示例#1
0
        public override IObiConstraintsBatch Clone()
        {
            var clone = new ObiDistanceConstraintsBatch(this);

            clone.particleIndices.ResizeUninitialized(particleIndices.count);
            clone.restLengths.ResizeUninitialized(restLengths.count);
            clone.stiffnesses.ResizeUninitialized(stiffnesses.count);

            clone.particleIndices.CopyFrom(particleIndices);
            clone.restLengths.CopyFrom(restLengths);
            clone.stiffnesses.CopyFrom(stiffnesses);

            return(clone);
        }
示例#2
0
        protected virtual IEnumerator CreateDistanceConstraints()
        {
            distanceConstraintsData = new ObiDistanceConstraintsData();

            // Add two batches: for even and odd constraints:
            distanceConstraintsData.AddBatch(new ObiDistanceConstraintsBatch());
            distanceConstraintsData.AddBatch(new ObiDistanceConstraintsBatch());

            for (int i = 0; i < totalParticles - 1; i++)
            {
                var batch = distanceConstraintsData.batches[i % 2] as ObiDistanceConstraintsBatch;

                if (i < m_ActiveParticleCount - 1)
                {
                    Vector2Int indices = new Vector2Int(i, i + 1);
                    restLengths[i] = Vector3.Distance(positions[indices.x], positions[indices.y]);
                    batch.AddConstraint(indices, restLengths[i]);
                    batch.activeConstraintCount++;
                }
                else
                {
                    restLengths[i] = m_InterParticleDistance;
                    batch.AddConstraint(Vector2Int.zero, 0);
                }

                if (i % 500 == 0)
                {
                    yield return(new CoroutineJob.ProgressInfo("ObiRope: generating structural constraints...", i / (float)(totalParticles - 1)));
                }
            }

            // if the path is closed, add the last, loop closing constraint to a new batch to avoid sharing particles.
            if (path.Closed)
            {
                var loopClosingBatch = new ObiDistanceConstraintsBatch();
                distanceConstraintsData.AddBatch(loopClosingBatch);

                Vector2Int indices = new Vector2Int(m_ActiveParticleCount - 1, 0);
                restLengths[m_ActiveParticleCount - 2] = Vector3.Distance(positions[indices.x], positions[indices.y]);
                loopClosingBatch.AddConstraint(indices, restLengths[m_ActiveParticleCount - 2]);
                loopClosingBatch.activeConstraintCount++;
            }
        }
示例#3
0
 public ObiDistanceConstraintsBatch(ObiDistanceConstraintsBatch source = null) : base(source)
 {
 }
示例#4
0
 public ObiDistanceConstraintsBatch(ObiDistanceConstraintsData constraints = null, ObiDistanceConstraintsBatch source = null) : base(source)
 {
     m_Constraints = constraints;
 }