public void UpdateParticleMaterial(int index) { if (solver == null) { return; } UpdateParticleResolution(index); ObiEmitterMaterialFluid fluidMaterial = emitterMaterial as ObiEmitterMaterialFluid; int solverIndex = particleIndices[index]; solver.restDensities[solverIndex] = fluidMaterial != null ? fluidMaterial.restDensity : 0; solver.viscosities[solverIndex] = fluidMaterial != null ? fluidMaterial.viscosity : 0; solver.surfaceTension[solverIndex] = fluidMaterial != null ? fluidMaterial.surfaceTension : 0; solver.buoyancies[solverIndex] = fluidMaterial != null ? fluidMaterial.buoyancy : -1; solver.atmosphericDrag[solverIndex] = fluidMaterial != null ? fluidMaterial.atmosphericDrag : 0; solver.atmosphericPressure[solverIndex] = fluidMaterial != null ? fluidMaterial.atmosphericPressure : 0; solver.diffusion[solverIndex] = fluidMaterial != null ? fluidMaterial.diffusion : 0; solver.userData[solverIndex] = fluidMaterial != null ? fluidMaterial.diffusionData : Vector4.zero; Oni.ParticlePhase particlePhase = Oni.ParticlePhase.Fluid; if (emitterMaterial != null && !(emitterMaterial is ObiEmitterMaterialFluid)) { particlePhase = 0; } solver.phases[solverIndex] = Oni.MakePhase(fluidPhase, (selfCollisions?Oni.ParticlePhase.SelfCollide:0) | particlePhase); }
public override void UpdateParticlePhases() { if (!InSolver) { return; } Oni.ParticlePhase fluidPhase = Oni.ParticlePhase.Fluid; if (emitterMaterial != null && !(emitterMaterial is ObiEmitterMaterialFluid)) { fluidPhase = 0; } for (int i = 0; i < particleIndices.Length; i++) { phases[i] = Oni.MakePhase(gameObject.layer, (selfCollisions?Oni.ParticlePhase.SelfCollide:0) | fluidPhase); } PushDataToSolver(ParticleData.PHASES); }