Esempio n. 1
0
        // Use this for initialization
        void Start()
        {
            lineVertices = new Vector3[numParticles];
            lineRenderer = GetComponent <UnityEngine.LineRenderer> ();
            lineRenderer.SetVertexCount(numParticles);
            lineRenderer.SetWidth(0.1f, 0.1f);

            var startPos = new Vec3(-3, 15, 0);
            var dx       = new Vec3(-0.25, -0.25, 0);
            var mass     = 1.0;

            for (int i = 0; i < numParticles; i++)
            {
                particles.Add(new Particle(startPos + i * dx, mass));
            }

            particles [numParticles - 1].Mass = massOfLastParticle;

            List <Constraint> constraints = new List <Constraint> ();

            constraints.Add(new PositionConstraint(0, startPos, springK));

            for (int i = 0; i < numParticles - 1; i++)
            {
                constraints.Add(new DistanceConstraint(i, i + 1, dx.Length, springK));
            }

            particles.constraints = constraints;

            Engine.instance.Rope = particles;
        }
Esempio n. 2
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    private void EmitParticles()
    {
        var t       = Time.fixedTime;
        var elapsed = t - lastTime;

        if (elapsed >= 1 / rate)
        {
            var particlesToEmit = Mathf.CeilToInt(elapsed / (1 / rate));

            float r    = particleSize / 2;
            float mass = density * 4 * Mathf.PI * r * r * r / 3;

            for (var i = 0; i < particlesToEmit; i++)
            {
                // Add a random perturbation to initial position and velocity
                var initialVelocity = transform.forward + Random.onUnitSphere;

                var initialPosition = transform.position;
                var coords          = Random.insideUnitCircle * radius;
                initialPosition += coords.x * transform.right + coords.y * transform.up;

                ps.Add(new PE.Particle(initialPosition, initialVelocity, mass, particleSize / 2, lifetime));
            }

            lastTime = t;
        }
    }
Esempio n. 3
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        public void Point_AABBTest()
        {
            PE.ParticleSystem ps = new PE.ParticleSystem();
            ps.Add(new Particle(new PE.Vec3(0, 0.5, 0), new PE.Vec3(0, 0, 0), 0.0, 0, 0));
            AABB aabb = new AABB(new Vec3(-1.0, -1.0, -1.0), new Vec3(1.0, 1.0, 1.0));

            Assert.IsTrue(Collider.CheckIntersection(ps, aabb).Count != 0);
        }
Esempio n. 4
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        public void Point_PlaneTest1()
        {
            PE.ParticleSystem ps = new PE.ParticleSystem();
            ps.Add(new Particle(new PE.Vec3(1, 0, 2), new PE.Vec3(0, 0, 0), 0.0, 0, 0));
            PlaneCollider pl1 = new PlaneCollider(new Entity(), new PE.Vec3(0, 0, 1), 1.0);

            Assert.IsFalse(Collider.CheckIntersection(ps, pl1).Count != 0);
        }