/// <summary> /// Copies restored data to new type AttachmentPair. /// </summary> /// <param name="dest">Destination.</param> public void CopyTo(AttachmentPair dest) { if (m_referenceFrame != null) { m_referenceFrame.CopyTo(dest.ReferenceFrame); } if (m_connectedFrame != null) { m_connectedFrame.CopyTo(dest.ConnectedFrame); } dest.Synchronized = m_synchronized; }
/// <summary> /// Copies all values and objects from <paramref name="source"/>. /// </summary> /// <param name="source">Source</param> public void CopyFrom(AttachmentPair source) { if (source == null) { return; } m_referenceFrame.CopyFrom(source.m_referenceFrame); m_connectedFrame.CopyFrom(source.m_connectedFrame); m_synchronized = source.m_synchronized; }
/// <summary> /// Create a new constraint component given constraint type. /// </summary> /// <param name="type">Constraint type.</param> /// <param name="givenAttachmentPair">Optional initial attachment pair. When given, /// values and fields will be copied to this objects /// attachment pair.</param> /// <returns>Constraint component, added to a new game object - null if unsuccessful.</returns> public static Constraint Create(ConstraintType type, AttachmentPair givenAttachmentPair = null) { var instance = Create(type, new ConstraintFrame(), new ConstraintFrame()); if (instance == null) { return(null); } instance.AttachmentPair.CopyFrom(givenAttachmentPair); return(instance); }
/// <summary> /// Creates constraint of given type. /// </summary> /// <param name="constraintType">Constraint type.</param> /// <param name="givenAttachmentPair">Optional initial attachment pair. If null, a new one will be created.</param> /// <returns>Constraint game object if the configuration is valid.</returns> public static GameObject Create(ConstraintType constraintType, AttachmentPair givenAttachmentPair = null) { var constraint = Constraint.Create(constraintType, givenAttachmentPair); if (constraint == null) { return(null); } PrefabUtils.PlaceInCurrentStange(constraint.gameObject); return(constraint.gameObject); }
private static void DrawGizmos(Color color, AttachmentPair attachmentPair, bool selected) { Gizmos.color = color; Gizmos.DrawMesh(GetOrCreateGizmosMesh(), attachmentPair.ReferenceFrame.Position, attachmentPair.ReferenceFrame.Rotation * Quaternion.FromToRotation(Vector3.up, Vector3.forward), 0.3f * Rendering.Spawner.Utils.FindConstantScreenSizeScale(attachmentPair.ReferenceFrame.Position, Camera.current) * Vector3.one); if (!attachmentPair.Synchronized && selected) { Gizmos.color = Color.red; Gizmos.DrawLine(attachmentPair.ReferenceFrame.Position, attachmentPair.ConnectedFrame.Position); } }
public TemporaryNative(Type nativeType, AttachmentPair attachmentPair = null) { m_rb1 = new agx.RigidBody(); m_f1 = new agx.Frame(); m_f2 = new agx.Frame(); if (attachmentPair != null) { // Some constraints, e.g., Distance Joints depends on the constraint angle during // creation so we feed the frames with the world transform of the reference and // connecting frame. attachmentPair.Synchronize(); m_f1.setLocalTranslate(attachmentPair.ReferenceFrame.Position.ToHandedVec3()); m_f1.setLocalRotate(attachmentPair.ReferenceFrame.Rotation.ToHandedQuat()); m_f2.setLocalTranslate(attachmentPair.ConnectedFrame.Position.ToHandedVec3()); m_f2.setLocalRotate(attachmentPair.ConnectedFrame.Rotation.ToHandedQuat()); } m_native = (agx.Constraint)Activator.CreateInstance(nativeType, new object[] { m_rb1, m_f1, null, m_f2 }); }
/// <summary> /// Create a new constraint component given constraint type. /// </summary> /// <param name="type">Type of constraint.</param> /// <param name="givenAttachmentPair">Optional initial attachment pair. When given, values and fields will be copied to this objects attachment pair.</param> /// <returns>Constraint component, added to a new game object - null if unsuccessful.</returns> public static Constraint Create(ConstraintType type, AttachmentPair givenAttachmentPair = null) { GameObject constraintGameObject = new GameObject(Factory.CreateName("AGXUnity." + type)); try { Constraint constraint = constraintGameObject.AddComponent <Constraint>(); constraint.Type = type; // Property AttachmentPair will create a new one if it doesn't exist. constraint.AttachmentPair.CopyFrom(givenAttachmentPair); // Creating a temporary native instance of the constraint, including a rigid body and frames. // Given this native instance we copy the default configuration. using (var tmpNative = new TemporaryNative(constraint.NativeType, constraint.AttachmentPair)) constraint.TryAddElementaryConstraints(tmpNative.Instance); return(constraint); } catch (System.Exception e) { Debug.LogException(e); DestroyImmediate(constraintGameObject); return(null); } }
public static AttachmentPair Create(GameObject gameObject) { AttachmentPair instance = gameObject.AddComponent <AttachmentPair>(); return(instance); }
/// <summary> /// Creates native instance and adds it to the simulation if this constraint /// is properly configured. /// </summary> /// <returns>True if successful.</returns> protected override bool Initialize() { if (AttachmentPair.ReferenceObject == null) { Debug.LogError("Unable to initialize constraint - reference object must be valid and contain a rigid body component.", this); return(false); } // Synchronize frames to make sure connected frame is up to date. AttachmentPair.Synchronize(); // TODO: Disabling rigid body game object (activeSelf == false) and will not be // able to create native body (since State == Constructed and not Awake). // Do: GetComponentInParent<RigidBody>( true <- include inactive ) and wait // for the body to become active? // E.g., rb.AwaitInitialize += ThisConstraintInitialize. RigidBody rb1 = AttachmentPair.ReferenceObject.GetInitializedComponentInParent <RigidBody>(); if (rb1 == null) { Debug.LogError("Unable to initialize constraint - reference object must contain a rigid body component.", AttachmentPair.ReferenceObject); return(false); } // Native constraint frames. agx.Frame f1 = new agx.Frame(); agx.Frame f2 = new agx.Frame(); // Note that the native constraint want 'f1' given in rigid body frame, and that // 'ReferenceFrame' may be relative to any object in the children of the body. f1.setLocalTranslate(AttachmentPair.ReferenceFrame.CalculateLocalPosition(rb1.gameObject).ToHandedVec3()); f1.setLocalRotate(AttachmentPair.ReferenceFrame.CalculateLocalRotation(rb1.gameObject).ToHandedQuat()); RigidBody rb2 = AttachmentPair.ConnectedObject != null?AttachmentPair.ConnectedObject.GetInitializedComponentInParent <RigidBody>() : null; if (rb1 == rb2) { Debug.LogError("Unable to initialize constraint - reference and connected rigid body is the same instance.", this); return(false); } if (rb2 != null) { // Note that the native constraint want 'f2' given in rigid body frame, and that // 'ReferenceFrame' may be relative to any object in the children of the body. f2.setLocalTranslate(AttachmentPair.ConnectedFrame.CalculateLocalPosition(rb2.gameObject).ToHandedVec3()); f2.setLocalRotate(AttachmentPair.ConnectedFrame.CalculateLocalRotation(rb2.gameObject).ToHandedQuat()); } else { f2.setLocalTranslate(AttachmentPair.ConnectedFrame.Position.ToHandedVec3()); f2.setLocalRotate(AttachmentPair.ConnectedFrame.Rotation.ToHandedQuat()); } try { Native = (agx.Constraint)Activator.CreateInstance(NativeType, new object[] { rb1.Native, f1, (rb2 != null ? rb2.Native : null), f2 }); // Assigning native elementary constraints to our elementary constraint instances. foreach (ElementaryConstraint ec in ElementaryConstraints) { if (!ec.OnConstraintInitialize(this)) { throw new Exception("Unable to initialize elementary constraint: " + ec.NativeName + " (not present in native constraint). ConstraintType: " + Type); } } bool added = GetSimulation().add(Native); Native.setEnable(IsEnabled); // Not possible to handle collisions if connected frame parent is null/world. if (CollisionsState != ECollisionsState.KeepExternalState && AttachmentPair.ConnectedObject != null) { string groupName = gameObject.name + "_" + gameObject.GetInstanceID().ToString(); GameObject go1 = null; GameObject go2 = null; bool propagateToChildren1 = false; bool propagateToChildren2 = false; if (CollisionsState == ECollisionsState.DisableReferenceVsConnected) { go1 = AttachmentPair.ReferenceObject; go2 = AttachmentPair.ConnectedObject; } else { go1 = rb1.gameObject; propagateToChildren1 = true; go2 = rb2 != null ? rb2.gameObject : AttachmentPair.ConnectedObject; propagateToChildren2 = true; } go1.GetOrCreateComponent <CollisionGroups>().GetInitialized <CollisionGroups>().AddGroup(groupName, propagateToChildren1); go2.GetOrCreateComponent <CollisionGroups>().GetInitialized <CollisionGroups>().AddGroup(groupName, propagateToChildren2); CollisionGroupsManager.Instance.GetInitialized <CollisionGroupsManager>().SetEnablePair(groupName, groupName, false); } Native.setName(name); bool valid = added && Native.getValid(); Simulation.Instance.StepCallbacks.PreSynchronizeTransforms += OnPreStepForwardUpdate; // It's not possible to check which properties an animator // is controlling, for now we update all properties in the // controllers if we have an animator. m_isAnimated = GetComponent <Animator>() != null; return(valid); } catch (System.Exception e) { Debug.LogException(e, gameObject); return(false); } }
/// <summary> /// Creates constraint of given type. /// </summary> /// <param name="constraintType">Constraint type.</param> /// <param name="givenAttachmentPair">Optional initial attachment pair. If null, a new one will be created.</param> /// <returns>Constraint game object if the configuration is valid.</returns> public static GameObject Create(ConstraintType constraintType, AttachmentPair givenAttachmentPair = null) { Constraint constraint = Constraint.Create(constraintType, givenAttachmentPair); return(constraint != null ? constraint.gameObject : null); }