Exemplo n.º 1
0
 /**
  * If the provided topology asset is not null, instantiates it and uses the instance
  * as the current topology.
  */
 protected void ResetTopology()
 {
     if (sharedTopology != null)
     {
         GameObject.DestroyImmediate(topology);
         topology = GameObject.Instantiate(sharedTopology);
     }
 }
        void UpdateNormalMode()
        {
            EditorGUI.BeginChangeCheck();
            ObiMeshTopology sourceTopology = EditorGUILayout.ObjectField("Source topology", skinMap.SourceTopology, typeof(ObiMeshTopology), false) as ObiMeshTopology;

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(skinMap, "Set skin source");
                skinMap.SourceTopology = sourceTopology;
            }

            EditorGUI.BeginChangeCheck();
            Mesh target = EditorGUILayout.ObjectField("Target mesh", skinMap.TargetMesh, typeof(Mesh), false) as Mesh;

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(skinMap, "Set skin target");
                skinMap.TargetMesh = target;
            }

            // Print skin info:
            if (skinMap.bound)
            {
                EditorGUILayout.HelpBox("Skin info generated." + skinMap.baryPositions.Length, MessageType.Info);
            }

            // Error / warning messages
            bool errors = false;

            if (skinMap.SourceTopology == null)
            {
                EditorGUILayout.HelpBox("Please provide a source topology.", MessageType.Info);
                errors = true;
            }
            else
            {
                if (!skinMap.SourceTopology.Initialized || skinMap.SourceTopology.input == null)
                {
                    EditorGUILayout.HelpBox("The provided source topology has no input mesh, or hasn't been initialized.", MessageType.Error);
                    errors = true;
                }
            }
            if (skinMap.TargetMesh == null)
            {
                EditorGUILayout.HelpBox("Please provide a target mesh.", MessageType.Info);
                errors = true;
            }

            // Edit mode buttons:
            GUI.enabled = !errors;
            if (GUILayout.Button("Edit skin map"))
            {
                EditorApplication.delayCall += EnterSkinEditMode;
            }
            GUI.enabled = true;
        }
Exemplo n.º 3
0
        public void CopyDataFrom(ObiMeshTopology source)
        {
            if (source != null && source.initialized && initialized)
            {
                Oni.UnpinMemory(facesHandle);
                Oni.UnpinMemory(verticesHandle);
                Oni.UnpinMemory(halfEdgesHandle);
                Oni.UnpinMemory(orientationsHandle);
                Oni.UnpinMemory(normalsHandle);
                Oni.UnpinMemory(tangentsHandle);
                Oni.UnpinMemory(visualMapHandle);

                Array.Resize(ref heFaces, source.heFaces.Length);
                Array.Resize(ref heVertices, source.heVertices.Length);
                Array.Resize(ref heHalfEdges, source.heHalfEdges.Length);
                Array.Resize(ref heOrientations, source.heOrientations.Length);
                Array.Resize(ref normals, source.normals.Length);
                Array.Resize(ref tangents, source.tangents.Length);
                Array.Resize(ref visualMap, source.visualMap.Length);

                Array.Copy(source.heFaces, heFaces, source.heFaces.Length);
                Array.Copy(source.heVertices, heVertices, source.heVertices.Length);
                Array.Copy(source.heHalfEdges, heHalfEdges, source.heHalfEdges.Length);
                Array.Copy(source.heOrientations, heOrientations, source.heOrientations.Length);
                Array.Copy(source.normals, normals, source.normals.Length);
                Array.Copy(source.tangents, tangents, source.tangents.Length);
                Array.Copy(source.visualMap, visualMap, source.visualMap.Length);

                facesHandle        = Oni.PinMemory(heFaces);
                verticesHandle     = Oni.PinMemory(heVertices);
                halfEdgesHandle    = Oni.PinMemory(heHalfEdges);
                orientationsHandle = Oni.PinMemory(heOrientations);
                normalsHandle      = Oni.PinMemory(normals);
                tangentsHandle     = Oni.PinMemory(tangents);
                visualMapHandle    = Oni.PinMemory(visualMap);

                Oni.SetFaces(halfEdgeMesh, facesHandle.AddrOfPinnedObject(), heFaces.Length);
                Oni.SetVertices(halfEdgeMesh, verticesHandle.AddrOfPinnedObject(), heVertices.Length);
                Oni.SetHalfEdges(halfEdgeMesh, halfEdgesHandle.AddrOfPinnedObject(), heHalfEdges.Length);
                Oni.SetInverseOrientations(halfEdgeMesh, orientationsHandle.AddrOfPinnedObject());
                Oni.SetVisualMap(halfEdgeMesh, visualMapHandle.AddrOfPinnedObject());
                Oni.SetNormals(halfEdgeMesh, normalsHandle.AddrOfPinnedObject());
                Oni.SetTangents(halfEdgeMesh, tangentsHandle.AddrOfPinnedObject());
            }
        }
Exemplo n.º 4
0
        public void Awake()
        {
            // Grab a copy of the serialized topology reference. This happens when duplicating a cloth.
            if (topology != null)
            {
                topology = GameObject.Instantiate(topology);
            }
            // Or a copy of the shared topology, if there is no serialized reference to a topology.
            else if (sharedTopology != null)
            {
                topology = GameObject.Instantiate(sharedTopology);
            }

            if (sharedMesh != null && !sharedMesh.isReadable)
            {
                Debug.LogError(this.name + "'s cloth mesh is not readable. Please enable the read/write checkbox in the mesh importer inspector.");
            }
        }
Exemplo n.º 5
0
        public override void OnInspectorGUI()
        {
            serializedObject.UpdateIfDirtyOrScript();

            GUI.enabled = cloth.Initialized;
            EditorGUI.BeginChangeCheck();
            editMode = GUILayout.Toggle(editMode, new GUIContent("Edit particles", EditorGUIUtility.Load("Obi/EditParticles.psd") as Texture2D), "LargeButton");
            if (EditorGUI.EndChangeCheck())
            {
                // show wireframe
                EditorUtility.SetSelectedWireframeHidden(cloth.GetComponent <Renderer>(), false);
                SceneView.RepaintAll();
            }
            GUI.enabled = true;

            EditorGUILayout.LabelField("Status: " + (cloth.Initialized ? "Initialized":"Not initialized"));

            GUI.enabled = (cloth.SharedTopology != null);
            if (GUILayout.Button("Initialize"))
            {
                if (!cloth.Initialized)
                {
                    CoroutineJob job = new CoroutineJob();
                    routine = EditorCoroutine.StartCoroutine(job.Start(cloth.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(cloth.GeneratePhysicRepresentationForMesh()));
                        EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene());
                    }
                }
            }
            GUI.enabled = true;

            if (cloth.SharedTopology == null)
            {
                EditorGUILayout.HelpBox("No ObiMeshTopology asset present.", MessageType.Info);
            }

            GUI.enabled = cloth.Initialized;
            if (GUILayout.Button("Set Rest State"))
            {
                cloth.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES);
            }
            GUILayout.BeginHorizontal();
            if (GUILayout.Button("Optimize"))
            {
                Undo.RecordObject(cloth, "Optimize");
                cloth.Optimize();
            }
            if (GUILayout.Button("Unoptimize"))
            {
                Undo.RecordObject(cloth, "Unoptimize");
                cloth.Unoptimize();
            }
            GUILayout.EndHorizontal();

            GUI.enabled = true;

            EditorGUI.BeginChangeCheck();
            ObiSolver solver = EditorGUILayout.ObjectField("Solver", cloth.Solver, typeof(ObiSolver), true) as ObiSolver;

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(cloth, "Set solver");
                cloth.Solver = solver;
            }

            EditorGUI.BeginChangeCheck();
            ObiMeshTopology topology = EditorGUILayout.ObjectField("Shared Topology", cloth.SharedTopology, typeof(ObiMeshTopology), true) as ObiMeshTopology;

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(cloth, "Set topology");
                cloth.SharedTopology = topology;
            }

            bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions", "Enabling this allows particles generated by this actor to interact with each other."), cloth.SelfCollisions);

            if (cloth.SelfCollisions != newSelfCollisions)
            {
                Undo.RecordObject(cloth, "Set self collisions");
                cloth.SelfCollisions = newSelfCollisions;
            }

            bool newUpdateTangents = EditorGUILayout.Toggle(new GUIContent("Update tangents", "If enabled, tangent space will be updated after each simulation step. Enable this if your cloth uses normal maps."), cloth.UpdateTangents);

            if (cloth.UpdateTangents != newUpdateTangents)
            {
                Undo.RecordObject(cloth, "Set update tangents");
                cloth.UpdateTangents = newUpdateTangents;
            }

            Oni.NormalsUpdate newNormalsUpdate = (Oni.NormalsUpdate)EditorGUILayout.EnumPopup(new GUIContent("Update normals", "If set to recalculate, smooth normals will be recalculated each step. If set to skin, the original mesh normals will be rotated based on surface orientation."), cloth.NormalsUpdate);
            if (cloth.NormalsUpdate != newNormalsUpdate)
            {
                Undo.RecordObject(cloth, "Set normals update");
                cloth.NormalsUpdate = newNormalsUpdate;
            }

            Editor.DrawPropertiesExcluding(serializedObject, "m_Script");

            // Progress bar:
            EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...", routine);

            // Apply changes to the serializedProperty
            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
            }
        }
Exemplo n.º 6
0
 public void OnEnable()
 {
     halfEdge = (ObiMeshTopology)target;
     UpdatePreview();
 }