Пример #1
0
    void Start()
    {
        //Initialize mesh and state variables
        radius = transform.lossyScale.x;
        transform.localScale = Vector3.one;
        MeshFilter filter = GetComponent <MeshFilter>();

        bodyMesh = Instantiate(filter.mesh);
        bodyMesh.MarkDynamic();
        originalVerts      = bodyMesh.vertices;
        filter.mesh        = bodyMesh;
        renderNormalsArray = new Vector3[originalVerts.Length];
        bodyVertsArray     = new Vector3[originalVerts.Length];
        kabschVertsArray   = new Vector4[originalVerts.Length];

        //Create Distance Constraints from Triangles in Mesh
        constraintsList = new List <Verlet.DistConstraint>(originalVerts.Length * 3);
        Verlet.setUpConstraints(bodyMesh, constraintsList, false, radius);

        softbodyData = new SoftbodyData(bodyMesh, transform, constraintsList,
                                        new Vector3(Physics.gravity.x / transform.lossyScale.x,
                                                    Physics.gravity.y / transform.lossyScale.y,
                                                    Physics.gravity.z / transform.lossyScale.z), groundPlane, radius, friction);

        priorDebuggerState             = JobsUtility.JobDebuggerEnabled;
        JobsUtility.JobDebuggerEnabled = false;
    }
Пример #2
0
    void Start()
    {
        //Initialize mesh and state variables
        MeshFilter filter = GetComponent <MeshFilter>();

        bodyMesh = Instantiate(filter.mesh);
        bodyMesh.MarkDynamic();
        bodyVerts                = bodyMesh.vertices;
        kabschVerts              = Array.ConvertAll(bodyVerts, (p => new Vector4(p.x, p.y, p.z, 1f)));
        originalVerts            = bodyMesh.vertices;
        bodyTriangles            = bodyMesh.triangles;
        bodyNormals              = bodyMesh.normals;
        renderNormals            = bodyMesh.normals;
        prevBodyVerts            = new Vector3[bodyVerts.Length];
        accumulatedDisplacements = new Vector4[bodyVerts.Length];
        for (int i = 0; i < bodyVerts.Length; i++)
        {
            prevBodyVerts[i] = transform.TransformPoint(bodyVerts[i]);
        }
        filter.mesh = bodyMesh;

        //Create Distance Constraints from Triangles in Mesh
        constraints = new List <Verlet.DistConstraint>(bodyVerts.Length * 3);
        Verlet.setUpConstraints(bodyMesh, constraints, false);

        //Scale gravity by the size of this Mesh Renderer
        scaledGravity = new Vector3(Physics.gravity.x / transform.lossyScale.x, Physics.gravity.y / transform.lossyScale.y, Physics.gravity.z / transform.lossyScale.z);

        initialVolume = Verlet.VolumeOfMesh(bodyVerts, bodyTriangles);
    }
Пример #3
0
    void Start()
    {
        MeshFilter filter = GetComponent <MeshFilter>();

        clothMesh = Instantiate(filter.mesh);
        clothMesh.MarkDynamic();
        clothVerts               = clothMesh.vertices;
        prevClothVerts           = clothMesh.vertices;
        accumulatedDisplacements = new Vector4[clothVerts.Length];
        filter.mesh              = clothMesh;

        //Create Distance Constraints from Triangles in Mesh
        constraints = new List <Verlet.DistConstraint>(clothVerts.Length * 3);
        Verlet.setUpConstraints(clothMesh, constraints, false);

        //Scale gravity by the size of this Mesh Renderer
        scaledGravity = new Vector3(Physics.gravity.x / transform.lossyScale.x, Physics.gravity.y / transform.lossyScale.y, Physics.gravity.z / transform.lossyScale.z);
    }
Пример #4
0
    void Start()
    {
        //Initialize mesh and state variables
        MeshFilter filter = GetComponent <MeshFilter>();

        bodyMesh = Instantiate(filter.mesh);
        bodyMesh.MarkDynamic();
        bodyVerts     = new NativeArray <Vector3>(bodyMesh.vertices, Allocator.Persistent);
        kabschVerts   = new NativeArray <Vector4>(Array.ConvertAll(bodyVerts.ToArray(), (p => new Vector4(p.x, p.y, p.z, 1f))), Allocator.Persistent);
        originalVerts = bodyMesh.vertices;
        int[] triangles = bodyMesh.triangles; Vector3Int[] tris = new Vector3Int[triangles.Length / 3];
        for (int i = 0; i < tris.Length; i++)
        {
            tris[i] = new Vector3Int(triangles[i * 3], triangles[(i * 3) + 1], triangles[(i * 3) + 2]);
        }
        bodyTriangles            = new NativeArray <Vector3Int>(tris, Allocator.Persistent);
        bodyNormals              = new NativeArray <Vector3>(bodyMesh.normals, Allocator.Persistent);
        renderNormals            = new NativeArray <Vector3>(bodyMesh.normals, Allocator.Persistent);
        prevBodyVerts            = new NativeArray <Vector3>(new Vector3[bodyVerts.Length], Allocator.Persistent);
        accumulatedDisplacements = new NativeArray <Vector4>(new Vector4[bodyVerts.Length], Allocator.Persistent);
        for (int i = 0; i < bodyVerts.Length; i++)
        {
            prevBodyVerts[i] = transform.TransformPoint(bodyVerts[i]);
        }
        filter.mesh        = bodyMesh;
        renderNormalsArray = new Vector3[renderNormals.Length];
        bodyVertsArray     = new Vector3[bodyVerts.Length];
        kabschVertsArray   = new Vector4[kabschVerts.Length];

        //Create Distance Constraints from Triangles in Mesh
        constraintsList = new List <Verlet.DistConstraint>(bodyVerts.Length * 3);
        Verlet.setUpConstraints(bodyMesh, constraintsList, false);
        constraintsArray = new NativeArray <Verlet.DistConstraint>(constraintsList.ToArray(), Allocator.Persistent);

        //Scale gravity by the size of this Mesh Renderer
        scaledGravity = new Vector3(Physics.gravity.x / transform.lossyScale.x, Physics.gravity.y / transform.lossyScale.y, Physics.gravity.z / transform.lossyScale.z);

        initialVolume = Verlet.VolumeOfMesh(bodyVerts, bodyTriangles);

        optimizer.CalculateErrorDerivative = CalculateErrorDerivative;
        optimizer.Add(1f, "xScale");
        optimizer.Add(Vector3.up, "yBasis");
        optimizer.Add(Vector3.forward, "zBasis");
    }
Пример #5
0
    void Start()
    {
        //Initialize mesh and state variables
        MeshFilter filter = GetComponent <MeshFilter>();

        bodyMesh = Instantiate(filter.mesh);
        bodyMesh.MarkDynamic();
        bodyVerts                = bodyMesh.vertices;
        originalVerts            = bodyMesh.vertices;
        bodyTriangles            = bodyMesh.triangles;
        bodyNormals              = bodyMesh.normals;
        renderNormals            = bodyMesh.normals;
        accumulatedDisplacements = new Vector4[bodyVerts.Length];
        filter.mesh              = bodyMesh;

        //Create Distance Constraints from Triangles in Mesh
        constraints = new List <Verlet.DistConstraint>(bodyVerts.Length * 3);
        Verlet.setUpConstraints(bodyMesh, constraints, false);

        initialVolume = Verlet.VolumeOfMesh(bodyVerts, bodyTriangles);
    }