void initialize_cloth_property() { // bending constraints // cancel some constraints ObiTetherConstraints tether = this.GetComponent <ObiTetherConstraints>(); tether.enabled = false; tether.PushDataToSolver(); ObiSkinConstraints skin = this.GetComponent <ObiSkinConstraints>(); skin.enabled = false; skin.PushDataToSolver(); ObiVolumeConstraints volume = this.GetComponent <ObiVolumeConstraints>(); volume.enabled = false; volume.PushDataToSolver(); ObiAerodynamicConstraints aero = this.GetComponent <ObiAerodynamicConstraints>(); aero.enabled = false; aero.PushDataToSolver(); ObiCloth tmp = this.GetComponent <ObiCloth>(); tmp.SelfCollisions = true; tmp.CollisionMaterial = Resources.Load("collision_material/MediumFriction") as ObiCollisionMaterial; tmp.PushDataToSolver(); //tmp.runInEditMode = true; won't destroy after playing //unfix particle //for (int i = 0; i < tmp.invMasses.Length; i++) // tmp.invMasses[i]= 0; }
void initialize_cloth_property() { // bending constraints ObiBendingConstraints bend = this.GetComponent <ObiBendingConstraints>(); bend.maxBending = 0.008f; bend.stiffness = 0.8f; //general parameters // cancel some constraints ObiTetherConstraints tether = this.GetComponent <ObiTetherConstraints>(); tether.enabled = false; ObiSkinConstraints skin = this.GetComponent <ObiSkinConstraints>(); skin.enabled = false; ObiVolumeConstraints volume = this.GetComponent <ObiVolumeConstraints>(); volume.enabled = false; ObiAerodynamicConstraints aero = this.GetComponent <ObiAerodynamicConstraints>(); aero.enabled = false; ObiCloth tmp = this.GetComponent <ObiCloth>(); tmp.SelfCollisions = true; tmp.CollisionMaterial = Resources.Load("collision_material/LowFriction") as ObiCollisionMaterial; //tmp.runInEditMode = true; won't destroy after playing //unfix particle //for (int i = 0; i < tmp.invMasses.Length; i++) // tmp.invMasses[i]= 0; }
public void OnEnable() { constraints = (ObiSkinConstraints)target; }