示例#1
0
    public void UpdateOffsets()
    {
        for (int s = 0; s < spans.Count; s++)
        {
            MegaWireSpan span = spans[s];

            for (int c = 0; c < span.connections.Count; c++)
            {
                MegaWireConnection con = span.connections[c];

                con.inOffset  = connections[c].inOffset;
                con.outOffset = connections[c].outOffset;

                for (int i = 0; i < con.constraints.Count; i++)
                {
                    MegaWireConstraint cn = con.constraints[i];

                    if (cn.GetType() == typeof(MegaWirePointConstraint))
                    {
                        MegaWirePointConstraint wpc = (MegaWirePointConstraint)cn;

                        if (wpc.p1 == 0)
                        {
                            wpc.offset = con.inOffset;
                        }
                        else
                        {
                            wpc.offset = con.outOffset;
                        }
                    }
                }
            }
        }
    }
示例#2
0
    public Vector3 GetPos(float alpha, int strand, bool snap)
    {
        alpha = Mathf.Clamp(alpha, 0.0f, 0.9999f);
        float fa     = alpha * (float)spans.Count;
        int   sindex = (int)fa;         //(alpha * (float)spans.Count);
        float aa     = fa - (float)sindex;

        MegaWireSpan       span = spans[sindex];
        MegaWireConnection con  = span.connections[strand];

        // may need to knock 2 of as have sentry masses
        float ma1 = aa * (float)(con.masses.Count - 1);
        int   i   = (int)ma1 + 1;       //(aa * (float)(con.masses.Count - 2)) + 1;
        float u   = ma1 - (float)(i - 1);

        if (snap)
        {
            if (u > 0.5f)
            {
                u = 0.999f;
            }
            else
            {
                u = 0.0f;
            }
        }

        Vector3 a = con.masspos[i - 1];
        Vector3 b = con.masspos[i];
        Vector3 c = con.masspos[i + 1];
        Vector3 d = con.masspos[i + 2];

        return(0.5f * ((-a + 3.0f * b - 3.0f * c + d) * (u * u * u) + (2.0f * a - 5.0f * b + 4.0f * c - d) * (u * u) + (-a + c) * u + 2.0f * b));
    }
示例#3
0
	public void OnSceneGUI()
	{
		MegaWire mod = (MegaWire)target;

		if ( mod.displayGizmo )
		{
			Handles.color = mod.gizmoColor;

			for ( int i = 0; i < mod.spans.Count; i++ )
			{
				MegaWireSpan span = mod.spans[i];

				for ( int c = 0; c < span.connections.Count; c++ )
				{
					MegaWireConnection con = span.connections[c];

					Vector3 p = con.masspos[1];
					Handles.DotCap(0, p, Quaternion.identity, con.radius);

					for ( int m = 2; m < con.masspos.Length - 1; m++ )
					{
						p = con.masspos[m];
						Handles.DotCap(0, con.masspos[m], Quaternion.identity, con.radius);
					}

					// Draw springs
					int scount = con.springs.Count;
					if ( mod.stiffnessSprings )
						scount = con.masses.Count - 1;

					for ( int s = 0; s < scount; s++ )
					{
						Vector3 p1 = con.masses[con.springs[s].p1].pos;
						Vector3 p2 = con.masses[con.springs[s].p2].pos;

						float w = ((con.springs[s].len - con.springs[s].restlen) / con.springs[s].restlen) * con.springs[s].ks;	//con.springs[s].restlen;

						if ( w >= 0.0f )
							Handles.color = Color.Lerp(Color.green, Color.red, w);
						else
							Handles.color = Color.Lerp(Color.green, Color.blue, -w);

						Handles.DrawLine(p1, p2);
					}
				}
			}

			if ( mod.disableOnDistance )
			{
				Handles.color = mod.gizmoColor;
				for ( int s = 0; s < mod.spans.Count; s++ )
				{
					Vector3 mp = (mod.spans[s].connections[0].masses[0].pos + mod.spans[s].connections[0].masses[mod.spans[s].connections[0].masses.Count - 1].pos) * 0.5f;
					Handles.SphereCap(0, mp, Quaternion.identity, mod.disableDist * 2.0f);
				}
			}
		}
	}
示例#4
0
    public void ChangeStretch(float stretch)
    {
        for (int i = 0; i < spans.Count; i++)
        {
            MegaWireSpan span = spans[i];

            for (int c = 0; c < span.connections.Count; c++)
            {
                MegaWireConnection con = span.connections[c];
                for (int s = 0; s < con.springs.Count; s++)
                {
                    con.springs[s].restlen = con.springs[s].initlen * stretch;
                }
            }
        }
    }
示例#5
0
    void LateUpdate()
    {
        if (wire == null)
        {
            if (parent != null)
            {
                wire = parent.GetComponentInChildren <MegaWire>();
            }
        }

        if (wire)
        {
            float alpha1 = Mathf.Clamp(alpha, 0.0f, 0.9999f);
            float fa     = alpha1 * (float)wire.spans.Count;
            int   sindex = (int)fa;
            float aa     = fa - (float)sindex;

            MegaWireSpan       span = wire.spans[sindex];
            MegaWireConnection con  = span.connections[connection];

            Vector3 p = con.Interp(aa);

            transform.position = p + offset;

            if (align)
            {
                Vector3 p1          = con.Interp(aa + 0.001f);
                Vector3 relativePos = p1 - p;

                Quaternion rotation = Quaternion.LookRotation(relativePos, Vector3.up);
                locrot = rotation;

                wtm.SetTRS(p, rotation, Vector3.one);

                Quaternion r1 = Quaternion.Euler(rotate);
                transform.rotation = locrot * r1;
            }
        }
    }
示例#6
0
    public void Init()
    {
        for (int s = 0; s < spans.Count; s++)
        {
            MegaWireSpan span = spans[s];

            span.connections.Clear();

            for (int c = 0; c < connections.Count; c++)
            {
                MegaWireConnection con = new MegaWireConnection();

                con.start     = span.start;
                con.end       = span.end;
                con.inOffset  = connections[c].inOffset;
                con.outOffset = connections[c].outOffset;
                con.radius    = connections[c].radius;

                span.connections.Add(con);

                con.Init(this);
            }
        }
    }
示例#7
0
    // each wire length should have a very simple script attached that can do onvisible etc
    // to turn off the updates, other than that all updates should be done from MegaWire
    static public MegaWire Create(MegaWire wire, List <GameObject> objs, Material mat, string name, MegaWire copyfrom, float wiresize, float str)
    {
        //MegaWire wire = null;

        if (objs != null && objs.Count > 1)
        {
            GameObject newwire = null;

            if (wire == null)
            {
                newwire      = new GameObject();
                newwire.name = name;

                wire = newwire.AddComponent <MegaWire>();

                wire.material = mat;
                wire.stretch  = str;
            }
            else
            {
                newwire = wire.gameObject;
            }

            wire.poles.Clear();
            wire.spans.Clear();
            wire.connections.Clear();
            wire.poles.Add(objs[0].transform);

            bool hide = true;
            if (copyfrom)
            {
                hide = copyfrom.hidespans;
            }

            // Make the connections, each connection is a new gameobject child of the wire object
            for (int i = 0; i < objs.Count - 1; i++)
            {
                GameObject pole = new GameObject();

                if (hide)
                {
                    pole.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable;
                }
                pole.name = name + " Span Mesh " + i;

                pole.transform.parent = newwire.transform;

                MegaWireSpan span = pole.AddComponent <MegaWireSpan>();

                span.start = objs[i].transform;
                span.end   = objs[i + 1].transform;

                MeshFilter mf = pole.GetComponent <MeshFilter>();

                mf.sharedMesh = new Mesh();
                MeshRenderer mr = pole.GetComponent <MeshRenderer>();

                Material[] mats = new Material[1];
                mats[0]            = wire.material;
                mr.sharedMaterials = mats;

                span.mesh      = mf.sharedMesh;
                span.mesh.name = name + " Wire Mesh " + i;
                span.Init(wire);
                wire.spans.Add(span);

                wire.poles.Add(objs[i + 1].transform);
            }

            MegaWireConnectionHelper helper = objs[0].GetComponent <MegaWireConnectionHelper>();

            if (copyfrom)
            {
                wire.Copy(copyfrom, helper);
            }
            else
            {
                // Check if any pole has a helper on it, if so use that
                if (helper)
                {
                    wire.Copy(wire, helper);
                }
                else
                {
                    // Add the first connection
                    MegaWireConnectionDef con = new MegaWireConnectionDef();
                    wire.connections.Add(con);
                }
            }

            if (wiresize != 1.0f)
            {
                for (int i = 0; i < wire.connections.Count; i++)
                {
                    wire.connections[i].radius *= wiresize;
                }
            }

            wire.Init();
        }

        return(wire);
    }
示例#8
0
    public override void BuildMesh(MegaWire rope, MegaWireSpan span)
    {
        int wires = span.connections.Count;

        float lengthuvtile = uvtiley * span.WireLength;

        Twist    = TwistPerUnit * span.WireLength;
        segments = (int)(span.WireLength * SegsPerUnit);
        if (segments < 1)
        {
            segments = 1;
        }

        int vcount = ((segments + 1) * (sides + 1)) * strands * wires;
        int tcount = ((sides * 2) * segments) * strands * wires;

        if (span.verts == null || span.verts.Length != vcount)
        {
            span.verts = new Vector3[vcount];
        }

        bool buildtris = false;

        if ((span.uvs == null || span.uvs.Length != vcount) && genuv)
        {
            span.uvs      = new Vector2[vcount];
            rope.builduvs = true;
        }

        if (span.tris == null || span.tris.Length != tcount * 3)
        {
            span.tris = new int[tcount * 3];
            buildtris = true;
        }

        if (span.norms == null || span.norms.Length != vcount)
        {
            span.norms = new Vector3[vcount];
        }

        int vi = 0;
        int ti = 0;

        BuildCrossSection(1.0f);

        for (int c = 0; c < span.connections.Count; c++)
        {
            MegaWireConnection con = span.connections[c];

            // TODO: inspector should update radius from def, then user can control per span
            float off = (rope.connections[c].radius * 0.5f) + offset;

            float sradius = 0.0f;

            if (strands == 1)
            {
                off     = offset;
                sradius = rope.connections[c].radius;
            }
            else
            {
                sradius = (rope.connections[c].radius * 0.5f) + strandRadius;
            }

            Vector2 uv   = Vector2.zero;
            Vector3 soff = Vector3.zero;

            int vo;

            for (int s = 0; s < strands; s++)
            {
                if (strands == 1)
                {
                    vo = vi;

                    if (linInterp)
                    {
                        for (int i = 0; i <= segments; i++)
                        {
                            float alpha = ((float)i / (float)segments);
                            float uvt   = alpha * uvtwist;

                            wtm = con.GetDeformMatLin(alpha);

                            for (int v = 0; v <= cross.Length; v++)
                            {
                                Vector3 p = cross[v % cross.Length];
                                span.verts[vi] = wtm.MultiplyPoint3x4(p * sradius);
                                span.norms[vi] = wtm.MultiplyVector(p);

                                if (genuv && rope.builduvs)
                                {
                                    uv.y = alpha * lengthuvtile;
                                    uv.x = (((float)v / (float)cross.Length) * uvtilex) + uvt;

                                    span.uvs[vi] = uv;
                                }

                                vi++;
                            }
                        }
                    }
                    else
                    {
                        for (int i = 0; i <= segments; i++)
                        {
                            float alpha = ((float)i / (float)segments);
                            float uvt   = alpha * uvtwist;

                            wtm = con.GetDeformMat(alpha);

                            for (int v = 0; v <= cross.Length; v++)
                            {
                                Vector3 p = cross[v % cross.Length];
                                span.verts[vi] = wtm.MultiplyPoint3x4(p * sradius);

                                span.norms[vi] = wtm.MultiplyVector(p);

                                if (genuv && rope.builduvs)
                                {
                                    uv.y = alpha * lengthuvtile;
                                    uv.x = (((float)v / (float)cross.Length) * uvtilex) + uvt;

                                    span.uvs[vi] = uv;
                                }
                                vi++;
                            }
                        }
                    }
                }
                else
                {
                    float ang = ((float)s / (float)strands) * Mathf.PI * 2.0f;

                    soff.x = Mathf.Sin(ang) * off;
                    soff.z = Mathf.Cos(ang) * off;

                    vo = vi;

                    if (linInterp)
                    {
                        for (int i = 0; i <= segments; i++)
                        {
                            float alpha = ((float)i / (float)segments);

                            float uvt = alpha * uvtwist;

                            float tst = (alpha * Twist * Mathf.PI * 2.0f);
                            soff.x = Mathf.Sin(ang + tst) * off;
                            soff.z = Mathf.Cos(ang + tst) * off;
                            wtm    = con.GetDeformMatLin(alpha);

                            for (int v = 0; v <= cross.Length; v++)
                            {
                                Vector3 p = cross[v % cross.Length];
                                span.verts[vi] = wtm.MultiplyPoint3x4((p * sradius) + soff);
                                span.norms[vi] = wtm.MultiplyVector(p);

                                if (genuv && rope.builduvs)
                                {
                                    uv.y = alpha * lengthuvtile;
                                    uv.x = (((float)v / (float)cross.Length) * uvtilex) + uvt;

                                    span.uvs[vi] = uv;
                                }

                                vi++;
                            }
                        }
                    }
                    else
                    {
                        for (int i = 0; i <= segments; i++)
                        {
                            float alpha = ((float)i / (float)segments);

                            float uvt = alpha * uvtwist;

                            float tst = (alpha * Twist * Mathf.PI * 2.0f);
                            soff.x = Mathf.Sin(ang + tst) * off;
                            soff.z = Mathf.Cos(ang + tst) * off;
                            wtm    = con.GetDeformMat(alpha);

                            for (int v = 0; v <= cross.Length; v++)
                            {
                                Vector3 p = cross[v % cross.Length];
                                span.verts[vi] = wtm.MultiplyPoint3x4((p * sradius) + soff);
                                span.norms[vi] = wtm.MultiplyVector(p);

                                if (genuv && rope.builduvs)
                                {
                                    uv.y = alpha * lengthuvtile;
                                    uv.x = (((float)v / (float)cross.Length) * uvtilex) + uvt;

                                    span.uvs[vi] = uv;
                                }
                                vi++;
                            }
                        }
                    }
                }

                if (buildtris)
                {
                    int sc = sides + 1;
                    for (int i = 0; i < segments; i++)
                    {
                        for (int v = 0; v < cross.Length; v++)
                        {
                            int v1 = ((i + 1) * sc) + v + vo;
                            int v2 = ((i + 1) * sc) + ((v + 1) % sc) + vo;
                            int v3 = (i * sc) + v + vo;
                            int v4 = (i * sc) + ((v + 1) % sc) + vo;

                            span.tris[ti++] = v1;                               //((i + 1) * sc) + v + vo;
                            span.tris[ti++] = v2;                               //((i + 1) * sc) + ((v + 1) % sc) + vo;
                            span.tris[ti++] = v3;                               //(i * sc) + v + vo;

                            span.tris[ti++] = v2;                               //((i + 1) * sc) + ((v + 1) % sc) + vo;
                            span.tris[ti++] = v4;                               //(i * sc) + ((v + 1) % sc) + vo;
                            span.tris[ti++] = v3;                               //(i * sc) + v + vo;
                        }
                    }
                }
            }
        }

        if ((!genuv && rope.builduvs) || buildtris)
        {
#if UNITY_3_5
            span.mesh.Clear();
#else
            span.mesh.Clear(false);
#endif
        }

        span.mesh.vertices = span.verts;

        if (genuv && rope.builduvs)
        {
            span.mesh.uv = span.uvs;
        }

        if ((!genuv && rope.builduvs) || buildtris)
        {
            span.mesh.triangles = span.tris;
        }

        if (calcBounds)
        {
            span.mesh.RecalculateBounds();
        }

        span.mesh.normals = span.norms;

        if (calcTangents && genuv)
        {
            BuildTangents(span.mesh, span.verts, span.uvs, span.mesh.normals, span.tris);
        }

        span.vcount = vcount;
    }
示例#9
0
 public virtual void BuildMesh(MegaWire rope, MegaWireSpan span)
 {
 }