Example #1
0
        public void UpdateParticleMaterial(int index)
        {
            if (m_Solver == null)
            {
                return;
            }

            UpdateParticleResolution(index);

            ObiFluidEmitterBlueprint fluidMaterial = emitterBlueprint as ObiFluidEmitterBlueprint;

            int solverIndex = solverIndices[index];

            m_Solver.restDensities[solverIndex]       = fluidMaterial != null ? fluidMaterial.restDensity : 0;
            m_Solver.viscosities[solverIndex]         = fluidMaterial != null ? fluidMaterial.viscosity : 0;
            m_Solver.vortConfinement[solverIndex]     = fluidMaterial != null ? fluidMaterial.vorticity : 0;
            m_Solver.surfaceTension[solverIndex]      = fluidMaterial != null ? fluidMaterial.surfaceTension : 0;
            m_Solver.buoyancies[solverIndex]          = fluidMaterial != null ? fluidMaterial.buoyancy : -1;
            m_Solver.atmosphericDrag[solverIndex]     = fluidMaterial != null ? fluidMaterial.atmosphericDrag : 0;
            m_Solver.atmosphericPressure[solverIndex] = fluidMaterial != null ? fluidMaterial.atmosphericPressure : 0;
            m_Solver.diffusion[solverIndex]           = fluidMaterial != null ? fluidMaterial.diffusion : 0;
            m_Solver.userData[solverIndex]            = fluidMaterial != null ? fluidMaterial.diffusionData : Vector4.zero;

            Oni.ParticleFlags particlePhase = Oni.ParticleFlags.Fluid;
            if (emitterBlueprint != null && fluidMaterial == null)
            {
                particlePhase = 0;
            }

            m_Solver.phases[solverIndex] = Oni.MakePhase(fluidPhase, Oni.ParticleFlags.SelfCollide | particlePhase);
        }
Example #2
0
        private void UpdateParticleResolution(int index)
        {
            if (m_Solver == null)
            {
                return;
            }

            ObiFluidEmitterBlueprint fluidMaterial = emitterBlueprint as ObiFluidEmitterBlueprint;

            int solverIndex = solverIndices[index];

            float restDistance = (emitterBlueprint != null) ? emitterBlueprint.GetParticleSize(m_Solver.parameters.mode) : 0.1f;
            float pmass        = (emitterBlueprint != null) ? emitterBlueprint.GetParticleMass(m_Solver.parameters.mode) : 0.1f;

            if (emitterBlueprint != null && fluidMaterial == null)
            {
                float randomRadius = UnityEngine.Random.Range(0, restDistance / 100.0f * (emitterBlueprint as ObiGranularEmitterBlueprint).randomness);
                m_Solver.principalRadii[solverIndex] = Vector3.one * Mathf.Max(0.001f + restDistance * 0.5f - randomRadius);
            }
            else
            {
                m_Solver.principalRadii[solverIndex] = Vector3.one * restDistance * 0.5f;
            }

            m_Solver.invRotationalMasses[solverIndex] = m_Solver.invMasses[solverIndex] = 1 / pmass;
            m_Solver.smoothingRadii[solverIndex]      = fluidMaterial != null?fluidMaterial.GetSmoothingRadius(m_Solver.parameters.mode) : 1f / (10 * Mathf.Pow(1, 1 / (m_Solver.parameters.mode == Oni.SolverParameters.Mode.Mode3D ? 3.0f : 2.0f)));
        }