Esempio n. 1
0
        private void AddPointsAndSprings(List <TriangleVertexIndices> indices, List <TSVector> vertices)
        {
            for (int i = 0; i < vertices.Count; i++)
            {
                SoftBody.MassPoint massPoint = new SoftBody.MassPoint(this.sphere, this, this.material);
                massPoint.Position = vertices[i];
                massPoint.Mass     = FP.EN1;
                this.points.Add(massPoint);
            }
            for (int j = 0; j < indices.Count; j++)
            {
                TriangleVertexIndices indices2 = indices[j];
                SoftBody.Triangle     triangle = new SoftBody.Triangle(this);
                triangle.indices = indices2;
                this.triangles.Add(triangle);
                triangle.boundingBox = TSBBox.SmallBox;
                triangle.boundingBox.AddPoint(this.points[triangle.indices.I0].position);
                triangle.boundingBox.AddPoint(this.points[triangle.indices.I1].position);
                triangle.boundingBox.AddPoint(this.points[triangle.indices.I2].position);
                triangle.dynamicTreeID = this.dynamicTree.AddProxy(ref triangle.boundingBox, triangle);
            }
            HashSet <SoftBody.Edge> edges = this.GetEdges(indices);
            int num = 0;

            foreach (SoftBody.Edge current in edges)
            {
                SoftBody.Spring spring = new SoftBody.Spring(this.points[current.Index1], this.points[current.Index2]);
                spring.Softness   = FP.EN2;
                spring.BiasFactor = FP.EN1;
                spring.SpringType = SoftBody.SpringType.EdgeSpring;
                this.springs.Add(spring);
                num++;
            }
        }
Esempio n. 2
0
        public SoftBody(int sizeX, int sizeY, FP scale)
        {
            List <TriangleVertexIndices> list = new List <TriangleVertexIndices>();
            List <TSVector> list2             = new List <TSVector>();

            for (int i = 0; i < sizeY; i++)
            {
                for (int j = 0; j < sizeX; j++)
                {
                    list2.Add(new TSVector(i, 0, j) * scale);
                }
            }
            for (int k = 0; k < sizeX - 1; k++)
            {
                for (int l = 0; l < sizeY - 1; l++)
                {
                    TriangleVertexIndices item = default(TriangleVertexIndices);
                    item.I0 = l * sizeX + k;
                    item.I1 = l * sizeX + k + 1;
                    item.I2 = (l + 1) * sizeX + k + 1;
                    list.Add(item);
                    item.I0 = l * sizeX + k;
                    item.I1 = (l + 1) * sizeX + k + 1;
                    item.I2 = (l + 1) * sizeX + k;
                    list.Add(item);
                }
            }
            this.EdgeSprings  = this.springs.AsReadOnly();
            this.VertexBodies = this.points.AsReadOnly();
            this.Triangles    = this.triangles.AsReadOnly();
            this.AddPointsAndSprings(list, list2);
            for (int m = 0; m < sizeX - 1; m++)
            {
                for (int n = 0; n < sizeY - 1; n++)
                {
                    SoftBody.Spring spring = new SoftBody.Spring(this.points[n * sizeX + m + 1], this.points[(n + 1) * sizeX + m]);
                    spring.Softness   = FP.EN2;
                    spring.BiasFactor = FP.EN1;
                    this.springs.Add(spring);
                }
            }
            foreach (SoftBody.Spring current in this.springs)
            {
                TSVector tSVector = current.body1.position - current.body2.position;
                bool     flag     = tSVector.z != FP.Zero && tSVector.x != FP.Zero;
                if (flag)
                {
                    current.SpringType = SoftBody.SpringType.ShearSpring;
                }
                else
                {
                    current.SpringType = SoftBody.SpringType.EdgeSpring;
                }
            }
            for (int num = 0; num < sizeX - 2; num++)
            {
                for (int num2 = 0; num2 < sizeY - 2; num2++)
                {
                    SoftBody.Spring spring2 = new SoftBody.Spring(this.points[num2 * sizeX + num], this.points[num2 * sizeX + num + 2]);
                    spring2.Softness   = FP.EN2;
                    spring2.BiasFactor = FP.EN1;
                    SoftBody.Spring spring3 = new SoftBody.Spring(this.points[num2 * sizeX + num], this.points[(num2 + 2) * sizeX + num]);
                    spring3.Softness   = FP.EN2;
                    spring3.BiasFactor = FP.EN1;
                    spring2.SpringType = SoftBody.SpringType.BendSpring;
                    spring3.SpringType = SoftBody.SpringType.BendSpring;
                    this.springs.Add(spring2);
                    this.springs.Add(spring3);
                }
            }
        }