public void AddConstraint(Vector2Int indices, float restLength)
        {
            RegisterConstraint();

            particleIndices.Add(indices[0]);
            particleIndices.Add(indices[1]);
            restLengths.Add(restLength);
            stiffnesses.Add(Vector2.zero);
        }
Example #2
0
        public void AddConstraint(int[] triangles, float restVolume)
        {
            RegisterConstraint();

            firstTriangle.Add((int)particleIndices.count / 3);
            particleIndices.AddRange(triangles);
            restVolumes.Add(restVolume);
            pressureStiffness.Add(new Vector2(1, 0));
        }
        public void AddConstraint(int[] indices, float restLength, float stretchStiffness, float compressionStiffness)
        {
            RegisterConstraint();

            firstParticle.Add((int)particleIndices.count);
            numParticles.Add((int)indices.Length);
            particleIndices.AddRange(indices);
            lengths.Add(new Vector2(restLength, restLength));
        }
        public void AddConstraint(Vector2Int indices, float maxLength, float scale)
        {
            RegisterConstraint();

            particleIndices.Add(indices[0]);
            particleIndices.Add(indices[1]);
            maxLengthsScales.Add(new Vector2(maxLength, scale));
            stiffnesses.Add(0);
        }
        public void AddConstraint(Vector3Int indices, float restBend)
        {
            RegisterConstraint();

            particleIndices.Add(indices[0]);
            particleIndices.Add(indices[1]);
            particleIndices.Add(indices[2]);
            restBends.Add(restBend);
            bendingStiffnesses.Add(Vector2.zero);
        }
        public void AddConstraint(Vector2Int indices, Quaternion restDarboux)
        {
            RegisterConstraint();

            particleIndices.Add(indices[0]);
            particleIndices.Add(indices[1]);
            restDarbouxVectors.Add(restDarboux);
            stiffnesses.Add(Vector3.zero);
            plasticity.Add(Vector2.zero);
        }