/**
         * 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 void GenerateTethers(bool[] selected)
        {
            tetherConstraintsData = new ObiTetherConstraintsData();

            // generate disjoint groups of particles (islands)
            List <HashSet <int> > islands = GenerateIslands(System.Linq.Enumerable.Range(0, topology.vertices.Count), null);

            // generate tethers for each one:
            List <int> particleIndices = new List <int>();

            foreach (HashSet <int> island in islands)
            {
                GenerateTethersForIsland(island, particleIndices, selected, 4);
            }

            // for tethers, it's easy to use the optimal amount of colors analytically.
            if (particleIndices.Count > 0)
            {
                int color        = 0;
                int lastParticle = particleIndices[0];
                for (int i = 0; i < particleIndices.Count; i += 2)
                {
                    if (particleIndices[i] != lastParticle)
                    {
                        lastParticle = particleIndices[i];
                        color        = 0;
                    }

                    // Add a new batch if needed:
                    if (color >= tetherConstraintsData.GetBatchCount())
                    {
                        tetherConstraintsData.AddBatch(new ObiTetherConstraintsBatch());
                    }

                    HalfEdgeMesh.Vertex startVertex = topology.vertices[particleIndices[i]];
                    HalfEdgeMesh.Vertex endVertex   = topology.vertices[particleIndices[i + 1]];

                    tetherConstraintsData.batches[color].AddConstraint(new Vector2Int(particleIndices[i], particleIndices[i + 1]),
                                                                       Vector3.Distance(Vector3.Scale(scale, startVertex.position), Vector3.Scale(scale, endVertex.position)),
                                                                       1);
                    color++;
                }
            }

            // Set initial amount of active constraints:
            for (int i = 0; i < tetherConstraintsData.batches.Count; ++i)
            {
                tetherConstraintsData.batches[i].activeConstraintCount = tetherConstraintsData.batches[i].constraintCount;
            }
        }
 public IEnumerable <IObiConstraints> GetConstraints()
 {
     if (distanceConstraintsData != null && distanceConstraintsData.GetBatchCount() > 0)
     {
         yield return(distanceConstraintsData);
     }
     if (bendConstraintsData != null && bendConstraintsData.GetBatchCount() > 0)
     {
         yield return(bendConstraintsData);
     }
     if (pinConstraintsData != null && pinConstraintsData.GetBatchCount() > 0)
     {
         yield return(pinConstraintsData);
     }
     if (skinConstraintsData != null && skinConstraintsData.GetBatchCount() > 0)
     {
         yield return(skinConstraintsData);
     }
     if (tetherConstraintsData != null && tetherConstraintsData.GetBatchCount() > 0)
     {
         yield return(tetherConstraintsData);
     }
     if (stretchShearConstraintsData != null && stretchShearConstraintsData.GetBatchCount() > 0)
     {
         yield return(stretchShearConstraintsData);
     }
     if (bendTwistConstraintsData != null && bendTwistConstraintsData.GetBatchCount() > 0)
     {
         yield return(bendTwistConstraintsData);
     }
     if (shapeMatchingConstraintsData != null && shapeMatchingConstraintsData.GetBatchCount() > 0)
     {
         yield return(shapeMatchingConstraintsData);
     }
     if (aerodynamicConstraintsData != null && aerodynamicConstraintsData.GetBatchCount() > 0)
     {
         yield return(aerodynamicConstraintsData);
     }
     if (chainConstraintsData != null && chainConstraintsData.GetBatchCount() > 0)
     {
         yield return(chainConstraintsData);
     }
     if (volumeConstraintsData != null && volumeConstraintsData.GetBatchCount() > 0)
     {
         yield return(volumeConstraintsData);
     }
 }