public AngleConstraint2D makeAngleConstraint(Spring2D s1, Spring2D s2) { AngleConstraint2D angle = new AngleConstraint2D(this, s1, s2); angles.Add(angle); return(angle); }
void applyConstraints() { //gravity if (setting.gravity != Vector2.zero) { for (int i = 0; i < sim.numberOfParticles(); ++i) { p = sim.getParticle(i); if (p.IsFree) { p.Position += setting.gravity; } } } //iterations for (int iter = 0; iter < setting.iteration; iter++) { if (setting.applyString) { for (int p = 1; p <= sim.maxSpringConvergenceID; p++) { for (int i = 0; i < sim.numberOfSprings(); i++) { Spring2D sp = sim.getSpring(i); if (sp.convergenceGroupID == p) { sp.apply(); } } } } if (setting.applyAngle) { for (int p = 1; p <= sim.maxAngleConvergenceID; p++) { for (int i = 0; i < sim.numberOfAngleConstraints(); i++) { AngleConstraint2D ag = sim.getAngleConstraint(i); if (ag.convergenceGroupID == p) { ag.GetDelta(); } } for (int i = 0; i < sim.numberOfAngleConstraints(); i++) { AngleConstraint2D ag = sim.getAngleConstraint(i); if (ag.convergenceGroupID == p) { ag.apply(); } } } } } }
public void removeAngleConstraint(AngleConstraint2D a) { angles.Remove(a); }
/// <summary> /// Calculates the convergence ID of the springs and angles that are connected to particle specified by particleIndex /// </summary> /// <param name="particleIndex">Particle index.</param> private void CalcConvergenceID(int particleIndex) { Particle2D pp = this.getParticle(particleIndex); //Spring List <Spring2D> sp = new List <Spring2D> (10); //the conencted spring for particle index int springNum = this.numberOfSprings(); //get the connected spring for (int i = 0; i < springNum; i++) { Spring2D s = this.getSpring(i); Particle2D a = s.ParticleA; Particle2D b = s.ParticleB; if (a == pp || b == pp) { sp.Add(s); } } //calc the convergence id for the springs which connects to this particle List <int> IDinUse = new List <int> (10); for (int i = 0; i < sp.Count; i++) { if (sp[i].convergenceGroupID != 0) { IDinUse.Add(sp[i].convergenceGroupID); } } for (int i = 0; i < sp.Count; i++) { if (sp[i].convergenceGroupID == 0) { int id = 1; while (IDinUse.Contains(id)) { id++; } sp[i].convergenceGroupID = id; IDinUse.Add(id); if (id > this.maxSpringConvergenceID) { this.maxSpringConvergenceID = id; } } } //angle List <AngleConstraint2D> ag = new List <AngleConstraint2D> (10); int angleNum = this.numberOfAngleConstraints(); //get the connected angles for (int i = 0; i < angleNum; i++) { AngleConstraint2D angle = this.getAngleConstraint(i); Particle2D b = angle.ParticleB; Particle2D m = angle.ParticleM; if (b == pp || m == pp) { ag.Add(angle); } } //recalc the convergence id for the angles that are connected to this particle IDinUse.Clear(); for (int i = 0; i < ag.Count; i++) { if (ag[i].convergenceGroupID != 0) { IDinUse.Add(ag[i].convergenceGroupID); } } for (int i = 0; i < ag.Count; i++) { if (ag[i].convergenceGroupID == 0) { int id = 1; while (IDinUse.Contains(id)) { id++; } ag[i].convergenceGroupID = id; IDinUse.Add(id); if (id > this.maxAngleConvergenceID) { this.maxAngleConvergenceID = id; } } } }
public SimBuffer_Angle(Simulation sim, Vector2[] particleUV, int width, int height) { this.sim = sim; int angleNum = sim.numberOfAngleConstraints(); int parNum = sim.numberOfParticles(); //angle uv float usage = 0f; if (!SimBuffer.GetTexDimension(angleNum, out deltaRTWidth, out deltaRTHeight, out usage)) { Debug.LogError("Cannot create SimBuffer Angle deltaw rt with wrong dimesnion!"); return; } angleUV = new Vector2[angleNum]; int count = 0; float halfW = 0.5f / deltaRTWidth; float halfH = 0.5f / deltaRTHeight; for (int y = 0; y < deltaRTHeight; y++) { for (int x = 0; x < deltaRTWidth; x++) { if (count < angleNum) { angleUV[count] = new Vector2((float)x / (float)deltaRTWidth + halfW, (float)y / (float)deltaRTHeight + halfH); } count++; } } tempRT = new RenderTexture[sim.maxAngleConvergenceID - 1]; tempDeltaRT = new RenderTexture[sim.maxAngleConvergenceID]; paramRT = new RenderTexture[sim.maxAngleConvergenceID]; deltaMesh = new Mesh[sim.maxAngleConvergenceID]; ID_AngleParamRT = Shader.PropertyToID("_AngleParamRT"); ID_AngleConstant = Shader.PropertyToID("_AngleConstant"); ID_PositionRT = Shader.PropertyToID("_PositionRT"); ID_AngleDeltaRT = Shader.PropertyToID("_AngleDeltaRT"); //rg = the other end point's uv, ba = uv in the delta rt Color[] paramRTColor = new Color[width * height]; Texture2D tempTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false, false); for (int i = 0; i < sim.maxAngleConvergenceID; i++) { //delta mesh int agbyid = sim.numberOfAnglesByConvID(i + 1); deltaMesh[i] = SimBuffer.PointMesh(agbyid); List <Vector3> vtc = new List <Vector3> (agbyid); //xy = a uv,y=fixedangle List <Color> cl = new List <Color> (agbyid); //rg=b uv,ba = m uv; List <Vector2> uv = new List <Vector2> (agbyid); //delta rt uv; //init rt paramRT[i] = new RenderTexture(width, height, 0, RTFormat.ARGB); paramRT[i].Create(); //prepare temp color for (int k = 0; k < width * height; k++) { if (k < parNum) { Vector2 puv = particleUV[k]; paramRTColor[k] = new Color(puv.x, puv.y, 0f, 0f); //rg = other end,ba = uv in deltart } else { paramRTColor[k] = Color.clear; } } //get info for (int j = 0; j < angleNum; j++) { AngleConstraint2D ag = sim.getAngleConstraint(j); if (ag.convergenceGroupID == i + 1) { int a = sim.getParticleIndex(ag.ParticleB); int b = sim.getParticleIndex(ag.ParticleM); int aIndex = sim.getParticleIndex(ag.ParticleA); //if it's free, rg = the other end's uv, else = own uv if (ag.ParticleB.IsFree) { paramRTColor[a].r = particleUV[b].x; paramRTColor[a].g = particleUV[b].y; } if (ag.ParticleM.IsFree) { paramRTColor[b].r = particleUV[a].x; paramRTColor[b].g = particleUV[a].y; } paramRTColor[a].b = paramRTColor[b].b = angleUV[j].x; paramRTColor[a].a = paramRTColor[b].a = angleUV[j].y; //mesh vtc and cl vtc.Add(new Vector3(angleUV[j].x, angleUV[j].y, ag.angle_Fixed)); uv.Add(particleUV[aIndex]); cl.Add(new Color(particleUV[a].x, particleUV[a].y, particleUV[b].x, particleUV[b].y)); } } //blit tempTex.SetPixels(paramRTColor); tempTex.Apply(); Graphics.Blit(tempTex, paramRT[i]); //delta mesh deltaMesh[i].vertices = vtc.ToArray(); deltaMesh[i].colors = cl.ToArray(); deltaMesh[i].uv = uv.ToArray(); //deltaMesh[i].UploadMeshData(true); } Extension.ObjDestroy(tempTex); //mpb mpb = new MaterialPropertyBlock[sim.maxSpringConvergenceID]; for (int i = 0; i < sim.maxAngleConvergenceID; i++) { mpb[i] = new MaterialPropertyBlock(); mpb[i].SetTexture(ID_AngleParamRT, paramRT[i]); mpb[i].SetFloat(ID_AngleConstant, sim.Settings.angleConstant); } }