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); }
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))); }