Esempio n. 1
0
    private void ApplyConstraint()
    {
        ScarfPoint firstPoint = this.scarfPoints[0];

        firstPoint.currentPos = scarfAnchor.position;
        this.scarfPoints[0]   = firstPoint;

        for (int i = 0; i < this.scarfLength - 1; i++)
        {
            ScarfPoint first  = this.scarfPoints[i];
            ScarfPoint second = this.scarfPoints[i + 1];

            float d     = Vector2.Distance(first.currentPos, second.currentPos);
            float debug = Mathf.Abs(d - this.scarfPointInterval);

            Vector2 changeDir = (first.currentPos - second.currentPos).normalized;

            if (d > this.scarfPointInterval)
            {
                changeDir = (first.currentPos - second.currentPos).normalized;
            }
            else if (d < this.scarfPointInterval)
            {
                changeDir = (second.currentPos - first.currentPos).normalized;
            }

            Vector2 changeAmount = changeDir * debug;

            if (i != 0)
            {
                first.currentPos       -= changeAmount * 0.5f;
                this.scarfPoints[i]     = first;
                second.currentPos      += changeAmount * 0.5f;
                this.scarfPoints[i + 1] = second;
            }
            else
            {
                second.currentPos      += changeAmount;
                this.scarfPoints[i + 1] = second;
            }
        }
    }
Esempio n. 2
0
    private void SimulateScarf()
    {
        Vector2 normalForce = new Vector2(-1f, -5f);

        for (int i = 0; i < this.scarfLength; i++)
        {
            ScarfPoint firstPoint = this.scarfPoints[i];
            Vector2    velocity   = firstPoint.currentPos - firstPoint.oldPos;
            firstPoint.oldPos      = firstPoint.currentPos;
            firstPoint.currentPos += velocity;
            firstPoint.currentPos += normalForce * Time.deltaTime;
            this.scarfPoints[i]    = firstPoint;
        }

        for (int i = 0; i < physicIterations; i++)
        {
            ApplyConstraint();
        }

        DrawScarf();
    }