void Awake() { base.Awake(); if (entity == null) { entity = GetComponent <Partix.SoftVolume>(); } }
void Awake() { world = FindObjectOfType <Partix.World>(); sv = GetComponent <Partix.SoftVolume>(); accel = Vector3.zero; velocity = Vector3.zero; }
void Awake() { softVolume = GetComponent <Partix.SoftVolume>(); string[] colors = { "Red", "Violet", "Yellow", "White" }; var color = colors[UnityEngine.Random.Range(0, 4)]; var prefab = string.Format( "Poppy/{0}/Poppy_{0}_0{1}", color, UnityEngine.Random.Range(0, 9)); GameObject view = GameObject.Instantiate( Resources.Load <GameObject>(prefab), transform, false); softVolume.meshRenderers = view.GetComponentsInChildren <MeshRenderer>(); }
public static void Fix( Partix.SoftVolume sv, float friction, float threshold) { Vector3[] vertices = sv.GetWireFrameVertices(); Partix.VehiclePointLoad[] loads = sv.GetPointLoads(); // boundingbox var bb = new BoundingBox(vertices); for (int i = 0; i < vertices.Length; i++) { Vector3 v = vertices[i]; Vector3 np = bb.CalculateNormalizedPosition(v); loads[i].friction = 0.2f; loads[i].fix_target = np.y < threshold ? 1 : 0; // loads[i].fix_target = 0; } sv.SetPointLoads(loads); }
void Awake() { softVolume = GetComponent <Partix.SoftVolume>(); }
void Awake() { entity = GetComponent <Partix.SoftVolume>(); }