public override void Merge(ObiActor actor, IObiConstraintsBatch other)
        {
            var batch = other as ObiShapeMatchingConstraintsBatch;
            var user  = actor as IShapeMatchingConstraintsUser;

            if (batch != null && user != null)
            {
                if (!user.shapeMatchingConstraintsEnabled)
                {
                    return;
                }

                int initialIndexCount = particleIndices.count;

                // shape matching constraint particle indices are not reordered when deactivating constraints,
                // so instead of using batch.activeConstraintCount, batch.constraintCount. We need all of them.
                int numActiveIndices = 0;
                for (int i = 0; i < batch.constraintCount; ++i)
                {
                    numActiveIndices += batch.numIndices[i];
                }

                particleIndices.ResizeUninitialized(initialIndexCount + numActiveIndices);
                firstIndex.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                numIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                explicitGroup.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                materialParameters.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 5);

                restComs.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                coms.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                orientations.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);

                numIndices.CopyFrom(batch.numIndices, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
                explicitGroup.CopyFrom(batch.explicitGroup, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
                orientations.CopyReplicate(actor.actorLocalToSolverMatrix.rotation, m_ActiveConstraintCount, batch.activeConstraintCount);

                for (int i = 0; i < numActiveIndices; ++i)
                {
                    particleIndices[initialIndexCount + i] = actor.solverIndices[batch.particleIndices[i]];
                }

                for (int i = 0; i < batch.activeConstraintCount; ++i)
                {
                    firstIndex[m_ActiveConstraintCount + i] = batch.firstIndex[i] + initialIndexCount;
                    materialParameters[(m_ActiveConstraintCount + i) * 5]     = user.deformationResistance;
                    materialParameters[(m_ActiveConstraintCount + i) * 5 + 1] = user.plasticYield;
                    materialParameters[(m_ActiveConstraintCount + i) * 5 + 2] = user.plasticCreep;
                    materialParameters[(m_ActiveConstraintCount + i) * 5 + 3] = user.plasticRecovery;
                    materialParameters[(m_ActiveConstraintCount + i) * 5 + 4] = user.maxDeformation;
                }

                base.Merge(actor, other);
            }
        }
コード例 #2
0
        public override void Merge(ObiActor actor, IObiConstraintsBatch other)
        {
            var batch = other as ObiVolumeConstraintsBatch;
            var user  = actor as IVolumeConstraintsUser;

            if (batch != null && user != null)
            {
                if (!user.volumeConstraintsEnabled)
                {
                    return;
                }

                int initialIndexCount = particleIndices.count;

                int numActiveTriangles = 0;
                for (int i = 0; i < batch.constraintCount; ++i)
                {
                    numActiveTriangles += batch.numTriangles[i];
                }

                particleIndices.ResizeUninitialized(initialIndexCount + numActiveTriangles * 3);
                firstTriangle.ResizeUninitialized(firstTriangle.count + batch.activeConstraintCount);
                numTriangles.ResizeUninitialized(numTriangles.count + batch.activeConstraintCount);
                restVolumes.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                pressureStiffness.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);

                numTriangles.CopyFrom(batch.numTriangles, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
                restVolumes.CopyFrom(batch.restVolumes, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
                pressureStiffness.CopyReplicate(new Vector2(user.pressure, user.compressionCompliance), m_ActiveConstraintCount, batch.activeConstraintCount);

                for (int i = 0; i < numActiveTriangles * 3; ++i)
                {
                    particleIndices[initialIndexCount + i] = actor.solverIndices[batch.particleIndices[i]];
                }

                for (int i = 0; i < batch.activeConstraintCount + 1; ++i)
                {
                    firstTriangle[m_ActiveConstraintCount + i] = initialIndexCount / 3 + batch.firstTriangle[i];
                }

                base.Merge(actor, other);
            }
        }
コード例 #3
0
        public override void Merge(ObiActor actor, IObiConstraintsBatch other)
        {
            var batch = other as ObiChainConstraintsBatch;
            var user  = actor as IChainConstraintsUser;

            if (batch != null && user != null)
            {
                if (!user.chainConstraintsEnabled)
                {
                    return;
                }

                int initialIndexCount = particleIndices.count;

                int numActiveIndices = 0;
                for (int i = 0; i < batch.activeConstraintCount; ++i)
                {
                    numActiveIndices += batch.numParticles[i];
                }

                particleIndices.ResizeUninitialized(initialIndexCount + numActiveIndices);
                firstParticle.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                numParticles.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                lengths.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
                lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);

                numParticles.CopyFrom(batch.numParticles, 0, m_ActiveConstraintCount, batch.activeConstraintCount);

                for (int i = 0; i < numActiveIndices; ++i)
                {
                    particleIndices[initialIndexCount + i] = actor.solverIndices[batch.particleIndices[i]];
                }

                for (int i = 0; i < batch.activeConstraintCount; ++i)
                {
                    firstParticle[m_ActiveConstraintCount + i] = batch.firstParticle[i] + initialIndexCount;
                    lengths[m_ActiveConstraintCount + i]       = new Vector2(batch.lengths[i].y * user.tightness, batch.lengths[i].y);
                }


                base.Merge(actor, other);
            }
        }