Composite MakeSpinalComposite(float length, int boneNum, Vector2 rootPosition) { if (boneNum <= 1) { throw new System.ArgumentException("boneNUmは\"2\"以上に設定してください。"); } float boneLength = length / (boneNum + 1); var composite = new Composite(); List <int> particleIndices = new List <int>(); List <int> springIndices = new List <int>(); var tp = new Particle(rootPosition); particleIndices.Add(composite.elemNum); composite.AddSimElement(tp, 0); for (int i = 1; i < boneNum; ++i) { var p = new Particle(rootPosition + new Vector2(0f, -boneLength * i)); particleIndices.Add(composite.elemNum); composite.AddSimElement(p, 0); var s = new SpringConstraint(tp, p); springIndices.Add(composite.elemNum); composite.AddSimElement(s, 1); tp = p; } composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(1, springIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(0, particleIndices)); return(composite); }
Composite MakeTree(int depth, float branchLength) { composite = new Composite(); branchParticleIndices = new List <int>(); springIndices = new List <int>(); leafSpringIndices = new List <int>(); Particle root = new Particle(Vector2.zero, particleDamping); branchParticleIndices.Add(composite.elemNum); composite.AddSimElement(root); PinConstraint rootPin = new PinConstraint(root); Particle branch = MakeBranch(root, depth, branchLength, Mathf.PI * 0.5f, angleStiffness); PinConstraint branchPin = new PinConstraint(branch); composite.AddSimElement(rootPin); composite.AddSimElement(branchPin); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(2, springIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(0, branchParticleIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(1, leafSpringIndices)); return(composite); }
Composite MakeSpinalComposite(float length, int rimbNum, Vector2 rootPosition, float angle) { if (rimbNum <= 1) { throw new System.ArgumentException("rimbNumは\"2\"以上に設定してください。"); } float boneLength = length / (rimbNum + 1); var composite = new Composite(); List <int> particleIndices = new List <int>(); List <int> gravityIndices = new List <int>(); List <int> springIndices = new List <int>(); Vector2 direction = AngleToVec2(angle); var tp = new Particle(rootPosition); particleIndices.Add(composite.elemNum); composite.AddSimElement(tp, 0); var g = new ConstantForceConstraint(tp, gravity); gravityIndices.Add(composite.elemNum); composite.AddSimElement(g, 5); //var sinWave = new SinWaveForce(tp, Vector2.right, amplitude, timeScale, 0f); //composite.simElements.Add(sinWave); for (int i = 1; i < rimbNum; ++i) { var p = new Particle(rootPosition + direction * boneLength * i, damping); particleIndices.Add(composite.elemNum); composite.AddSimElement(p, 0); // var s = new SpringConstraint(tp, p); var s = new DistanceConstraint(tp, p); springIndices.Add(composite.elemNum); composite.AddSimElement(s, 1); g = new ConstantForceConstraint(p, gravity); gravityIndices.Add(composite.elemNum); composite.AddSimElement(g, 5); tp = p; } composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(1, springIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(2, gravityIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(0, particleIndices)); return(composite); }
Composite MakeClothComposite(float rowSize, int row, float colSize, int col, float particleDamping, float springStiffness, Vector2 gravity, Vector2 rootPosition, Vector2 offset) { float rowCellSize = rowSize / row; float colCellSize = colSize / col; Particle[] rowParticles = new Particle[row]; var composite = new Composite(); List <int> particleIndices = new List <int>(); List <int> springIndices = new List <int>(); for (var y = 0; y < col; ++y) { if (y == 0) { for (var x = 0; x < row; ++x) { var p = new Particle(rootPosition + new Vector2(rowCellSize * x, -colCellSize * y) + offset, particleDamping); particleIndices.Add(composite.elemNum); composite.AddSimElement(p, 0); var pc = new PinConstraint(p); composite.AddSimElement(p, 10); if (x != 0) { var s = new SpringConstraint(rowParticles[x - 1], p, springStiffness); // var s = new DistanceConstraint(rowParticles[x - 1], p); springIndices.Add(composite.elemNum); composite.AddSimElement(s, 1); } rowParticles[x] = p; } } else { for (var x = 0; x < row; ++x) { var p = new Particle(rootPosition + new Vector2(rowCellSize * x, -colCellSize * y) + offset, particleDamping); particleIndices.Add(composite.elemNum); composite.AddSimElement(p, 0); var cfc = new ConstantForceConstraint(p, gravity); composite.AddSimElement(cfc, 5); var s = new SpringConstraint(rowParticles[x], p, springStiffness); // var s = new DistanceConstraint(rowParticles[x], p); springIndices.Add(composite.elemNum); composite.AddSimElement(s, 1); if (x != 0) { s = new SpringConstraint(rowParticles[x - 1], p, springStiffness); // s = new DistanceConstraint(rowParticles[x - 1], p); springIndices.Add(composite.elemNum); composite.AddSimElement(s, 1); } rowParticles[x] = p; } } } composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(1, springIndices)); composite.AddRenderingGroup(new SimRenderer.SimRenderingGroup(0, particleIndices)); return(composite); }