public IEnumerator Generate() { m_Empty = true; m_ActiveParticleCount = 0; distanceConstraintsData = null; bendConstraintsData = null; skinConstraintsData = null; tetherConstraintsData = null; bendTwistConstraintsData = null; stretchShearConstraintsData = null; shapeMatchingConstraintsData = null; aerodynamicConstraintsData = null; chainConstraintsData = null; volumeConstraintsData = null; points = null; edges = null; triangles = null; IEnumerator g = Initialize(); while (g.MoveNext()) { yield return(g.Current); } RecalculateBounds(); m_Empty = false; m_InitialActiveParticleCount = m_ActiveParticleCount; foreach (IObiConstraints constraints in GetConstraints()) { for (int i = 0; i < constraints.GetBatchCount(); ++i) { constraints.GetBatch(i).initialActiveConstraintCount = constraints.GetBatch(i).activeConstraintCount; } } #if UNITY_EDITOR EditorUtility.SetDirty(this); #endif if (OnBlueprintGenerate != null) { OnBlueprintGenerate(this); } }
protected virtual IEnumerator CreateBendTwistConstraints() { bendTwistConstraintsData = new ObiBendTwistConstraintsData(); // Add two batches: bendTwistConstraintsData.AddBatch(new ObiBendTwistConstraintsBatch()); bendTwistConstraintsData.AddBatch(new ObiBendTwistConstraintsBatch()); // the last bend constraint couples the last segment and a phantom segment past the last particle. for (int i = 0; i < totalParticles - 1; i++) { var batch = bendTwistConstraintsData.batches[i % 2] as ObiBendTwistConstraintsBatch; Vector2Int indices = new Vector2Int(i, i + 1); Quaternion darboux = keepInitialShape ? ObiUtils.RestDarboux(orientations[indices.x], orientations[indices.y]) : Quaternion.identity; batch.AddConstraint(indices, darboux); batch.activeConstraintCount++; if (i % 500 == 0) { yield return(new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)(totalParticles - 1))); } } // if the path is closed, add the last, loop closing constraints to a new batch to avoid sharing particles. if (path.Closed) { var loopClosingBatch = new ObiBendTwistConstraintsBatch(); bendTwistConstraintsData.AddBatch(loopClosingBatch); Vector2Int indices = new Vector2Int(m_ActiveParticleCount - 1, 0); Quaternion darboux = keepInitialShape ? ObiUtils.RestDarboux(orientations[indices.x], orientations[indices.y]) : Quaternion.identity; loopClosingBatch.AddConstraint(indices, darboux); loopClosingBatch.activeConstraintCount++; } }
public ObiBendTwistConstraintsData(ObiActor actor = null, ObiBendTwistConstraintsData source = null) : base(actor, source) { }
public ObiBendTwistConstraintsBatch(ObiBendTwistConstraintsData constraints = null) : base() { }
public ObiBendTwistConstraintsBatch(ObiBendTwistConstraintsData constraints = null, ObiBendTwistConstraintsBatch source = null) : base(source) { m_Constraints = constraints; }