private IEnumerator AttachHook() { Vector3 localHit = curve.transform.InverseTransformPoint(hookAttachment.point); // Procedurally generate the initial rope shape (a simple straight line): curve.controlPoints.Clear(); curve.controlPoints.Add(Vector3.zero); curve.controlPoints.Add(Vector3.zero); curve.controlPoints.Add(localHit); curve.controlPoints.Add(localHit); // Generate the particle representation of the rope (wait until it has finished): yield return(rope.GeneratePhysicRepresentationForMesh()); // Pin both ends of the rope (this enables two-way interaction between character and rope): /*ObiPinConstraintBatch pinConstraints = rope.PinConstraints.GetBatches()[0] as ObiPinConstraintBatch; * pinConstraints.AddConstraint(0,character,transform.localPosition,0); * pinConstraints.AddConstraint(rope.UsedParticles-1,hookAttachment.collider,hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point),0);*/ // Add the rope to the solver to begin the simulation: rope.AddToSolver(null); rope.GetComponent <MeshRenderer>().enabled = true; attached = 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]); }
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(); }
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(); }