//TODO draw some info for the other body as well? like an outline? public void DrawjointSceneGUI() { mainEditor.DrawPointMasses(body, false); Vector3 pos; //hovered over joint if(drawIndex >= 0 && drawIndex < body.JointCount && body.GetJoint(drawIndex).bodyA != null) { JelloJoint joint = body.GetJoint(drawIndex); Vector3 posA = body.transform.TransformPoint(joint.GetAnchorPointA(true)); posA.z = body.transform.position.z; Handles.color = Color.magenta; for(int i = 0; i < joint.affectedIndicesA.Length; i++) { Handles.DrawLine(posA, body.transform.TransformPoint(body.Shape.getVertex(joint.affectedIndicesA[i]))); Handles.DotCap(3, body.transform.TransformPoint(body.Shape.getVertex(joint.affectedIndicesA[i])), Quaternion.identity, HandleUtility.GetHandleSize(body.transform.TransformPoint(body.Shape.getVertex(joint.affectedIndicesA[i]))) * 0.05f); } Handles.color = Color.blue; Handles.DotCap(3, posA, Quaternion.identity, HandleUtility.GetHandleSize(posA) * 0.075f); Vector3 posB = joint.GetAnchorPointB(true); if(joint.TransformB != null) { posB = joint.TransformB.TransformPoint(posB); if(joint.bodyB != null) { if(joint.affectedIndicesB != null) { Handles.color = Color.magenta; for(int i = 0; i < body.GetJoint(drawIndex).affectedIndicesB.Length; i++) { Handles.DrawLine(posB, joint.bodyB.transform.TransformPoint(joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i]))); Handles.DotCap(3, joint.bodyB.transform.TransformPoint(joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i])), Quaternion.identity, HandleUtility.GetHandleSize(joint.bodyB.transform.TransformPoint(joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i]))) * 0.05f); } Handles.color = Color.blue; } } } Handles.DotCap(3, posB, Quaternion.identity, HandleUtility.GetHandleSize(posB) * 0.075f); Handles.color = Color.red; Handles.DrawLine(posA, posB); } //selected joint if(editIndex >= 0 && editIndex < body.JointCount && body.GetJoint(editIndex).affectedIndicesA != null) { JelloJoint joint = body.GetJoint(editIndex); int num = 2 + joint.affectedIndicesA.Length; if(joint.TransformB != null && joint.bodyB != null) num += joint.affectedIndicesB.Length; //first get handle sizes... //need global handle positions Vector3[] globalHandlePositions = new Vector3[num]; globalHandlePositions[0] = body.transform.TransformPoint(handlePositions[0]); for(int i = 0; i < joint.affectedIndicesA.Length; i++) globalHandlePositions[i + 2] = body.transform.TransformPoint(handlePositions[i + 2]); if(joint.TransformB != null) { globalHandlePositions[1] = joint.TransformB.TransformPoint(handlePositions[1]); if(joint.bodyB != null) { for(int i = 0; i < joint.affectedIndicesB.Length; i++) { globalHandlePositions[i + 2 + joint.affectedIndicesA.Length] = joint.TransformB.TransformPoint(handlePositions[i + 2 + joint.affectedIndicesA.Length]); } } } else { globalHandlePositions[1] = joint.globalAnchorB; } CalculateHandleSizes(globalHandlePositions); bool mouseUp = false; if(Event.current.type == EventType.mouseUp) mouseUp = true; Handles.color = Color.cyan; EditorGUI.BeginChangeCheck(); handlePositions[0] = body.transform.InverseTransformPoint( Handles.FreeMoveHandle(body.transform.TransformPoint(handlePositions[0]), Quaternion.identity, handleSizes[0], Vector3.zero, Handles.CircleCap)); if(EditorGUI.EndChangeCheck()) { Vector2[] affectedPoints = new Vector2[joint.affectedIndicesA.Length]; for(int i = 0; i < affectedPoints.Length; i++) affectedPoints[i] = body.Shape.getVertex(joint.affectedIndicesA[i]); joint.RebuildAnchor ( handlePositions[0], true, true, joint.affectedIndicesA, affectedPoints ); SetEditIndex(editIndex); EditorUtility.SetDirty(body); SceneView.RepaintAll(); } for(int i = 0; i < joint.affectedIndicesA.Length; i++) { Handles.color = Color.blue; handlePositions[i + 2] = body.transform.InverseTransformPoint(Handles.FreeMoveHandle(body.transform.TransformPoint(handlePositions[i + 2]), Quaternion.identity, handleSizes[i + 2], Vector3.zero, Handles.CircleCap)); if(mouseUp) { if((Vector2)handlePositions[i + 2] != body.Shape.getVertex(joint.affectedIndicesA[i])) { Vector2[] points = new Vector2[body.Shape.VertexCount]; for(int s = 0; s < body.Shape.VertexCount; s++) points[s] = body.Shape.getVertex(s); int index = JelloShapeTools.FindClosestVertexOnShape(handlePositions[i + 2], points); bool indexInUse = false; for(int u = 0; u < joint.affectedIndicesA.Length; u++) if(index == joint.affectedIndicesA[u]) indexInUse = true; if(!indexInUse) { joint.affectedIndicesA[i] = index; Vector2[] affectedVertices = new Vector2[joint.affectedIndicesA.Length]; for(int v = 0; v < affectedVertices.Length; v++) affectedVertices[v] = body.Shape.getVertex(joint.affectedIndicesA[v]); handlePositions[i + 2] = body.Shape.getVertex(index); joint.RebuildAnchor(joint.localAnchorA, true, true, null, affectedVertices); Vector2 newPosition = Vector2.zero; for(int v = 0; v < affectedVertices.Length; v++) newPosition += affectedVertices[v] * joint.scalarsA[v]; handlePositions[0] = newPosition; EditorUtility.SetDirty(body); SceneView.RepaintAll(); } else { handlePositions[i + 2] = body.Shape.getVertex(joint.affectedIndicesA[i]); } } } Handles.color = Color.black; Handles.DrawLine(body.transform.TransformPoint(handlePositions[0]), body.transform.TransformPoint( handlePositions[i + 2])); } //other object's GUI Handles.color = Color.magenta; if(joint.TransformB != null) { EditorGUI.BeginChangeCheck(); handlePositions[1] = joint.TransformB.InverseTransformPoint( Handles.FreeMoveHandle(joint.TransformB.TransformPoint(handlePositions[1]), Quaternion.identity, handleSizes[1], Vector3.zero, Handles.CircleCap)); if(EditorGUI.EndChangeCheck()) { Vector2[] affectedPoints = new Vector2[0]; if(joint.bodyB != null) { affectedPoints = new Vector2[joint.affectedIndicesB.Length]; for(int i = 0; i < affectedPoints.Length; i++) affectedPoints[i] = joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i]); } joint.RebuildAnchor ( handlePositions[1], false, true, joint.affectedIndicesB, affectedPoints ); SetEditIndex(editIndex); EditorUtility.SetDirty(body); SceneView.RepaintAll(); } if(joint.bodyB != null && joint.affectedIndicesB != null) { int numAffectedA = joint.affectedIndicesA.Length; for(int i = 0; i < joint.affectedIndicesB.Length; i++) { int offsetIndex = i + numAffectedA + 2; Handles.color = Color.red; handlePositions[offsetIndex] = joint.TransformB.InverseTransformPoint(Handles.FreeMoveHandle(joint.TransformB.TransformPoint(handlePositions[offsetIndex]), Quaternion.identity, handleSizes[offsetIndex], Vector3.zero, Handles.CircleCap)); if(mouseUp) { if((Vector2)handlePositions[offsetIndex] != joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i])) { Vector2[] points = new Vector2[joint.bodyB.Shape.VertexCount]; for(int s = 0; s < joint.bodyB.Shape.VertexCount; s++) points[s] = joint.bodyB.Shape.getVertex(s); int index = JelloShapeTools.FindClosestVertexOnShape(handlePositions[offsetIndex], points); bool indexInUse = false; for(int u = 0; u < joint.affectedIndicesB.Length; u++) if(index == joint.affectedIndicesB[u]) indexInUse = true; if(!indexInUse) { joint.affectedIndicesB[i] = index; Vector2[] affectedVertices = new Vector2[joint.affectedIndicesB.Length]; for(int v = 0; v < affectedVertices.Length; v++) affectedVertices[v] = joint.bodyB.Shape.getVertex(joint.affectedIndicesB[v]); handlePositions[offsetIndex] = joint.bodyB.Shape.getVertex(index); joint.RebuildAnchor(joint.localAnchorB, false, true, null, affectedVertices); Vector2 newPosition = Vector2.zero; for(int v = 0; v < affectedVertices.Length; v++) newPosition += affectedVertices[v] * joint.scalarsB[v]; handlePositions[1] = newPosition; EditorUtility.SetDirty(body); SceneView.RepaintAll(); } else { handlePositions[offsetIndex] = joint.bodyB.Shape.getVertex(joint.affectedIndicesB[i]); } } } Handles.color = Color.grey; Handles.DrawLine(joint.bodyB.transform.TransformPoint(handlePositions[1]), joint.bodyB.transform.TransformPoint( handlePositions[offsetIndex])); } } Handles.color = Color.yellow; Handles.DrawLine(joint.TransformA.TransformPoint(handlePositions[0]), joint.TransformB.TransformPoint(handlePositions[1])); } else { //TODO this should be handlepositions[1]??? EditorGUI.BeginChangeCheck(); joint.globalAnchorB = Handles.FreeMoveHandle(joint.globalAnchorB, Quaternion.identity, handleSizes[1], Vector3.zero, Handles.CircleCap); if(EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(body); } Handles.color = Color.yellow; Handles.DrawLine(joint.TransformA.TransformPoint(handlePositions[0]), joint.globalAnchorB); } } //add new joint logic if(newSubComponentState == AddSubComponentState.initiated) { int controlID = GUIUtility.GetControlID(GetHashCode(), FocusType.Passive); if(Event.current.type == EventType.Layout) HandleUtility.AddDefaultControl(controlID); pos = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition).origin; //need where this ray intersects the zplane Plane plane = new Plane(Vector3.forward, new Vector3(0, 0, body.transform.position.z)); Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); float dist = 0f; plane.Raycast(ray, out dist); pos = ray.GetPoint(dist); Vector3 mousePosWorld = new Vector3(pos.x, pos.y, body.transform.position.z); Handles.color = Color.blue; Handles.CircleCap(3, mousePosWorld, Quaternion.identity, HandleUtility.GetHandleSize(mousePosWorld) * 0.15f); if(Event.current.type == EventType.MouseUp) { body.AddJoint(new JelloJoint(body.transform, null, body.transform.InverseTransformPoint(mousePosWorld), Vector2.zero, true, true)); newSubComponentState = AddSubComponentState.inactive; SetEditIndex(body.JointCount - 1); EditorUtility.SetDirty(body); } SceneView.RepaintAll(); } }
/// <summary> /// Processes the collision event. /// </summary> /// <param name="jelloCollision">Jello collision.</param> private void ProcessCollisionEvent(JelloCollision jelloCollision) { if(!stickAtPoints && !stickAtEdges) return; //loop through each contact and see if a joint exists. //if not, create the joint. for(int i = 0; i < jelloCollision.contacts.Length; i++) { JelloContact contact = jelloCollision.contacts[i]; bool skip = true; if(stickAtPoints && body == contact.bodyA) skip = false; if(stickAtEdges && body == contact.bodyB) skip = false; if(skip) continue; bool found = false; //see if this joint already exists for(int c = joints.Count - 1; c >= 0; c--) { JelloJoint joint = joints[c]; //remove joints that have been destroyed if(joint.destroyed) { joints.Remove(joint); continue; } //i only want to know if there is a joint between the two bodies and if the point or edge is already taken. //should only need to use transform...? if(joint.TransformA != contact.transformA && joint.TransformB != contact.transformA) continue; if(joint.TransformA != contact.transformB && joint.TransformB != contact.transformB) continue; //at this point we know that they share the same transforms. //we also know that one of the bodies is the body that this script is attached to. if(contact.bodyA != null) { if(stickAtPoints && joint.bodyA == contact.bodyA) //this matters if i am alowing point joints { if(joint.affectedIndicesA.Length != 1) //joint bodya has multiple anchors { continue; } else if(joint.affectedIndicesA[0] != contact.bodyApm) //joint bodyA has a single anchor and is not the same { continue; } } //where am i handling rigidbodies or even static bodies?? if(stickAtEdges && joint.bodyB != null) { if(joint.bodyB == contact.bodyA)//this matters if i am allowing edge joints { if(joint.affectedIndicesB.Length != 1) { continue; } else if(joint.affectedIndicesB[0] != contact.bodyApm) { continue; } } } } if(contact.bodyB != null) { if(stickAtEdges && joint.bodyA == contact.bodyB) { if(joint.affectedIndicesA.Length != 2) { continue; } else { if(joint.affectedIndicesA[0] != contact.bodyBpmA && joint.affectedIndicesA[0] != contact.bodyBpmB) { continue; } if(joint.affectedIndicesA[1] != contact.bodyBpmA && joint.affectedIndicesA[1] != contact.bodyBpmB) { continue; } if(joint.bodyB != null) { if(joint.affectedIndicesB.Length != 1) { continue; } else if(joint.affectedIndicesB[0] != contact.bodyApm) { continue; } } } } if(stickAtPoints && joint.bodyB != null) { if(joint.bodyB == contact.bodyB) { if(joint.affectedIndicesB.Length != 2) { continue; } else { if(joint.affectedIndicesB[0] != contact.bodyBpmA && joint.affectedIndicesB[0] != contact.bodyBpmB) { continue; } if(joint.affectedIndicesB[1] != contact.bodyBpmA && joint.affectedIndicesB[1] != contact.bodyBpmB) { continue; } if(joint.bodyA != null) { if(joint.affectedIndicesA.Length != 1) { continue; } else if(joint.affectedIndicesA[0] != contact.bodyApm) { continue; } } //else check if ra is the same? } } } } //must be the same found = true; break; } if(!found)//joint Doesn't exist, so create it! { if(!stickAtPoints && contact.transformA == transform) continue; if(!stickAtEdges && contact.transformB == transform) continue; JelloJoint joint = new JelloJoint(); joint.TransformA = contact.transformA; joint.localAnchorA = joint.TransformA.InverseTransformPoint(contact.hitPoint); if(joint.bodyA != null) { int[] indices = new int[1]; Vector2[] vertices = new Vector2[1]; indices[0] = contact.bodyApm; vertices[0] = contact.bodyA.getPointMass(indices[0]).LocalPosition; joint.RebuildAnchor(contact.transformA.InverseTransformPoint(contact.hitPoint), true, false, indices, vertices); } joint.TransformB = contact.transformB; joint.localAnchorB = joint.TransformB.InverseTransformPoint(contact.hitPoint); if(contact.bodyB != null) { int[] indices = new int[2]; Vector2[] vertices = new Vector2[2]; indices[0] = contact.bodyBpmA; indices[1] = contact.bodyBpmB; vertices[0] = contact.bodyB.getPointMass(indices[0]).LocalPosition; vertices[1] = contact.bodyB.getPointMass(indices[1]).LocalPosition; joint.RebuildAnchor(joint.localAnchorB, false, false, indices, vertices); } joint.breakable = true; joint.breakVelocity = breakVelocity; body.AddJoint (joint); joints.Add(joint); } } }
/// <summary> /// Processes the collision event. /// </summary> /// <param name="jelloCollision">Jello collision.</param> private void ProcessCollisionEvent(JelloCollision jelloCollision) { if (!stickAtPoints && !stickAtEdges) { return; } //loop through each contact and see if a joint exists. //if not, create the joint. for (int i = 0; i < jelloCollision.contacts.Length; i++) { JelloContact contact = jelloCollision.contacts[i]; bool skip = true; if (stickAtPoints && body == contact.bodyA) { skip = false; } if (stickAtEdges && body == contact.bodyB) { skip = false; } if (skip) { continue; } bool found = false; //see if this joint already exists for (int c = joints.Count - 1; c >= 0; c--) { JelloJoint joint = joints[c]; //remove joints that have been destroyed if (joint.destroyed) { joints.Remove(joint); continue; } //i only want to know if there is a joint between the two bodies and if the point or edge is already taken. //should only need to use transform...? if (joint.TransformA != contact.transformA && joint.TransformB != contact.transformA) { continue; } if (joint.TransformA != contact.transformB && joint.TransformB != contact.transformB) { continue; } //at this point we know that they share the same transforms. //we also know that one of the bodies is the body that this script is attached to. if (contact.bodyA != null) { if (stickAtPoints && joint.bodyA == contact.bodyA) //this matters if i am alowing point joints { if (joint.affectedIndicesA.Length != 1) //joint bodya has multiple anchors { continue; } else if (joint.affectedIndicesA[0] != contact.bodyApm) //joint bodyA has a single anchor and is not the same { continue; } } //where am i handling rigidbodies or even static bodies?? if (stickAtEdges && joint.bodyB != null) { if (joint.bodyB == contact.bodyA) //this matters if i am allowing edge joints { if (joint.affectedIndicesB.Length != 1) { continue; } else if (joint.affectedIndicesB[0] != contact.bodyApm) { continue; } } } } if (contact.bodyB != null) { if (stickAtEdges && joint.bodyA == contact.bodyB) { if (joint.affectedIndicesA.Length != 2) { continue; } else { if (joint.affectedIndicesA[0] != contact.bodyBpmA && joint.affectedIndicesA[0] != contact.bodyBpmB) { continue; } if (joint.affectedIndicesA[1] != contact.bodyBpmA && joint.affectedIndicesA[1] != contact.bodyBpmB) { continue; } if (joint.bodyB != null) { if (joint.affectedIndicesB.Length != 1) { continue; } else if (joint.affectedIndicesB[0] != contact.bodyApm) { continue; } } } } if (stickAtPoints && joint.bodyB != null) { if (joint.bodyB == contact.bodyB) { if (joint.affectedIndicesB.Length != 2) { continue; } else { if (joint.affectedIndicesB[0] != contact.bodyBpmA && joint.affectedIndicesB[0] != contact.bodyBpmB) { continue; } if (joint.affectedIndicesB[1] != contact.bodyBpmA && joint.affectedIndicesB[1] != contact.bodyBpmB) { continue; } if (joint.bodyA != null) { if (joint.affectedIndicesA.Length != 1) { continue; } else if (joint.affectedIndicesA[0] != contact.bodyApm) { continue; } } //else check if ra is the same? } } } } //must be the same found = true; break; } if (!found) //joint Doesn't exist, so create it! { if (!stickAtPoints && contact.transformA == transform) { continue; } if (!stickAtEdges && contact.transformB == transform) { continue; } JelloJoint joint = new JelloJoint(); joint.TransformA = contact.transformA; joint.localAnchorA = joint.TransformA.InverseTransformPoint(contact.hitPoint); if (joint.bodyA != null) { int[] indices = new int[1]; Vector2[] vertices = new Vector2[1]; indices[0] = contact.bodyApm; vertices[0] = contact.bodyA.getPointMass(indices[0]).LocalPosition; joint.RebuildAnchor(contact.transformA.InverseTransformPoint(contact.hitPoint), true, false, indices, vertices); } joint.TransformB = contact.transformB; joint.localAnchorB = joint.TransformB.InverseTransformPoint(contact.hitPoint); if (contact.bodyB != null) { int[] indices = new int[2]; Vector2[] vertices = new Vector2[2]; indices[0] = contact.bodyBpmA; indices[1] = contact.bodyBpmB; vertices[0] = contact.bodyB.getPointMass(indices[0]).LocalPosition; vertices[1] = contact.bodyB.getPointMass(indices[1]).LocalPosition; joint.RebuildAnchor(joint.localAnchorB, false, false, indices, vertices); } joint.breakable = true; joint.breakVelocity = breakVelocity; body.AddJoint(joint); joints.Add(joint); } } }