePhase(1, selfCollisions?Oni.ParticlePhase.SelfCollide:0); colors[i] = Color.white; if (i % 100 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRod: generating particles...", i / (float)usedParticles)); } } StretchShearConstraints.Clear(); ObiStretchShearConstraintBatch stretchBatch = new ObiStretchShearConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); StretchShearConstraints.AddBatch(stretchBatch); // rotation minimizing frame: ObiCurveFrame frame = new ObiCurveFrame(); frame.Reset(); for (int i = 0; i < numSegments; i++) { int next = (i + 1) % (ropePath.closed ? usedParticles:usedParticles + 1); float mu = ropePath.GetMuAtLenght(interParticleDistance * i); Vector3 normal = transform.InverseTransformVector(ropePath.transform.TransformVector(ropePath.GetNormalAt(mu))); frame.Transport(positions[i], (positions[next] - positions[i]).normalized, 0); orientations[i] = Quaternion.LookRotation(frame.tangent, normal); restOrientations[i] = orientations[i]; // Also set the orientation of the next particle. If it is not the last one, we will overwrite it. // This makes sure that open rods provide an orientation for their last particle (or rather, a phantom segment past the last particle). orientations[next] = orientations[i]; restOrientations[next] = orientations[i]; stretchBatch.AddConstraint(i, next, interParticleDistance, Quaternion.identity, Vector3.one); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)numSegments)); } } BendTwistConstraints.Clear(); ObiBendTwistConstraintBatch twistBatch = new ObiBendTwistConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); BendTwistConstraints.AddBatch(twistBatch); // the last bend constraint couples the last segment and a phantom segment past the last particle. for (int i = 0; i < numSegments; i++) { int next = (i + 1) % (ropePath.closed ? usedParticles:usedParticles + 1); Quaternion darboux = keepInitialShape ? ObiUtils.RestDarboux(orientations[i], orientations[next]) : Quaternion.identity; twistBatch.AddConstraint(i, next, darboux, Vector3.one); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)numSegments)); } } ChainConstraints.Clear(); ObiChainConstraintBatch chainBatch = new ObiChainConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); ChainConstraints.AddBatch(chainBatch); int[] indices = new int[usedParticles + (closed ? 1:0)]; for (int i = 0; i < usedParticles; ++i) { indices[i] = i; } // Add the first particle as the last index of the chain, if closed. if (closed) { indices[usedParticles] = 0; } chainBatch.AddConstraint(indices, interParticleDistance, 1, 1); // Initialize tether constraints: TetherConstraints.Clear(); // Initialize pin constraints: PinConstraints.Clear(); ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false, false, MIN_YOUNG_MODULUS, MAX_YOUNG_MODULUS); PinConstraints.AddBatch(pinBatch); initializing = false; initialized = true; RegenerateRestPositions(); }
/** * Generates the particle based physical representation of the cloth mesh. This is the initialization method for the cloth object * and should not be called directly once the object has been created. */ protected override IEnumerator Initialize() { initialized = false; initializing = false; if (sharedTopology == null) { Debug.LogError("No ObiMeshTopology provided. Cannot initialize physical representation."); yield break; } else if (!sharedTopology.Initialized) { Debug.LogError("The provided ObiMeshTopology contains no data. Cannot initialize physical representation."); yield break; } initializing = true; RemoveFromSolver(null); GameObject.DestroyImmediate(topology); topology = GameObject.Instantiate(sharedTopology); active = new bool[topology.heVertices.Length]; positions = new Vector3[topology.heVertices.Length]; restPositions = new Vector4[topology.heVertices.Length]; velocities = new Vector3[topology.heVertices.Length]; invMasses = new float[topology.heVertices.Length]; principalRadii = new Vector3[topology.heVertices.Length]; phases = new int[topology.heVertices.Length]; areaContribution = new float[topology.heVertices.Length]; deformableTriangles = new int[topology.heFaces.Length * 3]; initialScaleMatrix.SetTRS(Vector3.zero, Quaternion.identity, transform.lossyScale); // Create a particle for each vertex: for (int i = 0; i < topology.heVertices.Length; i++) { Oni.Vertex vertex = topology.heVertices[i]; // Get the particle's area contribution. areaContribution[i] = 0; foreach (Oni.Face face in topology.GetNeighbourFacesEnumerator(vertex)) { areaContribution[i] += topology.GetFaceArea(face) / 3; } // Get the shortest neighbour edge, particle radius will be half of its length. float minEdgeLength = Single.MaxValue; foreach (Oni.HalfEdge edge in topology.GetNeighbourEdgesEnumerator(vertex)) { // vertices at each end of the edge: Vector3 v1 = initialScaleMatrix * topology.heVertices[topology.GetHalfEdgeStartVertex(edge)].position; Vector3 v2 = initialScaleMatrix * topology.heVertices[edge.endVertex].position; minEdgeLength = Mathf.Min(minEdgeLength, Vector3.Distance(v1, v2)); } active[i] = true; invMasses[i] = (skinnedMeshRenderer == null && areaContribution[i] > 0) ? (1.0f / (DEFAULT_PARTICLE_MASS * areaContribution[i])) : 0; positions[i] = initialScaleMatrix * vertex.position; restPositions[i] = positions[i]; restPositions[i][3] = 1; // activate rest position. principalRadii[i] = Vector3.one * minEdgeLength * 0.5f; phases[i] = Oni.MakePhase(1, selfCollisions?Oni.ParticlePhase.SelfCollide:0); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating particles...", i / (float)topology.heVertices.Length)); } } // Generate deformable triangles: for (int i = 0; i < topology.heFaces.Length; i++) { Oni.Face face = topology.heFaces[i]; Oni.HalfEdge e1 = topology.heHalfEdges[face.halfEdge]; Oni.HalfEdge e2 = topology.heHalfEdges[e1.nextHalfEdge]; Oni.HalfEdge e3 = topology.heHalfEdges[e2.nextHalfEdge]; deformableTriangles[i * 3] = e1.endVertex; deformableTriangles[i * 3 + 1] = e2.endVertex; deformableTriangles[i * 3 + 2] = e3.endVertex; if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating deformable geometry...", i / (float)topology.heFaces.Length)); } } List <ObiMeshTopology.HEEdge> edges = topology.GetEdgeList(); DistanceConstraints.Clear(); ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(true, false); DistanceConstraints.AddBatch(distanceBatch); // Create distance springs: for (int i = 0; i < edges.Count; i++) { Oni.HalfEdge hedge = topology.heHalfEdges[edges[i].halfEdgeIndex]; Oni.Vertex startVertex = topology.heVertices[topology.GetHalfEdgeStartVertex(hedge)]; Oni.Vertex endVertex = topology.heVertices[hedge.endVertex]; distanceBatch.AddConstraint(topology.GetHalfEdgeStartVertex(hedge), hedge.endVertex, Vector3.Distance(initialScaleMatrix * startVertex.position, initialScaleMatrix * endVertex.position), 1, 1); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating structural constraints...", i / (float)topology.heHalfEdges.Length)); } } // Cook distance constraints, for better cache and SIMD use: distanceBatch.Cook(); // Create aerodynamic constraints: AerodynamicConstraints.Clear(); ObiAerodynamicConstraintBatch aeroBatch = new ObiAerodynamicConstraintBatch(false, false); AerodynamicConstraints.AddBatch(aeroBatch); for (int i = 0; i < topology.heVertices.Length; i++) { aeroBatch.AddConstraint(i, areaContribution[i], AerodynamicConstraints.dragCoefficient, AerodynamicConstraints.liftCoefficient); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating aerodynamic constraints...", i / (float)topology.heFaces.Length)); } } //Create skin constraints (if needed) if (skinnedMeshRenderer != null) { SkinConstraints.Clear(); ObiSkinConstraintBatch skinBatch = new ObiSkinConstraintBatch(true, false); SkinConstraints.AddBatch(skinBatch); for (int i = 0; i < topology.heVertices.Length; ++i) { skinBatch.AddConstraint(i, initialScaleMatrix * topology.heVertices[i].position, Vector3.up, 0.05f, 0.1f, 0, 1); if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating skin constraints...", i / (float)topology.heVertices.Length)); } } for (int i = 0; i < topology.normals.Length; ++i) { skinBatch.skinNormals[topology.visualMap[i]] = topology.normals[i]; } skinBatch.Cook(); } //Create pressure constraints if the mesh is closed: VolumeConstraints.Clear(); if (topology.IsClosed) { ObiVolumeConstraintBatch volumeBatch = new ObiVolumeConstraintBatch(false, false); VolumeConstraints.AddBatch(volumeBatch); float avgInitialScale = (initialScaleMatrix.m00 + initialScaleMatrix.m11 + initialScaleMatrix.m22) * 0.33f; int[] triangleIndices = new int[topology.heFaces.Length * 3]; for (int i = 0; i < topology.heFaces.Length; i++) { Oni.Face face = topology.heFaces[i]; Oni.HalfEdge e1 = topology.heHalfEdges[face.halfEdge]; Oni.HalfEdge e2 = topology.heHalfEdges[e1.nextHalfEdge]; Oni.HalfEdge e3 = topology.heHalfEdges[e2.nextHalfEdge]; triangleIndices[i * 3] = e1.endVertex; triangleIndices[i * 3 + 1] = e2.endVertex; triangleIndices[i * 3 + 2] = e3.endVertex; if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating volume constraints...", i / (float)topology.heFaces.Length)); } } volumeBatch.AddConstraint(triangleIndices, topology.MeshVolume * avgInitialScale, 1, 1); } //Create bending constraints: BendingConstraints.Clear(); ObiBendConstraintBatch bendBatch = new ObiBendConstraintBatch(true, false); BendingConstraints.AddBatch(bendBatch); Dictionary <int, int> cons = new Dictionary <int, int>(); for (int i = 0; i < topology.heVertices.Length; i++) { Oni.Vertex vertex = topology.heVertices[i]; foreach (Oni.Vertex n1 in topology.GetNeighbourVerticesEnumerator(vertex)) { float cosBest = 0; Oni.Vertex vBest = n1; foreach (Oni.Vertex n2 in topology.GetNeighbourVerticesEnumerator(vertex)) { float cos = Vector3.Dot((n1.position - vertex.position).normalized, (n2.position - vertex.position).normalized); if (cos < cosBest) { cosBest = cos; vBest = n2; } } if (!cons.ContainsKey(vBest.index) || cons[vBest.index] != n1.index) { cons[n1.index] = vBest.index; Vector3 n1Pos = initialScaleMatrix * n1.position; Vector3 bestPos = initialScaleMatrix * vBest.position; Vector3 vertexPos = initialScaleMatrix * vertex.position; float[] bendRestPositions = new float[] { n1Pos[0], n1Pos[1], n1Pos[2], bestPos[0], bestPos[1], bestPos[2], vertexPos[0], vertexPos[1], vertexPos[2] }; float restBend = Oni.BendingConstraintRest(bendRestPositions); bendBatch.AddConstraint(n1.index, vBest.index, vertex.index, restBend, 0, 1); } } if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiCloth: adding bend constraints...", i / (float)sharedTopology.heVertices.Length)); } } bendBatch.Cook(); // Initialize tether constraints: TetherConstraints.Clear(); // Initialize pin constraints: PinConstraints.Clear(); ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false, false); PinConstraints.AddBatch(pinBatch); initializing = false; initialized = true; if (skinnedMeshRenderer == null) { InitializeWithRegularMesh(); } else { InitializeWithSkinnedMesh(); } }
/** * Automatically generates tether constraints for the cloth. * Partitions fixed particles into "islands", then generates up to maxTethers constraints for each * particle, linking it to the closest point in each island. */ public override bool GenerateTethers(int maxTethers) { if (!Initialized) { return(false); } TetherConstraints.Clear(); if (maxTethers > 0) { ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true, false); TetherConstraints.AddBatch(tetherBatch); List <HashSet <int> > islands = new List <HashSet <int> >(); // Partition fixed particles into islands: for (int i = 0; i < topology.heVertices.Length; i++) { Oni.Vertex vertex = topology.heVertices[i]; if (invMasses[i] > 0 || !active[i]) { continue; } int assignedIsland = -1; // keep a list of islands to merge with ours: List <int> mergeableIslands = new List <int>(); // See if any of our neighbors is part of an island: foreach (Oni.Vertex n in topology.GetNeighbourVerticesEnumerator(vertex)) { if (!active[n.index]) { continue; } for (int k = 0; k < islands.Count; ++k) { if (islands[k].Contains(n.index)) { // if we are not in an island yet, pick this one: if (assignedIsland < 0) { assignedIsland = k; islands[k].Add(i); } // if we already are in an island, we will merge this newfound island with ours: else if (assignedIsland != k && !mergeableIslands.Contains(k)) { mergeableIslands.Add(k); } } } } // merge islands with the assigned one: foreach (int merge in mergeableIslands) { islands[assignedIsland].UnionWith(islands[merge]); } // remove merged islands: mergeableIslands.Sort(); mergeableIslands.Reverse(); foreach (int merge in mergeableIslands) { islands.RemoveAt(merge); } // If no adjacent particle is in an island, create a new one: if (assignedIsland < 0) { islands.Add(new HashSet <int>() { i }); } } // Generate tether constraints: for (int i = 0; i < invMasses.Length; ++i) { if (invMasses[i] == 0 || !active[i]) { continue; } List <KeyValuePair <float, int> > tethers = new List <KeyValuePair <float, int> >(islands.Count * maxTethers); // Find the closest particle in each island, and add it to tethers. foreach (HashSet <int> island in islands) { int closest = -1; float minDistance = Mathf.Infinity; foreach (int j in island) { float distance = (topology.heVertices[i].position - topology.heVertices[j].position).sqrMagnitude; if (distance < minDistance) { minDistance = distance; closest = j; } } if (closest >= 0) { tethers.Add(new KeyValuePair <float, int>(minDistance, closest)); } } // Sort tether indices by distance: tethers.Sort( delegate(KeyValuePair <float, int> x, KeyValuePair <float, int> y) { return(x.Key.CompareTo(y.Key)); } ); // Create constraints for "maxTethers" closest anchor particles: for (int k = 0; k < Mathf.Min(maxTethers, tethers.Count); ++k) { tetherBatch.AddConstraint(i, tethers[k].Value, Mathf.Sqrt(tethers[k].Key), TetherConstraints.tetherScale, TetherConstraints.stiffness); } } tetherBatch.Cook(); } return(true); }