コード例 #1
0
        public void GenerateVisualVertexBuffer()
        {
            visualVertexBuffer = new List <List <int> >(heVertices.Count);

            foreach (Oni.Vertex vertex in heVertices)
            {
                HashSet <int> set = new HashSet <int>();

                Oni.HalfEdge startEdge = heHalfEdges[vertex.halfEdge];
                Oni.HalfEdge edge      = startEdge;

                do
                {
                    edge = heHalfEdges[edge.pair];
                    switch (edge.indexInFace)
                    {
                    case 0: set.Add(heFaces[edge.face].visualVertex1); break;

                    case 1: set.Add(heFaces[edge.face].visualVertex2); break;

                    case 2: set.Add(heFaces[edge.face].visualVertex3); break;
                    }
                    edge = heHalfEdges[edge.nextHalfEdge];
                } while (edge.index != startEdge.index);

                visualVertexBuffer.Add(new List <int>(set));
            }
        }
コード例 #2
0
        public float GetFaceArea(Oni.Face face)
        {
            Oni.HalfEdge e1 = heHalfEdges[face.halfEdge];
            Oni.HalfEdge e2 = heHalfEdges[e1.nextHalfEdge];
            Oni.HalfEdge e3 = heHalfEdges[e2.nextHalfEdge];

            return(Vector3.Cross(heVertices[e2.endVertex].position - heVertices[e1.endVertex].position,
                                 heVertices[e3.endVertex].position - heVertices[e1.endVertex].position).magnitude / 2.0f);
        }
コード例 #3
0
        public int[] GetFaceEdges(Oni.Face face)
        {
            Oni.HalfEdge e1 = heHalfEdges[face.halfEdge];
            Oni.HalfEdge e2 = heHalfEdges[e1.nextHalfEdge];
            Oni.HalfEdge e3 = heHalfEdges[e2.nextHalfEdge];

            return(new int[] {
                e1.index, e2.index, e3.index
            });
        }
コード例 #4
0
        public int GetHalfEdgeStartVertex(Oni.HalfEdge edge)
        {
            // In a border edge, get the ending vertex of the pair edge:
            if (edge.face == -1)
            {
                return(heHalfEdges[edge.pair].endVertex);
            }

            // In case of an interior edge, find the vertex by going around the face:
            return(heHalfEdges[heHalfEdges[edge.nextHalfEdge].nextHalfEdge].endVertex);
        }
コード例 #5
0
        public IEnumerable <Oni.Vertex> GetNeighbourVerticesEnumerator(Oni.Vertex vertex)
        {
            Oni.HalfEdge startEdge = heHalfEdges[vertex.halfEdge];
            Oni.HalfEdge edge      = startEdge;

            do
            {
                yield return(heVertices[edge.endVertex]);

                edge = heHalfEdges[edge.pair];
                edge = heHalfEdges[edge.nextHalfEdge];
            } while (edge.index != startEdge.index);
        }
コード例 #6
0
        /**
         * Returns true if the edge has been split in a vertex split operation. (as a result of tearing)
         */
        public bool IsSplit(int halfEdgeIndex)
        {
            Oni.HalfEdge edge = heHalfEdges[halfEdgeIndex];

            if (edge.pair < 0 || edge.face < 0)
            {
                return(false);
            }

            Oni.HalfEdge pair = heHalfEdges[edge.pair];

            return(edge.endVertex != heHalfEdges[heHalfEdges[pair.nextHalfEdge].nextHalfEdge].endVertex ||
                   pair.endVertex != heHalfEdges[heHalfEdges[edge.nextHalfEdge].nextHalfEdge].endVertex);
        }
コード例 #7
0
        public IEnumerable <Oni.HalfEdge> GetNeighbourEdgesEnumerator(Oni.Vertex vertex)
        {
            Oni.HalfEdge startEdge = heHalfEdges[vertex.halfEdge];
            Oni.HalfEdge edge      = startEdge;

            do
            {
                edge = heHalfEdges[edge.pair];
                yield return(edge);

                edge = heHalfEdges[edge.nextHalfEdge];
                yield return(edge);
            } while (edge.index != startEdge.index);
        }
コード例 #8
0
        public IEnumerable <Oni.Face> GetNeighbourFacesEnumerator(Oni.Vertex vertex)
        {
            Oni.HalfEdge startEdge = heHalfEdges[vertex.halfEdge];
            Oni.HalfEdge edge      = startEdge;

            do
            {
                edge = heHalfEdges[edge.pair];
                if (edge.face > -1)
                {
                    yield return(heFaces[edge.face]);
                }
                edge = heHalfEdges[edge.nextHalfEdge];
            } while (edge.index != startEdge.index);
        }
コード例 #9
0
        /**
         * Tears a cloth distance constraint, affecting both the physical representation of the cloth and its mesh.
         */
        public void Tear(int constraintIndex)
        {
            if (topology == null)
            {
                return;
            }

            // don't allow splitting if there are no free particles left in the pool.
            if (usedParticles >= sharedMesh.vertexCount + pooledVertices)
            {
                return;
            }

            // get involved constraint batches:
            ObiDistanceConstraintBatch distanceBatch = (ObiDistanceConstraintBatch)DistanceConstraints.GetBatches()[0];
            ObiBendConstraintBatch     bendingBatch  = (ObiBendConstraintBatch)BendingConstraints.GetBatches()[0];

            // get particle indices at both ends of the constraint:
            int splitIndex  = distanceBatch.springIndices[constraintIndex * 2];
            int intactIndex = distanceBatch.springIndices[constraintIndex * 2 + 1];

            // we will split the particle with higher mass, so swap them if needed.
            if (invMasses[splitIndex] > invMasses[intactIndex])
            {
                int aux = splitIndex;
                splitIndex  = intactIndex;
                intactIndex = aux;
            }

            // Calculate the splitting plane in local space:
            Vector3 v1     = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.renderablePositions[particleIndices[splitIndex]]);
            Vector3 v2     = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.renderablePositions[particleIndices[intactIndex]]);
            Vector3 normal = (v2 - v1).normalized;

            int numUpdatedHalfEdges = maxVertexValency;

            int[] updatedHalfEdges = new int[numUpdatedHalfEdges];

            // Try to split the vertex at that particle.
            // If we cannot not split the higher mass particle, try the other one. If that fails too, we cannot tear this edge.
            if (invMasses[splitIndex] == 0 ||
                !Oni.TearDeformableMeshAtVertex(deformableMesh, splitIndex, ref v1, ref normal, updatedHalfEdges, ref numUpdatedHalfEdges))
            {
                // Try to split the other particle:
                int aux = splitIndex;
                splitIndex  = intactIndex;
                intactIndex = aux;

                v1     = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.renderablePositions[particleIndices[splitIndex]]);
                v2     = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.renderablePositions[particleIndices[intactIndex]]);
                normal = (v2 - v1).normalized;

                if (invMasses[splitIndex] == 0 ||
                    !Oni.TearDeformableMeshAtVertex(deformableMesh, splitIndex, ref v1, ref normal, updatedHalfEdges, ref numUpdatedHalfEdges))
                {
                    return;
                }
            }

            // identify weak points around the cut:
            int   weakPt1            = -1;
            int   weakPt2            = -1;
            float weakestValue       = float.MaxValue;
            float secondWeakestValue = float.MaxValue;

            foreach (Oni.Vertex v in topology.GetNeighbourVerticesEnumerator(topology.heVertices[splitIndex]))
            {
                Vector3 neighbour = transform.worldToLocalMatrix.MultiplyPoint3x4(solver.renderablePositions[particleIndices[v.index]]);
                float   weakness  = Mathf.Abs(Vector3.Dot(normal, (neighbour - v1).normalized));

                if (weakness < weakestValue)
                {
                    secondWeakestValue = weakestValue;
                    weakestValue       = weakness;
                    weakPt2            = weakPt1;
                    weakPt1            = v.index;
                }
                else if (weakness < secondWeakestValue)
                {
                    secondWeakestValue = weakness;
                    weakPt2            = v.index;
                }
            }

            // reduce tear resistance at the weak spots of the cut, to encourage coherent tear formation.
            if (weakPt1 >= 0)
            {
                tearResistance[weakPt1] *= 1 - tearDebilitation;
            }
            if (weakPt2 >= 0)
            {
                tearResistance[weakPt2] *= 1 - tearDebilitation;
            }

            topology.UpdateVertexCount();

            // halve the mass and radius of the original particle:
            invMasses[splitIndex]  *= 2;
            solidRadii[splitIndex] *= 0.5f;

            // copy the new particle data in the actor and solver arrays:
            positions[usedParticles]        = positions[splitIndex];
            velocities[usedParticles]       = velocities[splitIndex];
            active[usedParticles]           = active[splitIndex];
            invMasses[usedParticles]        = invMasses[splitIndex];
            solidRadii[usedParticles]       = solidRadii[splitIndex];
            phases[usedParticles]           = phases[splitIndex];
            areaContribution[usedParticles] = areaContribution[splitIndex];
            tearResistance[usedParticles]   = tearResistance[splitIndex];
            restPositions[usedParticles]    = positions[splitIndex];
            restPositions[usedParticles][3] = 0;     // activate rest position.

            solver.activeParticles.Add(particleIndices[usedParticles]);

            // update solver particle data:
            Vector4[] velocity = { Vector4.zero };
            Oni.GetParticleVelocities(solver.OniSolver, velocity, 1, particleIndices[splitIndex]);
            Oni.SetParticleVelocities(solver.OniSolver, velocity, 1, particleIndices[usedParticles]);

            Vector4[] position = { Vector4.zero };
            Oni.GetParticlePositions(solver.OniSolver, position, 1, particleIndices[splitIndex]);
            Oni.SetParticlePositions(solver.OniSolver, position, 1, particleIndices[usedParticles]);

            Oni.SetParticleInverseMasses(solver.OniSolver, new float[] { invMasses[splitIndex] }, 1, particleIndices[usedParticles]);
            Oni.SetParticleSolidRadii(solver.OniSolver, new float[] { solidRadii[splitIndex] }, 1, particleIndices[usedParticles]);
            Oni.SetParticlePhases(solver.OniSolver, new int[] { phases[splitIndex] }, 1, particleIndices[usedParticles]);

            usedParticles++;

            // update distance constraints:
            for (int i = 0; i < numUpdatedHalfEdges; ++i)
            {
                int          halfEdgeIndex = updatedHalfEdges[i];
                Oni.HalfEdge e             = topology.heHalfEdges[halfEdgeIndex];

                // find start and end vertex indices for this edge:
                int startVertex = topology.GetHalfEdgeStartVertex(topology.heHalfEdges[halfEdgeIndex]);
                int endVertex   = topology.heHalfEdges[halfEdgeIndex].endVertex;

                if (distanceConstraintMap[halfEdgeIndex] > -1)          // update existing edge

                {
                    distanceBatch.springIndices[distanceConstraintMap[halfEdgeIndex] * 2]     = startVertex;
                    distanceBatch.springIndices[distanceConstraintMap[halfEdgeIndex] * 2 + 1] = endVertex;
                }
                else if (topology.IsSplit(halfEdgeIndex))           // new edge

                {
                    int pairConstraintIndex = distanceConstraintMap[topology.heHalfEdges[halfEdgeIndex].pair];

                    // update constraint-edge map:
                    distanceConstraintMap[halfEdgeIndex] = distanceBatch.restLengths.Count;

                    // add the new constraint:
                    distanceBatch.AddConstraint(startVertex,
                                                endVertex,
                                                distanceBatch.restLengths[pairConstraintIndex],
                                                distanceBatch.stiffnesses[pairConstraintIndex].x,
                                                distanceBatch.stiffnesses[pairConstraintIndex].y);
                }

                // update deformable triangles:
                if (e.indexInFace > -1)
                {
                    deformableTriangles[e.face * 3 + e.indexInFace] = e.endVertex;
                }
            }

            if (splitIndex < bendConstraintOffsets.Length - 1)
            {
                // deactivate bend constraints that contain the split vertex...

                // ...at the center:
                for (int i = bendConstraintOffsets[splitIndex]; i < bendConstraintOffsets[splitIndex + 1]; ++i)
                {
                    bendingBatch.DeactivateConstraint(i);
                }

                // ...at one end:
                foreach (Oni.Vertex v in topology.GetNeighbourVerticesEnumerator(topology.heVertices[splitIndex]))
                {
                    if (v.index < bendConstraintOffsets.Length - 1)
                    {
                        for (int i = bendConstraintOffsets[v.index]; i < bendConstraintOffsets[v.index + 1]; ++i)
                        {
                            if (bendingBatch.bendingIndices[i * 3] == splitIndex || bendingBatch.bendingIndices[i * 3 + 1] == splitIndex)
                            {
                                bendingBatch.DeactivateConstraint(i);
                            }
                        }
                    }
                }
            }

            // Create new aerodynamic constraint:

            /*aerodynamicConstraints.AddConstraint(true,newParticle[0],
             *                                                                                Vector3.up,
             *                                                                                aerodynamicConstraints.windVector,
             *                                                                                areaContribution[newParticle[0]],
             *                                            aerodynamicConstraints.dragCoefficient,
             *                                            aerodynamicConstraints.liftCoefficient);*/
        }
コード例 #10
0
        /**
         * Generates the particle based physical representation of the cloth mesh. This is the initialization method for the cloth object
         * and should not be called directly once the object has been created.
         */
        public override IEnumerator GeneratePhysicRepresentationForMesh()
        {
            initialized  = false;
            initializing = false;

            if (sharedTopology == null)
            {
                Debug.LogError("No ObiMeshTopology provided. Cannot initialize physical representation.");
                yield break;
            }
            else if (!sharedTopology.Initialized)
            {
                Debug.LogError("The provided ObiMeshTopology contains no data. Cannot initialize physical representation.");
                yield break;
            }

            initializing = true;

            RemoveFromSolver(null);

            ResetTopology();

            maxVertexValency = 0;

            pooledParticles = (int)((topology.heFaces.Length * 3 - topology.heVertices.Length) * tearCapacity);
            usedParticles   = topology.heVertices.Length;

            int totalParticles = usedParticles + pooledParticles;

            active              = new bool[totalParticles];
            positions           = new Vector3[totalParticles];
            restPositions       = new Vector4[totalParticles];
            velocities          = new Vector3[totalParticles];
            vorticities         = new Vector3[totalParticles];
            invMasses           = new float[totalParticles];
            solidRadii          = new float[totalParticles];
            phases              = new int[totalParticles];
            areaContribution    = new float[totalParticles];
            tearResistance      = new float[totalParticles];
            deformableTriangles = new int[topology.heFaces.Length * 3];

            // Create a particle for each vertex, and gather per-vertex data (area, valency)
            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                Oni.Vertex vertex = topology.heVertices[i];

                // Get the particle's area contribution.
                areaContribution[i] = 0;
                foreach (Oni.Face face in topology.GetNeighbourFacesEnumerator(vertex))
                {
                    areaContribution[i] += topology.GetFaceArea(face) / 3;
                }

                // Calculate particle's valency:
                int valency = 0;
                foreach (Oni.HalfEdge edge in topology.GetNeighbourEdgesEnumerator(vertex))
                {
                    valency++;
                }
                maxVertexValency = Mathf.Max(maxVertexValency, valency);

                // Get the shortest neighbour edge, particle radius will be half of its length.
                float minEdgeLength = Single.MaxValue;
                foreach (Oni.HalfEdge edge in topology.GetNeighbourEdgesEnumerator(vertex))
                {
                    minEdgeLength = Mathf.Min(minEdgeLength, Vector3.Distance(topology.heVertices[topology.GetHalfEdgeStartVertex(edge)].position,
                                                                              topology.heVertices[edge.endVertex].position));
                }
                active[i]           = true;
                tearResistance[i]   = 1;
                invMasses[i]        = (areaContribution[i] > 0) ? (1.0f / (0.05f * areaContribution[i])) : 0;
                positions[i]        = vertex.position;
                restPositions[i]    = positions[i];
                restPositions[i][3] = 0;         // activate rest position.
                solidRadii[i]       = minEdgeLength * 0.5f;
                phases[i]           = Oni.MakePhase(gameObject.layer, selfCollisions?Oni.ParticlePhase.SelfCollide:0);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating particles...", i / (float)topology.heVertices.Length));
                }
            }

            // Initialize basic data for pooled particles:
            for (int i = topology.heVertices.Length; i < pooledParticles; i++)
            {
                active[i]         = false;
                tearResistance[i] = 1;
                invMasses[i]      = 1.0f / 0.05f;
                solidRadii[i]     = 0.1f;
                phases[i]         = Oni.MakePhase(gameObject.layer, selfCollisions?Oni.ParticlePhase.SelfCollide:0);

                if (i % 100 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiRope: generating pooled particles...", i / (float)pooledParticles));
                }
            }

            // Generate deformable triangles:
            for (int i = 0; i < topology.heFaces.Length; i++)
            {
                Oni.Face face = topology.heFaces[i];

                Oni.HalfEdge e1 = topology.heHalfEdges[face.halfEdge];
                Oni.HalfEdge e2 = topology.heHalfEdges[e1.nextHalfEdge];
                Oni.HalfEdge e3 = topology.heHalfEdges[e2.nextHalfEdge];

                deformableTriangles[i * 3]     = e1.endVertex;
                deformableTriangles[i * 3 + 1] = e2.endVertex;
                deformableTriangles[i * 3 + 2] = e3.endVertex;

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating deformable geometry...", i / (float)topology.heFaces.Length));
                }
            }

            List <ObiMeshTopology.HEEdge> edges = topology.GetEdgeList();

            DistanceConstraints.Clear();
            ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(false, false);

            DistanceConstraints.AddBatch(distanceBatch);

            // Initialize constraint-halfedge map for cloth tearing purposes: TODO: reset on awake!!!
            distanceConstraintMap = new int[topology.heHalfEdges.Length];
            for (int i = 0; i < distanceConstraintMap.Length; i++)
            {
                distanceConstraintMap[i] = -1;
            }

            // Create distance springs:
            for (int i = 0; i < edges.Count; i++)
            {
                distanceConstraintMap[edges[i].halfEdgeIndex] = i;
                Oni.HalfEdge hedge       = topology.heHalfEdges[edges[i].halfEdgeIndex];
                Oni.Vertex   startVertex = topology.heVertices[topology.GetHalfEdgeStartVertex(hedge)];
                Oni.Vertex   endVertex   = topology.heVertices[hedge.endVertex];

                distanceBatch.AddConstraint(topology.GetHalfEdgeStartVertex(hedge), hedge.endVertex, Vector3.Distance(startVertex.position, endVertex.position), 1, 1);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating structural constraints...", i / (float)topology.heHalfEdges.Length));
                }
            }

            // Create aerodynamic constraints:
            AerodynamicConstraints.Clear();
            ObiAerodynamicConstraintBatch aeroBatch = new ObiAerodynamicConstraintBatch(false, false);

            AerodynamicConstraints.AddBatch(aeroBatch);

            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                aeroBatch.AddConstraint(i,
                                        areaContribution[i],
                                        AerodynamicConstraints.dragCoefficient,
                                        AerodynamicConstraints.liftCoefficient);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating aerodynamic constraints...", i / (float)topology.heFaces.Length));
                }
            }

            BendingConstraints.Clear();
            ObiBendConstraintBatch bendBatch = new ObiBendConstraintBatch(false, false);

            BendingConstraints.AddBatch(bendBatch);

            bendConstraintOffsets = new int[topology.heVertices.Length + 1];

            Dictionary <int, int> cons = new Dictionary <int, int>();

            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                Oni.Vertex vertex = topology.heVertices[i];

                bendConstraintOffsets[i] = bendBatch.ConstraintCount;

                foreach (Oni.Vertex n1 in topology.GetNeighbourVerticesEnumerator(vertex))
                {
                    float      cosBest = 0;
                    Oni.Vertex vBest   = n1;

                    foreach (Oni.Vertex n2 in topology.GetNeighbourVerticesEnumerator(vertex))
                    {
                        float cos = Vector3.Dot((n1.position - vertex.position).normalized,
                                                (n2.position - vertex.position).normalized);
                        if (cos < cosBest)
                        {
                            cosBest = cos;
                            vBest   = n2;
                        }
                    }

                    if (!cons.ContainsKey(vBest.index) || cons[vBest.index] != n1.index)
                    {
                        cons[n1.index] = vBest.index;

                        float[] restPos = new float[] { n1.position[0], n1.position[1], n1.position[2],
                                                        vBest.position[0], vBest.position[1], vBest.position[2],
                                                        vertex.position[0], vertex.position[1], vertex.position[2] };
                        float restBend = Oni.BendingConstraintRest(restPos);
                        bendBatch.AddConstraint(n1.index, vBest.index, vertex.index, restBend, 0, 1);
                    }
                }

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: adding bend constraints...", i / (float)sharedTopology.heVertices.Length));
                }
            }
            bendConstraintOffsets[topology.heVertices.Length] = bendBatch.ConstraintCount;

            //Initialize pin constraints:
            PinConstraints.Clear();
            ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false, false);

            PinConstraints.AddBatch(pinBatch);

            AddToSolver(null);

            initializing = false;
            initialized  = true;

            InitializeWithRegularMesh();

            pooledVertices = (int)((topology.heFaces.Length * 3 - sharedMesh.vertexCount) * tearCapacity);
        }
コード例 #11
0
        /**
         * Calculates angle-weighted normals for the input mesh, taking into account shared vertices.
         */
        /*public Vector3[] AngleWeightedNormals(){
         *
         *      if (input == null) return null;
         *
         *      Vector3[] normals = input.normals;
         *      Vector3[] vertices = input.vertices;
         *
         *      for(int i = 0; i < normals.Length; i++)
         *              normals[i] = Vector3.zero;
         *
         *      int i1,i2,i3;
         *      Vector3 e1, e2;
         *      foreach(HEFace face in heFaces){
         *
         *              HEVertex hv1 = heVertices[heHalfEdges[face.edges[0]].endVertex];
         *              HEVertex hv2 = heVertices[heHalfEdges[face.edges[1]].endVertex];
         *              HEVertex hv3 = heVertices[heHalfEdges[face.edges[2]].endVertex];
         *
         *              i1 = hv1.physicalIDs[0];
         *              i2 = hv2.physicalIDs[0];
         *              i3 = hv3.physicalIDs[0];
         *
         *              e1 = vertices[i2]-vertices[i1];
         *              e2 = vertices[i3]-vertices[i1];
         *              foreach(int pi in hv1.physicalIDs)
         *                      normals[pi] += Vector3.Cross(e1,e2) * Mathf.Acos(Vector3.Dot(e1.normalized,e2.normalized));
         *
         *              e1 = vertices[i3]-vertices[i2];
         *              e2 = vertices[i1]-vertices[i2];
         *              foreach(int pi in hv2.physicalIDs)
         *                      normals[pi] += Vector3.Cross(e1,e2) * Mathf.Acos(Vector3.Dot(e1.normalized,e2.normalized));
         *
         *              e1 = vertices[i1]-vertices[i3];
         *              e2 = vertices[i2]-vertices[i3];
         *              foreach(int pi in hv3.physicalIDs)
         *                      normals[pi] += Vector3.Cross(e1,e2) * Mathf.Acos(Vector3.Dot(e1.normalized,e2.normalized));
         *
         *      }
         *
         *      for(int i = 0; i < normals.Length; i++)
         *              normals[i].Normalize();
         *
         *      return normals;
         * }*/

        /**
         * Splits a vertex in two along a plane. Returns true if the vertex can be split, false otherwise.
         * \param vertex the vertex to split.
         * \param splitPlane plane to split the vertex at.
         * \param newVertex the newly created vertex after the split operation has been performed.
         * \param vertices new mesh vertices list after the split operation.
         * \param updatedEdges indices of half-edges that need some kind of constraint update.
         */
        public bool SplitVertex(Oni.Vertex vertex, Plane splitPlane, MeshBuffer meshBuffer, Vector4[] positions, List <int> particleIndices, out Oni.Vertex newVertex, out HashSet <int> updatedEdges, out HashSet <int> addedEdges)
        {
            // initialize return values:
            updatedEdges = new HashSet <int>();
            addedEdges   = new HashSet <int>();
            newVertex    = new Oni.Vertex();

            // initialize face lists for each side of the split plane.
            List <Oni.Face> side1Faces = new List <Oni.Face>();
            List <Oni.Face> side2Faces = new List <Oni.Face>();
            HashSet <int>   side2Edges = new HashSet <int>();

            // classify adjacent faces depending on which side of the cut plane they reside in:
            foreach (Oni.Face face in GetNeighbourFacesEnumerator(vertex))
            {
                Oni.HalfEdge e1 = heHalfEdges[face.halfEdge];
                Oni.HalfEdge e2 = heHalfEdges[e1.nextHalfEdge];
                Oni.HalfEdge e3 = heHalfEdges[e2.nextHalfEdge];

                // Skip this face if it doesnt contain the splitted vertex.
                // This can happen because edge pair links are not updated, and so a vertex in the cut stil "sees"
                // the faces at the other side like neighbour faces.
                if (e1.endVertex != vertex.index && e2.endVertex != vertex.index && e3.endVertex != vertex.index)
                {
                    continue;
                }

                // Average positions to get the center of the face:
                Vector3 faceCenter = (positions[particleIndices[e1.endVertex]] +
                                      positions[particleIndices[e2.endVertex]] +
                                      positions[particleIndices[e3.endVertex]]) / 3.0f;

                if (splitPlane.GetSide(faceCenter))
                {
                    side1Faces.Add(face);
                }
                else
                {
                    side2Faces.Add(face);
                    side2Edges.Add(e1.index);
                    side2Edges.Add(e2.index);
                    side2Edges.Add(e3.index);
                }
            }

            // If the vertex cant be split, return false.
            if (side1Faces.Count == 0 || side2Faces.Count == 0)
            {
                return(false);
            }

            // create a new vertex:
            newVertex = new Oni.Vertex(vertex.position, heVertices.Count, vertex.halfEdge);

            // add a new vertex to the mesh too, if needed.
            if (meshBuffer != null)
            {
                visualVertexBuffer.Add(new List <int>()
                {
                    meshBuffer.vertexCount
                });
                meshBuffer.AddVertex(visualVertexBuffer[vertex.index][0]);
            }

            // rearrange edges at side 1:
            foreach (Oni.Face face in side1Faces)
            {
                // find half edges that start or end at the split vertex:
                int[]        faceEdges = GetFaceEdges(face);
                Oni.HalfEdge edgeIn    = heHalfEdges[Array.Find <int>(faceEdges, e => heHalfEdges[e].endVertex == vertex.index)];
                Oni.HalfEdge edgeOut   = heHalfEdges[Array.Find <int>(faceEdges, e => this.GetHalfEdgeStartVertex(heHalfEdges[e]) == vertex.index)];

                // Edges whose pair is on the other side of the cut and share the same vertices, will spawn a new constraint.
                if (side2Edges.Contains(edgeIn.pair) && GetHalfEdgeStartVertex(edgeIn) == heHalfEdges[edgeIn.pair].endVertex)
                {
                    addedEdges.Add(Mathf.Max(edgeIn.index, edgeIn.pair));
                }

                if (side2Edges.Contains(edgeOut.pair) && GetHalfEdgeStartVertex(heHalfEdges[edgeOut.pair]) == edgeOut.endVertex)
                {
                    addedEdges.Add(Mathf.Max(edgeOut.index, edgeOut.pair));
                }

                // Constraints for these edges should be updated. (There's no guarantee the constraint exists!).
                updatedEdges.Add(edgeIn.index);
                updatedEdges.Add(edgeIn.pair);
                updatedEdges.Add(edgeOut.index);
                updatedEdges.Add(edgeOut.pair);

                // stitch in half edge to new vertex
                edgeIn.endVertex   = newVertex.index;
                newVertex.halfEdge = edgeOut.index;

                heHalfEdges[edgeIn.index]  = edgeIn;
                heHalfEdges[edgeOut.index] = edgeOut;

                // update mesh triangle buffer to point at new vertex where needed:
                if (meshBuffer != null)
                {
                    if (meshBuffer.triangles[face.index * 3] == visualVertexBuffer[vertex.index][0])
                    {
                        meshBuffer.triangles[face.index * 3] = meshBuffer.vertexCount - 1;
                    }
                    if (meshBuffer.triangles[face.index * 3 + 1] == visualVertexBuffer[vertex.index][0])
                    {
                        meshBuffer.triangles[face.index * 3 + 1] = meshBuffer.vertexCount - 1;
                    }
                    if (meshBuffer.triangles[face.index * 3 + 2] == visualVertexBuffer[vertex.index][0])
                    {
                        meshBuffer.triangles[face.index * 3 + 2] = meshBuffer.vertexCount - 1;
                    }
                }
            }

            // Add the nex vertex to the half-edge.
            heVertices.Add(newVertex);

            meshInfo.closed = false;

            return(true);
        }
コード例 #12
0
ファイル: ObiCloth.cs プロジェクト: cyj407/VR-Tape-Tutorial
        /**
         * Generates the particle based physical representation of the cloth mesh. This is the initialization method for the cloth object
         * and should not be called directly once the object has been created.
         */
        protected override IEnumerator Initialize()
        {
            initialized  = false;
            initializing = false;

            if (sharedTopology == null)
            {
                Debug.LogError("No ObiMeshTopology provided. Cannot initialize physical representation.");
                yield break;
            }
            else if (!sharedTopology.Initialized)
            {
                Debug.LogError("The provided ObiMeshTopology contains no data. Cannot initialize physical representation.");
                yield break;
            }

            initializing = true;

            RemoveFromSolver(null);

            GameObject.DestroyImmediate(topology);
            topology = GameObject.Instantiate(sharedTopology);

            active              = new bool[topology.heVertices.Length];
            positions           = new Vector3[topology.heVertices.Length];
            restPositions       = new Vector4[topology.heVertices.Length];
            velocities          = new Vector3[topology.heVertices.Length];
            invMasses           = new float[topology.heVertices.Length];
            principalRadii      = new Vector3[topology.heVertices.Length];
            phases              = new int[topology.heVertices.Length];
            areaContribution    = new float[topology.heVertices.Length];
            deformableTriangles = new int[topology.heFaces.Length * 3];

            initialScaleMatrix.SetTRS(Vector3.zero, Quaternion.identity, transform.lossyScale);

            // Create a particle for each vertex:
            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                Oni.Vertex vertex = topology.heVertices[i];

                // Get the particle's area contribution.
                areaContribution[i] = 0;
                foreach (Oni.Face face in topology.GetNeighbourFacesEnumerator(vertex))
                {
                    areaContribution[i] += topology.GetFaceArea(face) / 3;
                }

                // Get the shortest neighbour edge, particle radius will be half of its length.
                float minEdgeLength = Single.MaxValue;
                foreach (Oni.HalfEdge edge in topology.GetNeighbourEdgesEnumerator(vertex))
                {
                    // vertices at each end of the edge:
                    Vector3 v1 = initialScaleMatrix * topology.heVertices[topology.GetHalfEdgeStartVertex(edge)].position;
                    Vector3 v2 = initialScaleMatrix * topology.heVertices[edge.endVertex].position;

                    minEdgeLength = Mathf.Min(minEdgeLength, Vector3.Distance(v1, v2));
                }

                active[i]           = true;
                invMasses[i]        = (skinnedMeshRenderer == null && areaContribution[i] > 0) ? (1.0f / (DEFAULT_PARTICLE_MASS * areaContribution[i])) : 0;
                positions[i]        = initialScaleMatrix * vertex.position;
                restPositions[i]    = positions[i];
                restPositions[i][3] = 1;         // activate rest position.
                principalRadii[i]   = Vector3.one * minEdgeLength * 0.5f;
                phases[i]           = Oni.MakePhase(1, selfCollisions?Oni.ParticlePhase.SelfCollide:0);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating particles...", i / (float)topology.heVertices.Length));
                }
            }

            // Generate deformable triangles:
            for (int i = 0; i < topology.heFaces.Length; i++)
            {
                Oni.Face face = topology.heFaces[i];

                Oni.HalfEdge e1 = topology.heHalfEdges[face.halfEdge];
                Oni.HalfEdge e2 = topology.heHalfEdges[e1.nextHalfEdge];
                Oni.HalfEdge e3 = topology.heHalfEdges[e2.nextHalfEdge];

                deformableTriangles[i * 3]     = e1.endVertex;
                deformableTriangles[i * 3 + 1] = e2.endVertex;
                deformableTriangles[i * 3 + 2] = e3.endVertex;

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating deformable geometry...", i / (float)topology.heFaces.Length));
                }
            }

            List <ObiMeshTopology.HEEdge> edges = topology.GetEdgeList();

            DistanceConstraints.Clear();
            ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(true, false);

            DistanceConstraints.AddBatch(distanceBatch);

            // Create distance springs:
            for (int i = 0; i < edges.Count; i++)
            {
                Oni.HalfEdge hedge       = topology.heHalfEdges[edges[i].halfEdgeIndex];
                Oni.Vertex   startVertex = topology.heVertices[topology.GetHalfEdgeStartVertex(hedge)];
                Oni.Vertex   endVertex   = topology.heVertices[hedge.endVertex];

                distanceBatch.AddConstraint(topology.GetHalfEdgeStartVertex(hedge), hedge.endVertex, Vector3.Distance(initialScaleMatrix * startVertex.position, initialScaleMatrix * endVertex.position), 1, 1);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating structural constraints...", i / (float)topology.heHalfEdges.Length));
                }
            }

            // Cook distance constraints, for better cache and SIMD use:
            distanceBatch.Cook();

            // Create aerodynamic constraints:
            AerodynamicConstraints.Clear();
            ObiAerodynamicConstraintBatch aeroBatch = new ObiAerodynamicConstraintBatch(false, false);

            AerodynamicConstraints.AddBatch(aeroBatch);

            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                aeroBatch.AddConstraint(i,
                                        areaContribution[i],
                                        AerodynamicConstraints.dragCoefficient,
                                        AerodynamicConstraints.liftCoefficient);

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating aerodynamic constraints...", i / (float)topology.heFaces.Length));
                }
            }

            //Create skin constraints (if needed)
            if (skinnedMeshRenderer != null)
            {
                SkinConstraints.Clear();
                ObiSkinConstraintBatch skinBatch = new ObiSkinConstraintBatch(true, false);
                SkinConstraints.AddBatch(skinBatch);

                for (int i = 0; i < topology.heVertices.Length; ++i)
                {
                    skinBatch.AddConstraint(i, initialScaleMatrix * topology.heVertices[i].position, Vector3.up, 0.05f, 0.1f, 0, 1);

                    if (i % 500 == 0)
                    {
                        yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating skin constraints...", i / (float)topology.heVertices.Length));
                    }
                }

                for (int i = 0; i < topology.normals.Length; ++i)
                {
                    skinBatch.skinNormals[topology.visualMap[i]] = topology.normals[i];
                }

                skinBatch.Cook();
            }

            //Create pressure constraints if the mesh is closed:
            VolumeConstraints.Clear();

            if (topology.IsClosed)
            {
                ObiVolumeConstraintBatch volumeBatch = new ObiVolumeConstraintBatch(false, false);
                VolumeConstraints.AddBatch(volumeBatch);

                float avgInitialScale = (initialScaleMatrix.m00 + initialScaleMatrix.m11 + initialScaleMatrix.m22) * 0.33f;

                int[] triangleIndices = new int[topology.heFaces.Length * 3];
                for (int i = 0; i < topology.heFaces.Length; i++)
                {
                    Oni.Face face = topology.heFaces[i];

                    Oni.HalfEdge e1 = topology.heHalfEdges[face.halfEdge];
                    Oni.HalfEdge e2 = topology.heHalfEdges[e1.nextHalfEdge];
                    Oni.HalfEdge e3 = topology.heHalfEdges[e2.nextHalfEdge];

                    triangleIndices[i * 3]     = e1.endVertex;
                    triangleIndices[i * 3 + 1] = e2.endVertex;
                    triangleIndices[i * 3 + 2] = e3.endVertex;

                    if (i % 500 == 0)
                    {
                        yield return(new CoroutineJob.ProgressInfo("ObiCloth: generating volume constraints...", i / (float)topology.heFaces.Length));
                    }
                }

                volumeBatch.AddConstraint(triangleIndices, topology.MeshVolume * avgInitialScale, 1, 1);
            }

            //Create bending constraints:
            BendingConstraints.Clear();
            ObiBendConstraintBatch bendBatch = new ObiBendConstraintBatch(true, false);

            BendingConstraints.AddBatch(bendBatch);

            Dictionary <int, int> cons = new Dictionary <int, int>();

            for (int i = 0; i < topology.heVertices.Length; i++)
            {
                Oni.Vertex vertex = topology.heVertices[i];

                foreach (Oni.Vertex n1 in topology.GetNeighbourVerticesEnumerator(vertex))
                {
                    float      cosBest = 0;
                    Oni.Vertex vBest   = n1;

                    foreach (Oni.Vertex n2 in topology.GetNeighbourVerticesEnumerator(vertex))
                    {
                        float cos = Vector3.Dot((n1.position - vertex.position).normalized,
                                                (n2.position - vertex.position).normalized);
                        if (cos < cosBest)
                        {
                            cosBest = cos;
                            vBest   = n2;
                        }
                    }

                    if (!cons.ContainsKey(vBest.index) || cons[vBest.index] != n1.index)
                    {
                        cons[n1.index] = vBest.index;

                        Vector3 n1Pos     = initialScaleMatrix * n1.position;
                        Vector3 bestPos   = initialScaleMatrix * vBest.position;
                        Vector3 vertexPos = initialScaleMatrix * vertex.position;

                        float[] bendRestPositions = new float[] { n1Pos[0], n1Pos[1], n1Pos[2],
                                                                  bestPos[0], bestPos[1], bestPos[2],
                                                                  vertexPos[0], vertexPos[1], vertexPos[2] };

                        float restBend = Oni.BendingConstraintRest(bendRestPositions);
                        bendBatch.AddConstraint(n1.index, vBest.index, vertex.index, restBend, 0, 1);
                    }
                }

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiCloth: adding bend constraints...", i / (float)sharedTopology.heVertices.Length));
                }
            }

            bendBatch.Cook();

            // Initialize tether constraints:
            TetherConstraints.Clear();

            // Initialize pin constraints:
            PinConstraints.Clear();
            ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false, false);

            PinConstraints.AddBatch(pinBatch);

            initializing = false;
            initialized  = true;

            if (skinnedMeshRenderer == null)
            {
                InitializeWithRegularMesh();
            }
            else
            {
                InitializeWithSkinnedMesh();
            }
        }