IEnumerator Setup() { // Generate particles and add them to solver: yield return(StartCoroutine(rope.GeneratePhysicRepresentationForMesh())); rope.AddToSolver(null); // Fix first and last particle in place: rope.Solver.invMasses[rope.particleIndices[0]] = rope.invMasses[0] = 0; rope.Solver.invMasses[rope.particleIndices[rope.UsedParticles - 1]] = rope.invMasses[rope.UsedParticles - 1] = 0; }
IEnumerator Setup() { // Generate particles and add them to solver: yield return(StartCoroutine(rope.GeneratePhysicRepresentationForMesh())); rope.AddToSolver(null); // Fix first and last particle in place: rope.invMasses[0] = 0; rope.invMasses[rope.UsedParticles - 1] = 0; Oni.SetParticleInverseMasses(solver.OniSolver, new float[] { 0 }, 1, rope.particleIndices[0]); Oni.SetParticleInverseMasses(solver.OniSolver, new float[] { 0 }, 1, rope.particleIndices[rope.UsedParticles - 1]); }
public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = rope.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (rope.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (rope.ropePath != null && rope.Section != null); if (GUILayout.Button("Initialize")) { if (!rope.Initialized) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { CoroutineJob job = new CoroutineJob(); routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } } } GUI.enabled = true; GUI.enabled = rope.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(rope, "Set rest state"); rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUI.enabled = true; if (rope.ropePath == null) { EditorGUILayout.HelpBox("Rope path spline is missing.", MessageType.Info); } if (rope.Section == null) { EditorGUILayout.HelpBox("Rope section is missing.", MessageType.Info); } EditorGUI.BeginChangeCheck(); ObiSolver solver = EditorGUILayout.ObjectField("Solver", rope.Solver, typeof(ObiSolver), true) as ObiSolver; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set solver"); rope.Solver = solver; } EditorGUI.BeginChangeCheck(); ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision Material", rope.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(rope, "Set collision material"); rope.CollisionMaterial = material; } bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), rope.SelfCollisions); if (rope.SelfCollisions != newSelfCollisions) { Undo.RecordObject(rope, "Set self collisions"); rope.SelfCollisions = newSelfCollisions; } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); bool newThicknessFromParticles = EditorGUILayout.Toggle(new GUIContent("Thickness from particles", "Enabling this will allow particle radius to influence rope thickness. Use it for variable-thickness ropes."), rope.ThicknessFromParticles); if (rope.ThicknessFromParticles != newThicknessFromParticles) { Undo.RecordObject(rope, "Set thickness from particles"); rope.ThicknessFromParticles = newThicknessFromParticles; } float newTwist = EditorGUILayout.FloatField(new GUIContent("Section twist", "Amount of twist applied to each section, in degrees."), rope.SectionTwist); if (rope.SectionTwist != newTwist) { Undo.RecordObject(rope, "Set section twist"); rope.SectionTwist = newTwist; } EditorGUILayout.Space(); EditorGUILayout.LabelField("Rendering", EditorStyles.boldLabel); ObiRope.RenderingMode newRenderMode = (ObiRope.RenderingMode)EditorGUILayout.EnumPopup(rope.RenderMode); if (rope.RenderMode != newRenderMode) { Undo.RecordObject(rope, "Set rope render mode"); rope.RenderMode = newRenderMode; } float newUVAnchor = EditorGUILayout.Slider(new GUIContent("UV anchor", "Normalized point along the rope where the V texture coordinate starts. Useful when changing rope length."), rope.UVAnchor, 0, 1); if (rope.UVAnchor != newUVAnchor) { Undo.RecordObject(rope, "Set rope uv anchor"); rope.UVAnchor = newUVAnchor; } // Render-mode specific stuff: if (rope.RenderMode != ObiRope.RenderingMode.Chain) { ObiRopeSection newSection = EditorGUILayout.ObjectField(new GUIContent("Section", "Section asset to be extruded along the rope path.") , rope.Section, typeof(ObiRopeSection), false) as ObiRopeSection; if (rope.Section != newSection) { Undo.RecordObject(rope, "Set rope section"); rope.Section = newSection; } float newThickness = EditorGUILayout.FloatField(new GUIContent("Section thickness scale", "Scales mesh thickness."), rope.SectionThicknessScale); if (rope.SectionThicknessScale != newThickness) { Undo.RecordObject(rope, "Set rope section thickness"); rope.SectionThicknessScale = newThickness; } uint newSmoothness = (uint)EditorGUILayout.IntSlider(new GUIContent("Smoothness", "Level of smoothing applied to the rope path."), Convert.ToInt32(rope.Smoothing), 0, 3); if (rope.Smoothing != newSmoothness) { Undo.RecordObject(rope, "Set smoothness"); rope.Smoothing = newSmoothness; } Vector2 newUVScale = EditorGUILayout.Vector2Field(new GUIContent("UV scale", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.UVScale); if (rope.UVScale != newUVScale) { Undo.RecordObject(rope, "Set rope uv scale"); rope.UVScale = newUVScale; } bool newNormalizeV = EditorGUILayout.Toggle(new GUIContent("Normalize V", "Scaling of the uv coordinates generated for the rope. The u coordinate wraps around the whole rope section, and the v spans the full length of the rope."), rope.NormalizeV); if (rope.NormalizeV != newNormalizeV) { Undo.RecordObject(rope, "Set normalize v"); rope.NormalizeV = newNormalizeV; } } else { Vector3 newLinkScale = EditorGUILayout.Vector3Field(new GUIContent("Link scale", "Scale applied to each chain link."), rope.LinkScale); if (rope.LinkScale != newLinkScale) { Undo.RecordObject(rope, "Set chain link scale"); rope.LinkScale = newLinkScale; } bool newRandomizeLinks = EditorGUILayout.Toggle(new GUIContent("Randomize links", "Toggling this on this causes each chain link to be selected at random from the set of provided links."), rope.RandomizeLinks); if (rope.RandomizeLinks != newRandomizeLinks) { Undo.RecordObject(rope, "Set randomize links"); rope.RandomizeLinks = newRandomizeLinks; } EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(chainLinks, true); if (EditorGUI.EndChangeCheck()) { // update the chain representation in response to a change in available link templates: serializedObject.ApplyModifiedProperties(); rope.GenerateProceduralChainLinks(); } } // Progress bar: EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }
public override void OnInspectorGUI() { serializedObject.Update(); GUI.enabled = rope.Initialized; EditorGUI.BeginChangeCheck(); editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", Resources.Load <Texture2D>("EditParticles")), "LargeButton"); if (EditorGUI.EndChangeCheck()) { SceneView.RepaintAll(); } GUI.enabled = true; EditorGUILayout.LabelField("Status: " + (rope.Initialized ? "Initialized":"Not initialized")); GUI.enabled = (rope.ropePath != null); if (GUILayout.Button("Initialize")) { if (!rope.Initialized) { EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); CoroutineJob job = new CoroutineJob(); routine = job.Start(rope.GeneratePhysicRepresentationForMesh()); EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", ref routine); EditorGUIUtility.ExitGUI(); } else { if (EditorUtility.DisplayDialog("Actor initialization", "Are you sure you want to re-initialize this actor?", "Ok", "Cancel")) { EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); CoroutineJob job = new CoroutineJob(); routine = job.Start(rope.GeneratePhysicRepresentationForMesh()); EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", ref routine); EditorGUIUtility.ExitGUI(); } } } GUI.enabled = true; GUI.enabled = rope.Initialized; if (GUILayout.Button("Set Rest State")) { Undo.RecordObject(rope, "Set rest state"); rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); } GUI.enabled = true; if (rope.ropePath == null) { EditorGUILayout.HelpBox("Rope path spline is missing.", MessageType.Info); } Editor.DrawPropertiesExcluding(serializedObject, "m_Script", "chainLinks"); // Apply changes to the serializedProperty if (GUI.changed) { serializedObject.ApplyModifiedProperties(); } }