public void SetBendTwistConstraints(ObiNativeIntList orientationIndices, ObiNativeQuaternionList restDarboux, ObiNativeVector3List stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.orientationIndices = orientationIndices.AsNativeArray <int>();
     this.restDarboux        = restDarboux.AsNativeArray <quaternion>();
     this.stiffnesses        = stiffnesses.AsNativeArray <float3>();
     this.lambdas            = lambdas.AsNativeArray <float>();
 }
Esempio n. 2
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 public void SetTetherConstraints(ObiNativeIntList particleIndices, ObiNativeVector2List maxLengthScale, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices = particleIndices.AsNativeArray <int>();
     this.maxLengthScale  = maxLengthScale.AsNativeArray <float2>();
     this.stiffnesses     = stiffnesses.AsNativeArray <float>();
     this.lambdas         = lambdas.AsNativeArray <float>();
 }
Esempio n. 3
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 public void SetBendConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restBends, ObiNativeVector2List bendingStiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices = particleIndices.AsNativeArray <int>();
     this.restBends       = restBends.AsNativeArray <float>();
     this.stiffnesses     = bendingStiffnesses.AsNativeArray <float2>();
     this.lambdas         = lambdas.AsNativeArray <float>();
 }
Esempio n. 4
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 public void SetStitchConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices = particleIndices.AsNativeArray <int>();
     this.stiffnesses     = stiffnesses.AsNativeArray <float>();
     this.lambdas         = lambdas.AsNativeArray <float>();
     m_ConstraintCount    = count;
 }
 public void SetDistanceConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList restLengths, ObiNativeVector2List stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices = particleIndices.AsNativeArray <int>();
     this.restLengths     = restLengths.AsNativeArray <float>();
     this.stiffnesses     = stiffnesses.AsNativeArray <float2>();
     this.lambdas         = lambdas.AsNativeArray <float>();
 }
 public void SetSkinConstraints(ObiNativeIntList particleIndices, ObiNativeVector4List skinPoints, ObiNativeVector4List skinNormals, ObiNativeFloatList skinRadiiBackstop, ObiNativeFloatList skinCompliance, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices   = particleIndices.AsNativeArray <int>();
     this.skinPoints        = skinPoints.AsNativeArray <float4>();
     this.skinNormals       = skinNormals.AsNativeArray <float4>();
     this.skinRadiiBackstop = skinRadiiBackstop.AsNativeArray <float>();
     this.skinCompliance    = skinCompliance.AsNativeArray <float>();
     this.lambdas           = lambdas.AsNativeArray <float>();
 }
Esempio n. 7
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 public void SetPinConstraints(ObiNativeIntList particleIndices, ObiNativeIntList colliderIndices, ObiNativeVector4List offsets, ObiNativeQuaternionList restDarbouxVectors, ObiNativeFloatList stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices    = particleIndices.AsNativeArray <int>();
     this.colliderIndices    = colliderIndices.AsNativeArray <int>();
     this.offsets            = offsets.AsNativeArray <float4>();
     this.restDarbouxVectors = restDarbouxVectors.AsNativeArray <quaternion>();
     this.stiffnesses        = stiffnesses.AsNativeArray <float2>();
     this.lambdas            = lambdas.AsNativeArray <float>();
 }
Esempio n. 8
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 public void SetStretchShearConstraints(ObiNativeIntList particleIndices, ObiNativeIntList orientationIndices, ObiNativeFloatList restLengths, ObiNativeQuaternionList restOrientations, ObiNativeVector3List stiffnesses, ObiNativeFloatList lambdas, int count)
 {
     this.particleIndices    = particleIndices.AsNativeArray <int>();
     this.orientationIndices = orientationIndices.AsNativeArray <int>();
     this.restLengths        = restLengths.AsNativeArray <float>();
     this.restOrientations   = restOrientations.AsNativeArray <quaternion>();
     this.stiffnesses        = stiffnesses.AsNativeArray <float3>();
     this.lambdas            = lambdas.AsNativeArray <float>();
 }
 public void SetVolumeConstraints(ObiNativeIntList triangles,
                                  ObiNativeIntList firstIndex,
                                  ObiNativeFloatList restVolumes,
                                  ObiNativeVector2List pressureStiffness,
                                  ObiNativeFloatList lambdas,
                                  int count)
 {
     this.particleIndices   = triangles.AsNativeArray <int>();
     this.firstIndex        = firstIndex.AsNativeArray <int>();
     this.restVolumes       = restVolumes.AsNativeArray <float>();
     this.pressureStiffness = pressureStiffness.AsNativeArray <float2>();
     this.lambdas           = lambdas.AsNativeArray <float>();
 }
Esempio n. 10
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        public void SetShapeMatchingConstraints(ObiNativeIntList particleIndices,
                                                ObiNativeIntList firstIndex,
                                                ObiNativeIntList numIndices,
                                                ObiNativeIntList explicitGroup,
                                                ObiNativeFloatList shapeMaterialParameters,
                                                ObiNativeVector4List restComs,
                                                ObiNativeVector4List coms,
                                                ObiNativeQuaternionList constraintOrientations,
                                                ObiNativeFloatList lambdas,
                                                int count)
        {
            this.particleIndices         = particleIndices.AsNativeArray <int>();
            this.firstIndex              = firstIndex.AsNativeArray <int>();
            this.numIndices              = numIndices.AsNativeArray <int>();
            this.explicitGroup           = explicitGroup.AsNativeArray <int>();
            this.shapeMaterialParameters = shapeMaterialParameters.AsNativeArray <float>();
            this.restComs = restComs.AsNativeArray <float4>();
            this.coms     = coms.AsNativeArray <float4>();
            this.constraintOrientations = constraintOrientations.AsNativeArray <quaternion>();

            if (Aqq.IsCreated)
            {
                Aqq.Dispose();
            }
            if (deformation.IsCreated)
            {
                deformation.Dispose();
            }

            Aqq = new NativeArray <float4x4>(count, Allocator.Persistent);

            deformation = new NativeArray <float4x4>(count, Allocator.Persistent);
            for (int i = 0; i < count; ++i)
            {
                deformation[i] = float4x4.identity;
            }

            m_ConstraintCount = count;
        }
 public void SetAerodynamicConstraints(ObiNativeIntList particleIndices, ObiNativeFloatList aerodynamicCoeffs, int count)
 {
     this.particleIndices   = particleIndices.AsNativeArray <int>();
     this.aerodynamicCoeffs = aerodynamicCoeffs.AsNativeArray <float>();
     m_ConstraintCount      = count;
 }