示例#1
0
    void Awake()
    {
        // Create both the rope and the solver:
        rope   = gameObject.AddComponent <ObiRope>();
        curve  = gameObject.AddComponent <ObiCatmullRomCurve>();
        solver = gameObject.AddComponent <ObiSolver>();

        // Provide a solver and a curve:
        rope.Solver   = solver;
        rope.ropePath = curve;
        rope.GetComponent <MeshRenderer>().material = material;

        // Configure rope and solver parameters:
        rope.resolution = 0.1f;
        rope.BendingConstraints.stiffness = 0.2f;
        rope.UVScale    = new Vector2(1, 5);
        rope.NormalizeV = false;
        rope.UVAnchor   = 1;

        solver.distanceConstraintParameters.iterations = 15;
        solver.pinConstraintParameters.iterations      = 15;
        solver.bendingConstraintParameters.iterations  = 1;

        // Add a cursor to change rope length:
        cursor                 = rope.gameObject.AddComponent <ObiRopeCursor>();
        cursor.rope            = rope;
        cursor.normalizedCoord = 0;
        cursor.direction       = true;
    }
    void Awake()
    {
        // Create both the rope and the solver:
        rope   = gameObject.AddComponent <ObiRope>();
        curve  = gameObject.AddComponent <ObiCatmullRomCurve>();
        solver = gameObject.AddComponent <ObiSolver>();

        // Provide a solver and a curve:
        rope.Solver   = solver;
        rope.ropePath = curve;
        rope.GetComponent <MeshRenderer>().material = material;

        // Configure rope and solver parameters:
        rope.resolution = 0.1f;
        rope.BendingConstraints.stiffness = 0.2f;
        rope.uvScale    = new Vector2(1, 5);
        rope.normalizeV = false;
        rope.uvAnchor   = 1;

        solver.substeps = 3;
        solver.distanceConstraintParameters.iterations       = 5;
        solver.pinConstraintParameters.iterations            = 5;
        solver.bendingConstraintParameters.iterations        = 1;
        solver.particleCollisionConstraintParameters.enabled = false;
        solver.volumeConstraintParameters.enabled            = false;
        solver.densityConstraintParameters.enabled           = false;
        solver.stitchConstraintParameters.enabled            = false;
        solver.skinConstraintParameters.enabled   = false;
        solver.tetherConstraintParameters.enabled = false;

        // Add a cursor to be able to change rope length:
        cursor = rope.gameObject.AddComponent <ObiRopeCursor>();
        cursor.normalizedCoord = 0;
        cursor.direction       = true;
    }
    /// <summary>
    /// Creates a straight rope anchored to a transform at the top.
    /// Transform may or may not move around and may or may not have a rigidbody.
    /// When you call this the rope will appear in the scene and immediately interact with gravity and objects with ObiColliders.
    /// Called from anywhere (main thread only)
    /// </summary>
    public IEnumerator MakeRope(Transform anchoredTo, Vector3 attachmentOffset, float ropeLength)
    {
        // create a new GameObject with the required components: a solver, a rope, and a curve.
        // we also throw a cursor in to be able to change its length.
        GameObject ropeObject = new GameObject("rope", typeof(ObiSolver),
                                               typeof(ObiRope),
                                               typeof(ObiCatmullRomCurve),
                                               typeof(ObiRopeCursor));

        // get references to all components:
        rope   = ropeObject.GetComponent <ObiRope>();
        cursor = ropeObject.GetComponent <ObiRopeCursor>();
        solver = ropeObject.GetComponent <ObiSolver>();
        ObiCatmullRomCurve path = ropeObject.GetComponent <ObiCatmullRomCurve>();

        // set up component references (see ObiRopeHelper.cs)
        rope.Solver   = solver;
        rope.ropePath = path;
        rope.section  = Resources.Load <ObiRopeSection>("DefaultRopeSection");

        // set path control points (duplicate end points, to set curvature as required by CatmullRom splines):
        path.controlPoints.Clear();
        path.controlPoints.Add(Vector3.zero);
        path.controlPoints.Add(Vector3.zero);
        path.controlPoints.Add(Vector3.down * ropeLength);
        path.controlPoints.Add(Vector3.down * ropeLength);

        rope.pooledParticles = 2000;

        // parent the rope to the anchor transform:
        rope.transform.SetParent(anchoredTo, false);
        rope.transform.localPosition = attachmentOffset;

        // generate particles/constraints and add them to the solver (see ObiRopeHelper.cs)
        yield return(rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh()));

        rope.AddToSolver(null);

        // get the last particle in the rope at its rest state.
        pinnedParticle = rope.UsedParticles - 1;

        // add a tethers batch:
        ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true, false, 0, 1);

        rope.TetherConstraints.AddBatch(tetherBatch);
        //UpdateTethers();

        // fix first particle in place (see http://obi.virtualmethodstudio.com/tutorials/scriptingparticles.html)
        rope.invMasses[0] = 0;
        Oni.SetParticleInverseMasses(solver.OniSolver, new float[] { 0 }, 1, rope.particleIndices[0]);
    }
示例#4
0
    public IEnumerator MakeRope()
    {
        print("Load Extraction Rope");
        ropeObject = new GameObject("rope",
                                    typeof(ObiSolver),
                                    typeof(ObiRope),
                                    typeof(ObiCatmullRomCurve),
                                    typeof(ObiRopeCursor));

        // get references to all components:
        ObiSolver solver = ropeObject.GetComponent <ObiSolver>();

        rope = ropeObject.GetComponent <ObiRope>();
        ObiCatmullRomCurve path = ropeObject.GetComponent <ObiCatmullRomCurve>();

        //ObiRopeCursor cursor = ropeObject.GetComponent<ObiRopeCursor>();

        // set up component references
        rope.Solver   = solver;
        rope.ropePath = path;
        rope.section  = (ObiRopeSection)Resources.Load("DefaultRopeSection");
        rope.GetComponent <MeshRenderer>().material = material;
        //cursor.rope = rope;

        // Calculate rope start/end and direction in local space: (plus offset)
        Vector3 localStart = transform.InverseTransformPoint(chutes[0].transform.position + new Vector3(0, 0.2f, 0));
        Vector3 localEnd   = transform.InverseTransformPoint(payloads[0].transform.position + new Vector3(0, 0.5f, 0));
        Vector3 direction  = (localEnd - localStart).normalized;

        // Generate rope path:
        path.controlPoints.Clear();
        path.controlPoints.Add(localStart - direction);
        path.controlPoints.Add(localStart);
        path.controlPoints.Add(localEnd);
        path.controlPoints.Add(localEnd + direction);

        //correct thickness, particle resolution, and parenting
        rope.thickness        = 0.025f;
        rope.resolution       = 0.05f;
        rope.transform.parent = payloads[0].transform;

        yield return(rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh()));

        rope.AddToSolver(null);

        //extractionCollider = new ObiCollider();
        //cargoCollider = new ObiCollider();

        BoxCollider extractionBox = chutes[0].AddComponent <BoxCollider>();

        extractionBox.size = Vector3.zero;
        BoxCollider cargoBox = payloads[0].AddComponent <BoxCollider>();

        cargoBox.center = new Vector3(0.0f, 0.25f, 0.0f);
        cargoBox.size   = new Vector3(0.5f, 0.5f, 0.5f);

        extractionCollider = chutes[0].AddComponent <ObiCollider>();
        cargoCollider      = payloads[0].AddComponent <ObiCollider>();

        // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
        rope.PinConstraints.RemoveFromSolver(null);
        ObiPinConstraintBatch constraintsBatch = rope.PinConstraints.GetFirstBatch();

        constraintsBatch.AddConstraint(0, extractionCollider, Vector3.zero, 0.0f);
        constraintsBatch.AddConstraint(rope.UsedParticles - 1, cargoCollider, new Vector3(0, 0.5f, -0.25f), 0.0f);
        rope.PinConstraints.AddToSolver(null);
        rope.PinConstraints.PushDataToSolver();
    }
示例#5
0
    IEnumerator Setup()
    {
        extractionObject = (GameObject)Instantiate(models[0]);
        heavyCargoObject = (GameObject)Instantiate(models[1]);

        extractionObject.transform.position = initialExtractionPos;
        heavyCargoObject.transform.position = initialHeavyCargoPos;

        start = extractionObject.transform;
        end   = heavyCargoObject.transform;

        // Get all needed components and interconnect them:
        rope          = GetComponent <ObiRope>();
        path          = GetComponent <ObiCatmullRomCurve>();
        rope.Solver   = (ObiSolver)Instantiate(solver);
        rope.ropePath = path;
        rope.section  = section;
        GetComponent <MeshRenderer>().material = material;

        // Calculate rope start/end and direction in local space: (plus offset)
        Vector3 localStart = transform.InverseTransformPoint(start.position + new Vector3(0, 0.2f, 0));
        Vector3 localEnd   = transform.InverseTransformPoint(end.position + new Vector3(0, 0.5f, 0));
        Vector3 direction  = (localEnd - localStart).normalized;

        // Generate rope path:
        path.controlPoints.Clear();
        path.controlPoints.Add(localStart - direction);
        path.controlPoints.Add(localStart);
        path.controlPoints.Add(localEnd);
        path.controlPoints.Add(localEnd + direction);

        //correct thickness, particle resolution, and parenting
        rope.thickness        = 0.025f;
        rope.resolution       = 0.05f;
        rope.transform.parent = heavyCargoObject.transform;

        // Generate particles and add them to solver:
        yield return(StartCoroutine(rope.GeneratePhysicRepresentationForMesh()));

        rope.AddToSolver(null);

        // Fix first and last particle in place:
        //rope.invMasses[0] = 0;
        //rope.invMasses[rope.UsedParticles-1] = 0;
        //Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[0]);
        //Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[rope.UsedParticles-1]);

        constraints      = rope.GetComponent <ObiPinConstraints>();
        constraintsBatch = rope.PinConstraints.GetFirstBatch();

        extractionCollider = new ObiCollider();
        cargoCollider      = new ObiCollider();

        BoxCollider extractionBox = extractionObject.AddComponent <BoxCollider>();

        extractionBox.size = Vector3.zero;
        BoxCollider cargoBox = heavyCargoObject.AddComponent <BoxCollider>();

        cargoBox.center = new Vector3(0.0f, 0.5f, 0.0f);

        extractionCollider = extractionObject.AddComponent(typeof(ObiCollider)) as ObiCollider;
        cargoCollider      = heavyCargoObject.AddComponent(typeof(ObiCollider)) as ObiCollider;

        // remove the constraints from the solver, because we cannot modify the constraints list while the solver is using it.
        constraints.RemoveFromSolver(null);
        constraintsBatch.AddConstraint(0, extractionCollider, Vector3.zero, 0.0f);
        constraintsBatch.AddConstraint(rope.UsedParticles - 1, cargoCollider, Vector3.zero, 0.0f);
        constraints.AddToSolver(null);
        constraints.PushDataToSolver();
    }