去掉obi,使用自写绳索
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@@ -1,288 +0,0 @@
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using UnityEngine;
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using System.Collections;
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namespace Obi
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{
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[AddComponentMenu("Physics/Obi/Obi Rope Cursor", 883)]
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[RequireComponent(typeof(ObiRope))]
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public class ObiRopeCursor : MonoBehaviour
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{
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ObiRope rope;
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[Range(0, 1)]
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[HideInInspector] [SerializeField] private float m_CursorMu;
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[Range(0, 1)]
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[HideInInspector] [SerializeField] private float m_SourceMu;
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public bool direction = true;
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ObiStructuralElement m_CursorElement = null;
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private int m_SourceIndex = -1;
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private float lengthChange = 0;
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public float cursorMu
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{
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set
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{
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m_CursorMu = value;
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UpdateCursor();
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}
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get { return m_CursorMu; }
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}
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public float sourceMu
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{
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set
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{
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m_SourceMu = value;
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UpdateSource();
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}
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get { return m_SourceMu; }
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}
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public ObiStructuralElement cursorElement
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{
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get
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{
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if (m_CursorElement == null)
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UpdateCursor();
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return m_CursorElement;
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}
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}
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public int sourceParticleIndex
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{
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get
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{
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if (m_SourceIndex < 0)
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UpdateSource();
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return m_SourceIndex;
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}
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}
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private void OnEnable()
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{
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rope = GetComponent<ObiRope>();
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rope.OnElementsGenerated += Actor_OnElementsGenerated;
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rope.OnSimulationStart += Rope_OnSimulate;
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if (rope.elements != null && rope.elements.Count > 0)
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Actor_OnElementsGenerated(rope);
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}
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private void OnDisable()
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{
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rope.OnElementsGenerated -= Actor_OnElementsGenerated;
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rope.OnSimulationStart -= Rope_OnSimulate;
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}
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private void Actor_OnElementsGenerated(ObiActor actor)
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{
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UpdateCursor();
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UpdateSource();
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}
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private void Rope_OnSimulate(ObiActor actor, float simulatedTime, float substepTime)
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{
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if (!rope.isLoaded || Mathf.Abs(lengthChange) < ObiUtils.epsilon)
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return;
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var solver = rope.solver;
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// remove:
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if (lengthChange < 0)
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{
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lengthChange = -lengthChange;
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while (lengthChange > m_CursorElement.restLength)
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{
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lengthChange -= m_CursorElement.restLength;
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// if we subtracted the length of the last element, break out of the loop.
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if (rope.elements.Count == 1)
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break;
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int index = rope.elements.IndexOf(m_CursorElement);
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if (index >= 0)
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{
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// positive direction:
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if (direction)
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{
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RemoveParticleAt(solver.particleToActor[m_CursorElement.particle2].indexInActor);
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rope.elements.RemoveAt(index);
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if (index < rope.elements.Count)
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{
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if (rope.elements[index].particle1 == m_CursorElement.particle2)
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rope.elements[index].particle1 = m_CursorElement.particle1;
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m_CursorElement = rope.elements[index];
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}
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else
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m_CursorElement = rope.elements[Mathf.Max(0, index - 1)];
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}
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else // negative direction:
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{
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RemoveParticleAt(solver.particleToActor[m_CursorElement.particle1].indexInActor);
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rope.elements.RemoveAt(index);
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if (index > 0)
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{
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if (rope.elements[index - 1].particle2 == m_CursorElement.particle1)
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rope.elements[index - 1].particle2 = m_CursorElement.particle2;
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m_CursorElement = rope.elements[index - 1];
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}
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else
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m_CursorElement = rope.elements[0];
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}
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}
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}
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// the remaining length is subtracted from the current constraint:
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if (lengthChange > 0)
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m_CursorElement.restLength = Mathf.Max(0, m_CursorElement.restLength - lengthChange);
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}
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// add
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else
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{
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float lengthDelta = Mathf.Min(lengthChange, Mathf.Max(0, rope.ropeBlueprint.interParticleDistance - m_CursorElement.restLength));
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// extend the current element, if possible:
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if (lengthDelta > 0)
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{
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m_CursorElement.restLength += lengthDelta;
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lengthChange -= lengthDelta;
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}
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// once the current element has been extended, see if we must add new elements, if there's enough particles left:
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while (rope.activeParticleCount < rope.sourceBlueprint.particleCount &&
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m_CursorElement.restLength + lengthChange > rope.ropeBlueprint.interParticleDistance)
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{
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// calculate added length:
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lengthDelta = Mathf.Min(lengthChange, rope.ropeBlueprint.interParticleDistance);
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lengthChange -= lengthDelta;
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if (direction)
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{
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// add new particle:
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int newParticleSolverIndex = AddParticleAt(solver.particleToActor[m_CursorElement.particle1].indexInActor);
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// set position of the new particle:
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solver.positions[newParticleSolverIndex] = solver.positions[m_CursorElement.particle1] +
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(solver.positions[m_CursorElement.particle2] - solver.positions[m_CursorElement.particle1]) * lengthDelta;
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// insert a new element:
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ObiStructuralElement newElement = new ObiStructuralElement();
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newElement.restLength = lengthDelta;
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newElement.particle1 = m_CursorElement.particle1;
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newElement.particle2 = newParticleSolverIndex;
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m_CursorElement.particle1 = newParticleSolverIndex;
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int index = rope.elements.IndexOf(m_CursorElement);
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rope.elements.Insert(index, newElement);
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m_CursorElement = newElement;
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}
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else
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{
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// add new particle:
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int newParticleSolverIndex = AddParticleAt(solver.particleToActor[m_CursorElement.particle2].indexInActor);
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// set position of the new particle:
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solver.positions[newParticleSolverIndex] = solver.positions[m_CursorElement.particle2] +
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(solver.positions[m_CursorElement.particle1] - solver.positions[m_CursorElement.particle2]) * lengthDelta;
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// insert a new element:
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ObiStructuralElement newElement = new ObiStructuralElement();
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newElement.restLength = lengthDelta;
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newElement.particle1 = newParticleSolverIndex;
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newElement.particle2 = m_CursorElement.particle2;
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m_CursorElement.particle2 = newParticleSolverIndex;
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int index = rope.elements.IndexOf(m_CursorElement);
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rope.elements.Insert(index + 1, newElement);
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m_CursorElement = newElement;
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}
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}
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// the remaining length is added to the current constraint:
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if (lengthChange > 0)
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m_CursorElement.restLength += lengthChange;
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}
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// recalculate rest positions and length prior to constraints (bend constraints need rest positions):
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rope.RecalculateRestPositions();
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rope.RecalculateRestLength();
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// rebuild constraints:
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rope.RebuildConstraintsFromElements();
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lengthChange = 0;
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}
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public void UpdateCursor()
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{
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rope = GetComponent<ObiRope>();
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m_CursorElement = null;
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if (rope.isLoaded)
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{
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float elmMu;
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m_CursorElement = rope.GetElementAt(cursorMu, out elmMu);
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}
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}
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public void UpdateSource()
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{
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rope = GetComponent<ObiRope>();
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m_SourceIndex = -1;
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if (rope.isLoaded)
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{
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float elmMu;
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var elm = rope.GetElementAt(sourceMu, out elmMu);
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if (elm != null && rope.solver != null)
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{
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m_SourceIndex = elmMu < 0.5f ? elm.particle1 : elm.particle2;
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}
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}
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}
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private int AddParticleAt(int index)
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{
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int targetIndex = rope.activeParticleCount;
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// Copy data from the particle where we will insert new particles, to the particles we will insert:
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rope.CopyParticle(rope.solver.particleToActor[m_SourceIndex].indexInActor, targetIndex);
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// Move the new particle to the one at the place where we will insert it:
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rope.TeleportParticle(targetIndex, rope.solver.positions[rope.solverIndices[index]]);
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// Activate the particle:
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rope.ActivateParticle();
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rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
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return rope.solverIndices[targetIndex];
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}
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private void RemoveParticleAt(int index)
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{
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rope.DeactivateParticle(index);
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rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
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}
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public float ChangeLength(float lengthChange)
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{
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// clamp new length to sane limits:
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//newLength = Mathf.Clamp(newLength, 0, (rope.sourceBlueprint.particleCount - 1) * rope.ropeBlueprint.interParticleDistance);
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// accumulate length change, we'll reset it to zero after it has been applied.
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this.lengthChange += lengthChange;
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// return new length:
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return this.lengthChange + rope.restLength;
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}
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}
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}
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