public IEnumerator Generate() { m_Empty = true; m_ActiveParticleCount = 0; distanceConstraintsData = null; bendConstraintsData = null; skinConstraintsData = null; tetherConstraintsData = null; bendTwistConstraintsData = null; stretchShearConstraintsData = null; shapeMatchingConstraintsData = null; aerodynamicConstraintsData = null; chainConstraintsData = null; volumeConstraintsData = null; points = null; edges = null; triangles = null; IEnumerator g = Initialize(); while (g.MoveNext()) { yield return(g.Current); } RecalculateBounds(); m_Empty = false; m_InitialActiveParticleCount = m_ActiveParticleCount; foreach (IObiConstraints constraints in GetConstraints()) { for (int i = 0; i < constraints.GetBatchCount(); ++i) { constraints.GetBatch(i).initialActiveConstraintCount = constraints.GetBatch(i).activeConstraintCount; } } #if UNITY_EDITOR EditorUtility.SetDirty(this); #endif if (OnBlueprintGenerate != null) { OnBlueprintGenerate(this); } }
protected virtual IEnumerator CreateVolumeConstraints() { //Create pressure constraints if the mesh is closed: if (topology.closed) { volumeConstraintsData = new ObiVolumeConstraintsData(); ObiVolumeConstraintsBatch volumeBatch = new ObiVolumeConstraintsBatch(); volumeConstraintsData.AddBatch(volumeBatch); float avgInitialScale = (scale.x + scale.y + scale.z) * 0.33f; int[] triangleIndices = new int[topology.faces.Count * 3]; for (int i = 0; i < topology.faces.Count; i++) { HalfEdgeMesh.Face face = topology.faces[i]; HalfEdgeMesh.HalfEdge e1 = topology.halfEdges[face.halfEdge]; HalfEdgeMesh.HalfEdge e2 = topology.halfEdges[e1.nextHalfEdge]; HalfEdgeMesh.HalfEdge e3 = topology.halfEdges[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.faces.Count)); } } volumeBatch.AddConstraint(triangleIndices, topology.volume * avgInitialScale); // Set initial amount of active constraints: for (int i = 0; i < volumeConstraintsData.batches.Count; ++i) { volumeConstraintsData.batches[i].activeConstraintCount = volumeConstraintsData.batches[i].constraintCount; } // last triangle is the triangle count: volumeBatch.firstTriangle.Add(volumeBatch.particleIndices.count / 3); } }
public ObiVolumeConstraintsData(ObiActor actor = null, ObiVolumeConstraintsData source = null) : base(actor, source) { }
public ObiVolumeConstraintsBatch(ObiVolumeConstraintsData constraints = null) : base() { }
public ObiVolumeConstraintsBatch(ObiVolumeConstraintsData constraints = null, ObiVolumeConstraintsBatch source = null) : base(source) { m_Constraints = constraints; }