Exemplo n.º 1
0
        void Start()
        {
            Positions      = new PositionService(compute, capacity);
            Velocities     = new VelocityService(compute, capacity);
            Lifes          = new LifeService(compute, capacity);
            Constants      = new ConstantService(constants);
            VelSimulation  = new VelocitySimulation(compute, Velocities);
            PosSimulation  = new PositionSimulation(compute, Velocities, Positions);
            Broadphase     = new BroadPhase(compute, computeSort, Lifes, Positions);
            ParticleSolver = new ParticleCollisionSolver(compute, Velocities, Positions, Lifes, Broadphase);
            BoundsChecker  = new BoundsChecker(compute, Lifes, Positions);
            Walls          = BuildWalls(wallColliders);
            WallSolver     = new WallCollisionSolver(compute, Velocities, Positions, Walls);

            var particles = new GameObject[capacity];

            foreach (var p in particlefabs)
            {
                p.transform.localScale = 2f * constants.radius * Vector3.one;
            }
            for (var i = 0; i < capacity; i++)
            {
                particles[i] = particlefabs[Random.Range(0, particlefabs.Length)];
            }
            Combiner = new MeshCombiner(containerfab);
            Combiner.Rebuild(particles);
            Combiner.SetParent(transform, false);

            UpdateConstantData();
        }
Exemplo n.º 2
0
        void Start()
        {
            Positions = new PositionService(compute, capacity);
            Velocities = new VelocityService(compute, capacity);
            Lifes = new LifeService(compute, capacity);
            Constants = new ConstantService(constants);
            VelSimulation = new VelocitySimulation(compute, Velocities);
            PosSimulation = new PositionSimulation(compute, Velocities, Positions);
            Broadphase = new BroadPhase(compute, computeSort, Lifes, Positions);
            ParticleSolver = new ParticleCollisionSolver(compute, Velocities, Positions, Lifes, Broadphase);
            BoundsChecker = new BoundsChecker(compute, Lifes, Positions);
            Walls = BuildWalls(wallColliders);
            WallSolver = new WallCollisionSolver(compute, Velocities, Positions, Walls);

            var particles = new GameObject[capacity];
            foreach (var p in particlefabs)
                p.transform.localScale = 2f * constants.radius * Vector3.one;
            for (var i = 0; i < capacity; i++)
                particles[i] = particlefabs[Random.Range(0, particlefabs.Length)];
            Combiner = new MeshCombiner(containerfab);
            Combiner.Rebuild(particles);
            Combiner.SetParent(transform, false);

            UpdateConstantData();
        }