public override void OnInspectorGUI() { serializedObject.Update(); /*GUI.enabled = emitter.Initialized; * EditorGUI.BeginChangeCheck(); * editMode = GUILayout.Toggle(editMode,new GUIContent("Edit particles",EditorGUIUtility.Load("Obi/EditParticles.psd") as Texture2D),"LargeButton"); * if (EditorGUI.EndChangeCheck()){ * SceneView.RepaintAll(); * } * GUI.enabled = true;*/ EditorGUILayout.HelpBox("Active particles:" + emitter.ActiveParticles, MessageType.Info); EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", emitter.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(emitter, "Set solver"); emitter.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision Material", emitter.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(emitter, "Set collision material"); emitter.CollisionMaterial = material; } EditorGUI.BeginChangeCheck(); ObiEmitterMaterial emitterMaterial = EditorGUILayout.ObjectField(new GUIContent("Emitter Material", "Emitter material used. This controls the behavior of the emitted particles."), emitter.EmitterMaterial, typeof(ObiEmitterMaterial), false) as ObiEmitterMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(emitter, "Set emitter material"); emitter.EmitterMaterial = emitterMaterial; } EditorGUI.BeginChangeCheck(); int numParticles = EditorGUILayout.IntField(new GUIContent("Num particles", "Amount of pooled particles used by this emitter."), emitter.NumParticles); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(emitter, "Set num particles"); emitter.NumParticles = numParticles; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); // Apply changes to the serializedProperty if (GUI.changed) { emitter.UpdateParticlePhases(); //TODO: only do this when changing material. serializedObject.ApplyModifiedProperties(); } }
public void Initialize() { // Tear everything down first: Teardown(); try{ // Create a default material: defaultMaterial = ScriptableObject.CreateInstance <ObiCollisionMaterial>(); defaultMaterial.hideFlags = HideFlags.HideAndDontSave; defaultFluidMaterial = ScriptableObject.CreateInstance <ObiEmitterMaterialFluid>(); defaultFluidMaterial.hideFlags = HideFlags.HideAndDontSave; // Create the Oni solver: oniSolver = Oni.CreateSolver(maxParticles, MAX_NEIGHBOURS); actors = new List <ObiActor>(); allocatedParticles = new HashSet <int>(); activeParticles = new HashSet <int>(); materialIndices = new int[maxParticles]; fluidMaterialIndices = new int[maxParticles]; renderablePositions = new Vector4[maxParticles]; // Initialize materials: UpdateSolverMaterials(); UpdateEmitterMaterials(); // Initialize parameters: UpdateParameters(); }catch (Exception exception) { Debug.LogException(exception); }finally{ initialized = true; }; }
public void FromObiCollisionMaterial(ObiCollisionMaterial material) { if (material != null) { dynamicFriction = material.dynamicFriction; staticFriction = material.staticFriction; stickiness = material.stickiness; stickDistance = material.stickDistance; rollingFriction = material.rollingFriction; frictionCombine = material.frictionCombine; stickinessCombine = material.stickinessCombine; rollingContacts = material.rollingContacts ? 1 : 0; } }
public override void OnInspectorGUI() { serializedObject.UpdateIfRequiredOrScript(); EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision material", collider.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(collider, "Set collision material"); collider.CollisionMaterial = material; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = rope.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (rope.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (rope.ropePath != null && rope.Section != null); if (GUILayout.Button("Initialize")) { if (!rope.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; GUI.enabled = rope.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(rope, "Set rest state"); rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUI.enabled = true; if (rope.ropePath == null) { EditorGUILayout.HelpBox("Rope path spline is missing.", MessageType.Info); } if (rope.Section == null) { EditorGUILayout.HelpBox("Rope section is missing.", MessageType.Info); } EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", rope.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set solver"); rope.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision Material", rope.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set collision material"); rope.CollisionMaterial = material; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), rope.SelfCollisions); if (rope.SelfCollisions != newSelfCollisions) { Undo.RecordObject(rope, "Set self collisions"); rope.SelfCollisions = newSelfCollisions; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); bool newThicknessFromParticles = EditorGUILayout.Toggle(new GUIContent("Thickness from particles", "Enabling this will allow particle radius to influence rope thickness. Use it for variable-thickness ropes."), rope.ThicknessFromParticles); if (rope.ThicknessFromParticles != newThicknessFromParticles) { Undo.RecordObject(rope, "Set thickness from particles"); rope.ThicknessFromParticles = newThicknessFromParticles; } float newTwist = EditorGUILayout.FloatField(new GUIContent("Section twist", "Amount of twist applied to each section, in degrees."), rope.SectionTwist); if (rope.SectionTwist != newTwist) { Undo.RecordObject(rope, "Set section twist"); rope.SectionTwist = newTwist; } EditorGUILayout.Space(); EditorGUILayout.LabelField("Rendering", EditorStyles.boldLabel); ObiRope.RenderingMode newRenderMode = (ObiRope.RenderingMode)EditorGUILayout.EnumPopup(rope.RenderMode); if (rope.RenderMode != newRenderMode) { Undo.RecordObject(rope, "Set rope render mode"); rope.RenderMode = newRenderMode; } float newUVAnchor = EditorGUILayout.Slider(new GUIContent("UV anchor", "Normalized point along the rope where the V texture coordinate starts. Useful when changing rope length."), rope.UVAnchor, 0, 1); if (rope.UVAnchor != newUVAnchor) { Undo.RecordObject(rope, "Set rope uv anchor"); rope.UVAnchor = newUVAnchor; } // Render-mode specific stuff: if (rope.RenderMode != ObiRope.RenderingMode.Chain) { ObiRopeSection newSection = EditorGUILayout.ObjectField(new GUIContent("Section", "Section asset to be extruded along the rope path.") , rope.Section, typeof(ObiRopeSection), false) as ObiRopeSection; if (rope.Section != newSection) { Undo.RecordObject(rope, "Set rope section"); rope.Section = newSection; } float newThickness = EditorGUILayout.FloatField(new GUIContent("Section thickness scale", "Scales mesh thickness."), rope.SectionThicknessScale); if (rope.SectionThicknessScale != newThickness) { Undo.RecordObject(rope, "Set rope section thickness"); rope.SectionThicknessScale = newThickness; } uint newSmoothness = (uint)EditorGUILayout.IntSlider(new GUIContent("Smoothness", "Level of smoothing applied to the rope path."), Convert.ToInt32(rope.Smoothing), 0, 3); if (rope.Smoothing != newSmoothness) { Undo.RecordObject(rope, "Set smoothness"); rope.Smoothing = newSmoothness; } Vector2 newUVScale = EditorGUILayout.Vector2Field(new GUIContent("UV scale", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.UVScale); if (rope.UVScale != newUVScale) { Undo.RecordObject(rope, "Set rope uv scale"); rope.UVScale = newUVScale; } bool newNormalizeV = EditorGUILayout.Toggle(new GUIContent("Normalize V", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.NormalizeV); if (rope.NormalizeV != newNormalizeV) { Undo.RecordObject(rope, "Set normalize v"); rope.NormalizeV = newNormalizeV; } } else { Vector3 newLinkScale = EditorGUILayout.Vector3Field(new GUIContent("Link scale", "Scale applied to each chain link."), rope.LinkScale); if (rope.LinkScale != newLinkScale) { Undo.RecordObject(rope, "Set chain link scale"); rope.LinkScale = newLinkScale; } bool newRandomizeLinks = EditorGUILayout.Toggle(new GUIContent("Randomize links", "Toggling this on this causes each chain link to be selected at random from the set of provided links."), rope.RandomizeLinks); if (rope.RandomizeLinks != newRandomizeLinks) { Undo.RecordObject(rope, "Set randomize links"); rope.RandomizeLinks = newRandomizeLinks; } EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(chainLinks, true); if (EditorGUI.EndChangeCheck()) { // update the chain representation in response to a change in available link templates: serializedObject.ApplyModifiedProperties(); rope.GenerateProceduralChainLinks(); } } // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.UpdateIfRequiredOrScript(); GUI.enabled = cloth.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (cloth.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (cloth.SharedTopology != null); if (GUILayout.Button("Initialize")) { if (!cloth.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(cloth.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; if (cloth.SharedTopology == null) { EditorGUILayout.HelpBox("No ObiMeshTopology asset present.", MessageType.Info); } GUI.enabled = cloth.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(cloth, "Set rest state"); cloth.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUILayout.BeginHorizontal(); if (GUILayout.Button("Optimize")) { Undo.RecordObject(cloth, "Optimize"); cloth.Optimize(); } if (GUILayout.Button("Unoptimize")) { Undo.RecordObject(cloth, "Unoptimize"); cloth.Unoptimize(); } GUILayout.EndHorizontal(); GUI.enabled = true; EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", cloth.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(cloth, "Set solver"); cloth.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision Material", cloth.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(cloth, "Set collision material"); cloth.CollisionMaterial = material; } EditorGUI.BeginChangeCheck(); ObiMeshTopology topology = EditorGUILayout.ObjectField("Shared Topology", cloth.SharedTopology, typeof(ObiMeshTopology), true) as ObiMeshTopology; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(cloth, "Set topology"); cloth.SharedTopology = topology; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), cloth.SelfCollisions); if (cloth.SelfCollisions != newSelfCollisions) { Undo.RecordObject(cloth, "Set self collisions"); cloth.SelfCollisions = newSelfCollisions; } bool newUpdateTangents = EditorGUILayout.Toggle(new GUIContent("Update tangents", "If enabled, tangent space will be updated after each simulation step. Enable this if your cloth uses normal maps."), cloth.UpdateTangents); if (cloth.UpdateTangents != newUpdateTangents) { Undo.RecordObject(cloth, "Set update tangents"); cloth.UpdateTangents = newUpdateTangents; } Oni.NormalsUpdate newNormalsUpdate = (Oni.NormalsUpdate)EditorGUILayout.EnumPopup(new GUIContent("Update normals", "If set to recalculate, smooth normals will be recalculated each step. If set to skin, the original mesh normals will be rotated based on surface orientation."), cloth.NormalsUpdate); if (cloth.NormalsUpdate != newNormalsUpdate) { Undo.RecordObject(cloth, "Set normals update"); cloth.NormalsUpdate = newNormalsUpdate; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script"); // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public void Initialize() { // Tear everything down first: Teardown(); try{ // Create a default material (TODO: maybe expose this to the user?) defaultMaterial = ScriptableObject.CreateInstance <ObiCollisionMaterial>(); defaultMaterial.hideFlags = HideFlags.HideAndDontSave; defaultFluidMaterial = ScriptableObject.CreateInstance <ObiEmitterMaterial>(); defaultFluidMaterial.hideFlags = HideFlags.HideAndDontSave; // Create the Oni solver: oniSolver = Oni.CreateSolver(maxParticles, 92, interactionRadius); actors = new List <ObiActor>(); allocatedParticles = new HashSet <int>(); activeParticles = new HashSet <int>(); materialIndices = new int[maxParticles]; fluidMaterialIndices = new int[maxParticles]; renderablePositions = new Vector3[maxParticles]; positions = new Vector3[maxParticles]; previousPositions = new Vector3[maxParticles]; predictedPositions = new Vector3[maxParticles]; velocities = new Vector3[maxParticles]; inverseMasses = new float[maxParticles]; solidRadii = new float[maxParticles]; phases = new int[maxParticles]; // Create constraint groups: distanceConstraints = new ObiDistanceConstraintGroup(this); bendingConstraints = new ObiBendingConstraintGroup(this); skinConstraints = new ObiSkinConstraintGroup(this); aerodynamicConstraints = new ObiAerodynamicConstraintGroup(this); volumeConstraints = new ObiVolumeConstraintGroup(this); tetherConstraints = new ObiTetherConstraintGroup(this); pinConstraints = new ObiPinConstraintGroup(this); // Register constraint groups: RegisterConstraintGroup(typeof(ObiDistanceConstraints), distanceConstraints); RegisterConstraintGroup(typeof(ObiBendingConstraints), bendingConstraints); RegisterConstraintGroup(typeof(ObiSkinConstraints), skinConstraints); RegisterConstraintGroup(typeof(ObiAerodynamicConstraints), aerodynamicConstraints); RegisterConstraintGroup(typeof(ObiVolumeConstraints), volumeConstraints); RegisterConstraintGroup(typeof(ObiTetherConstraints), tetherConstraints); RegisterConstraintGroup(typeof(ObiPinConstraints), pinConstraints); // Pin all memory so that the GC won't deallocate it before we are done. materialIndicesHandle = Oni.PinMemory(materialIndices); fluidMaterialIndicesHandle = Oni.PinMemory(fluidMaterialIndices); renderablePositionsHandle = Oni.PinMemory(renderablePositions); positionsHandle = Oni.PinMemory(positions); predictedHandle = Oni.PinMemory(predictedPositions); previousHandle = Oni.PinMemory(previousPositions); velocitiesHandle = Oni.PinMemory(velocities); inverseMassesHandle = Oni.PinMemory(inverseMasses); solidRadiiHandle = Oni.PinMemory(solidRadii); phasesHandle = Oni.PinMemory(phases); // Send all pointers to pinned memory to the solver: Oni.SetMaterialIndices(oniSolver, materialIndicesHandle.AddrOfPinnedObject()); Oni.SetFluidMaterialIndices(oniSolver, fluidMaterialIndicesHandle.AddrOfPinnedObject()); Oni.SetRenderableParticlePositions(oniSolver, renderablePositionsHandle.AddrOfPinnedObject()); Oni.SetParticlePositions(oniSolver, positionsHandle.AddrOfPinnedObject()); Oni.SetPredictedParticlePositions(oniSolver, predictedHandle.AddrOfPinnedObject()); Oni.SetPreviousParticlePositions(oniSolver, previousHandle.AddrOfPinnedObject()); Oni.SetParticleVelocities(oniSolver, velocitiesHandle.AddrOfPinnedObject()); Oni.SetParticleInverseMasses(oniSolver, inverseMassesHandle.AddrOfPinnedObject()); Oni.SetParticleSolidRadii(oniSolver, solidRadiiHandle.AddrOfPinnedObject()); Oni.SetParticlePhases(oniSolver, phasesHandle.AddrOfPinnedObject()); // Initialize materials: UpdateSolverMaterials(); UpdateFluidMaterials(); // Initialize parameters: UpdateParameters(); boundsHandle = Oni.PinMemory(bounds); }catch (Exception exception) { Debug.LogException(exception); }finally{ initialized = true; }; }