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@@ -1,69 +0,0 @@
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using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ActorActorCollisionDetector : MonoBehaviour
|
||||
{
|
||||
public struct ActorPair
|
||||
{
|
||||
public readonly ObiActor actorA;
|
||||
public readonly ObiActor actorB;
|
||||
public int particleA;
|
||||
public int particleB;
|
||||
|
||||
public ActorPair(ObiActor actorA, ObiActor actorB, int particleA, int particleB)
|
||||
{
|
||||
this.actorA = actorA;
|
||||
this.actorB = actorB;
|
||||
this.particleA = particleA;
|
||||
this.particleB = particleB;
|
||||
}
|
||||
}
|
||||
|
||||
public UnityEvent<ActorPair> callback;
|
||||
ObiSolver solver;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
solver.OnParticleCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnParticleCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
if (!solver.initialized || callback == null) return;
|
||||
|
||||
// just iterate over all contacts in the current frame:
|
||||
foreach (Oni.Contact contact in e)
|
||||
{
|
||||
// if this one is an actual collision:
|
||||
if (contact.distance < 0.01)
|
||||
{
|
||||
// get the index of the first entry in the simplices array for both bodies:
|
||||
int startA = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyA, out _);
|
||||
int startB = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyB, out _);
|
||||
|
||||
// retrieve the index of both particles from the simplices array:
|
||||
int particleA = solver.simplices[startA];
|
||||
int particleB = solver.simplices[startB];
|
||||
|
||||
// retrieve info about both actors involved in the collision:
|
||||
var particleInActorA = solver.particleToActor[particleA];
|
||||
var particleInActorB = solver.particleToActor[particleB];
|
||||
|
||||
// if they're not the same actor, trigger a callback:
|
||||
if (particleInActorA != null && particleInActorB != null && particleInActorA.actor != particleInActorB.actor)
|
||||
callback.Invoke(new ActorPair(particleInActorA.actor, particleInActorB.actor, particleA, particleB));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
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}
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fileFormatVersion: 2
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userData:
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assetBundleName:
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@@ -1,32 +0,0 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class ActorBlinker : MonoBehaviour
|
||||
{
|
||||
public Color neutralColor = Color.white;
|
||||
public Color highlightColor = Color.red;
|
||||
private ObiActor actor;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
public void Blink(int particleIndex)
|
||||
{
|
||||
if (actor.solver != null)
|
||||
actor.solver.colors[particleIndex] = highlightColor;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (actor.solver != null)
|
||||
for (int i = 0; i < actor.activeParticleCount; ++i)
|
||||
actor.solver.colors[actor.solverIndices[i]] += (neutralColor - actor.solver.colors[actor.solverIndices[i]]) * Time.deltaTime * 5;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,23 +1,21 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class ActorCOMTransform : MonoBehaviour
|
||||
{
|
||||
public class ActorCOMTransform : MonoBehaviour
|
||||
|
||||
public Vector3 offset;
|
||||
public ObiActor actor;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
|
||||
public Vector3 offset;
|
||||
public ObiActor actor;
|
||||
|
||||
public void Update()
|
||||
if (actor != null && actor.isLoaded)
|
||||
{
|
||||
if (actor != null && actor.isLoaded)
|
||||
{
|
||||
Vector3 com;
|
||||
actor.GetMass(out com);
|
||||
transform.position = actor.solver.transform.TransformPoint(com) + offset;
|
||||
}
|
||||
Vector3 com;
|
||||
actor.GetMass(out com);
|
||||
transform.position = actor.solver.transform.TransformPoint(com) + offset;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,33 +1,35 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ActorSpawner : MonoBehaviour
|
||||
{
|
||||
public class ActorSpawner : MonoBehaviour {
|
||||
|
||||
public ObiActor template;
|
||||
public ObiActor template;
|
||||
|
||||
public int maxInstances = 32;
|
||||
public float spawnDelay = 0.3f;
|
||||
public int basePhase = 2;
|
||||
public int maxInstances = 32;
|
||||
public float spawnDelay = 0.3f;
|
||||
|
||||
private int instances = 0;
|
||||
private float timeFromLastSpawn = 0;
|
||||
private int phase = 0;
|
||||
private int instances = 0;
|
||||
private float timeFromLastSpawn = 0;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
timeFromLastSpawn += Time.deltaTime;
|
||||
|
||||
timeFromLastSpawn += Time.deltaTime;
|
||||
if (Input.GetMouseButtonDown(0) && instances < maxInstances && timeFromLastSpawn > spawnDelay)
|
||||
{
|
||||
GameObject go = Instantiate(template.gameObject,transform.position,Quaternion.identity);
|
||||
go.transform.SetParent(transform.parent);
|
||||
|
||||
if (Input.GetMouseButtonDown(0) && instances < maxInstances && timeFromLastSpawn > spawnDelay)
|
||||
{
|
||||
GameObject go = Instantiate(template.gameObject, transform.position, Quaternion.identity);
|
||||
go.transform.SetParent(transform.parent);
|
||||
instances++;
|
||||
timeFromLastSpawn = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
go.GetComponent<ObiActor>().SetFilterCategory(basePhase + phase);
|
||||
|
||||
phase++;
|
||||
instances++;
|
||||
timeFromLastSpawn = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,21 +1,16 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class AddRandomVelocity : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class AddRandomVelocity : MonoBehaviour {
|
||||
|
||||
public float intensity = 5;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
GetComponent<ObiActor>().AddForce(UnityEngine.Random.onUnitSphere * intensity, ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
}
|
||||
public float intensity = 5;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(KeyCode.Space)){
|
||||
GetComponent<ObiActor>().AddForce(UnityEngine.Random.onUnitSphere*intensity,ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,30 +1,23 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class Blinker : MonoBehaviour
|
||||
{
|
||||
public class Blinker : MonoBehaviour {
|
||||
|
||||
public Color highlightColor;
|
||||
public Color highlightColor;
|
||||
|
||||
private Renderer rend;
|
||||
private Color original;
|
||||
private Renderer rend;
|
||||
private Color original;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rend = GetComponent<Renderer>();
|
||||
original = rend.material.color;
|
||||
}
|
||||
void Awake(){
|
||||
rend = GetComponent<Renderer>();
|
||||
original = rend.material.color;
|
||||
}
|
||||
|
||||
public void Blink()
|
||||
{
|
||||
rend.material.color = highlightColor;
|
||||
}
|
||||
public void Blink(){
|
||||
rend.material.color = highlightColor;
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
rend.material.color += (original - rend.material.color) * Time.deltaTime * 5;
|
||||
}
|
||||
void LateUpdate(){
|
||||
rend.material.color += (original - rend.material.color)*Time.deltaTime*5;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -33,7 +33,7 @@ namespace Obi{
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!m_Jump)
|
||||
{
|
||||
|
||||
@@ -1,51 +1,48 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ColliderHighlighter : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ColliderHighlighter : MonoBehaviour {
|
||||
|
||||
ObiSolver solver;
|
||||
ObiSolver solver;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
void Awake(){
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
void OnEnable () {
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
void OnDisable(){
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
var colliderWorld = ObiColliderWorld.GetInstance();
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
var colliderWorld = ObiColliderWorld.GetInstance();
|
||||
Oni.Contact[] contacts = e.contacts.Data;
|
||||
for(int i = 0; i < e.contacts.Count; ++i)
|
||||
{
|
||||
Oni.Contact c = contacts[i];
|
||||
// make sure this is an actual contact:
|
||||
if (c.distance < 0.01f)
|
||||
{
|
||||
// get the collider:
|
||||
var col = colliderWorld.colliderHandles[c.bodyB].owner;
|
||||
|
||||
for (int i = 0; i < e.count; ++i)
|
||||
{
|
||||
Oni.Contact c = e[i];
|
||||
// make sure this is an actual contact:
|
||||
if (c.distance < 0.01f)
|
||||
if (col != null)
|
||||
{
|
||||
// get the collider:
|
||||
var col = colliderWorld.colliderHandles[c.bodyB].owner;
|
||||
|
||||
if (col != null)
|
||||
{
|
||||
// make it blink:
|
||||
Blinker blinker = col.GetComponent<Blinker>();
|
||||
|
||||
if (blinker)
|
||||
blinker.Blink();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// make it blink:
|
||||
Blinker blinker = col.GetComponent<Blinker>();
|
||||
|
||||
if (blinker)
|
||||
blinker.Blink();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,97 +1,184 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class CollisionEventHandler : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class CollisionEventHandler : MonoBehaviour
|
||||
|
||||
ObiSolver solver;
|
||||
public int contactCount;
|
||||
|
||||
Obi.ObiSolver.ObiCollisionEventArgs frame;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
ObiSolver solver;
|
||||
public int contactCount;
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnParticleCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
ObiNativeContactList frame;
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnParticleCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Awake()
|
||||
void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
frame = e;
|
||||
}
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (solver == null || frame == null || frame.contacts == null) return;
|
||||
|
||||
Gizmos.matrix = solver.transform.localToWorldMatrix;
|
||||
|
||||
contactCount = frame.contacts.Count;
|
||||
|
||||
/*for (int i = 0; i < frame.contacts.Count; ++i)
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
var contact = frame.contacts.Data[i];
|
||||
|
||||
void OnEnable()
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Vector3 point = frame.contacts.Data[i].pointB;
|
||||
|
||||
Gizmos.DrawSphere(point, 0.01f);
|
||||
|
||||
Gizmos.DrawRay(point, contact.normal * contact.distance);
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawRay(point, contact.tangent * contact.tangentImpulse + contact.bitangent * contact.bitangentImpulse);
|
||||
|
||||
}*/
|
||||
|
||||
for (int i = 0; i < frame.contacts.Count; ++i)
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
var contact = frame.contacts.Data[i];
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
frame = e;
|
||||
}
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
if (solver == null || frame == null) return;
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Gizmos.matrix = solver.transform.localToWorldMatrix;
|
||||
Vector3 point = Vector3.zero;//frame.contacts.Data[i].point;
|
||||
|
||||
contactCount = frame.count;
|
||||
int simplexStart = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSize);
|
||||
|
||||
for (int i = 0; i < frame.count; ++i)
|
||||
float radius = 0;
|
||||
for (int j = 0; j < simplexSize; ++j)
|
||||
{
|
||||
var contact = frame[i];
|
||||
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Vector3 point = frame[i].pointB;
|
||||
|
||||
Gizmos.DrawSphere(point, 0.01f);
|
||||
|
||||
Gizmos.DrawRay(point, contact.normal * contact.distance);
|
||||
|
||||
Gizmos.color = Color.cyan;
|
||||
//Gizmos.DrawRay(point, contact.tangent * contact.tangentImpulse + contact.bitangent * contact.bitangentImpulse);
|
||||
|
||||
point += (Vector3)solver.positions[solver.simplices[simplexStart + j]] * contact.pointB[j];
|
||||
radius += solver.principalRadii[solver.simplices[simplexStart + j]].x * contact.pointB[j];
|
||||
}
|
||||
|
||||
/*for (int i = 0; i < frame.count; ++i)
|
||||
{
|
||||
var contact = frame[i];
|
||||
Vector3 normal = contact.normal;
|
||||
|
||||
//if (contact.distance > 0.001f) continue;
|
||||
//Gizmos.DrawSphere(point + normal.normalized * frame.contacts[i].distance, 0.01f);
|
||||
|
||||
Gizmos.color = (contact.distance <= 0) ? Color.red : Color.green;
|
||||
Gizmos.DrawSphere(point + normal * radius, 0.01f);
|
||||
|
||||
//Gizmos.color = new Color(((i * 100) % 255) / 255.0f, ((i * 50) % 255) / 255.0f, ((i * 20) % 255) / 255.0f);
|
||||
|
||||
Vector3 point = Vector3.zero;//frame.contacts.Data[i].point;
|
||||
|
||||
int simplexStart = solver.simplexCounts.GetSimplexStartAndSize(contact.bodyB, out int simplexSize);
|
||||
|
||||
float radius = 0;
|
||||
for (int j = 0; j < simplexSize; ++j)
|
||||
{
|
||||
point += (Vector3)solver.positions[solver.simplices[simplexStart + j]] * contact.pointB[j];
|
||||
radius += solver.principalRadii[solver.simplices[simplexStart + j]].x * contact.pointB[j];
|
||||
}
|
||||
|
||||
Vector3 normal = contact.normal;
|
||||
|
||||
//Gizmos.DrawSphere(point + normal.normalized * frame.contacts[i].distance, 0.01f);
|
||||
|
||||
Gizmos.DrawSphere(point + normal * radius, 0.01f);
|
||||
|
||||
Gizmos.DrawRay(point + normal * radius, normal.normalized * contact.distance);
|
||||
}*/
|
||||
Gizmos.DrawRay(point + normal * radius, normal.normalized * contact.distance);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class CollisionEventHandler : MonoBehaviour {
|
||||
|
||||
ObiSolver solver;
|
||||
public int counter = 0;
|
||||
public Collider targetCollider = null;
|
||||
|
||||
HashSet<int> particles = new HashSet<int>();
|
||||
|
||||
void Awake(){
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable(){
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
HashSet<int> currentParticles = new HashSet<int>();
|
||||
|
||||
for(int i = 0; i < e.contacts.Count; ++i)
|
||||
{
|
||||
if (e.contacts.Data[i].distance < 0.001f)
|
||||
{
|
||||
|
||||
Component collider;
|
||||
if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){
|
||||
|
||||
if (collider == targetCollider)
|
||||
currentParticles.Add(e.contacts.Data[i].particle);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
particles.ExceptWith(currentParticles);
|
||||
counter += particles.Count;
|
||||
particles = currentParticles;
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
/*[RequireComponent(typeof(ObiSolver))]
|
||||
public class CollisionEventHandler : MonoBehaviour {
|
||||
|
||||
ObiSolver solver;
|
||||
public Collider targetCollider = null;
|
||||
|
||||
void Awake(){
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable(){
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
|
||||
for(int i = 0; i < e.contacts.Count; ++i)
|
||||
{
|
||||
if (e.contacts.Data[i].distance < 0.001f)
|
||||
{
|
||||
Component collider;
|
||||
if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){
|
||||
|
||||
if (collider == targetCollider)
|
||||
|
||||
solver.viscosities[e.contacts.Data[i].particle] = Mathf.Max(0,solver.viscosities[e.contacts.Data[i].particle] - 0.1f * Time.fixedDeltaTime);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}*/
|
||||
|
||||
@@ -3,7 +3,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
namespace Obi
|
||||
{
|
||||
/**
|
||||
* Sample script that colors fluid particles based on their vorticity (2D only)
|
||||
@@ -22,7 +22,7 @@ namespace Obi.Samples
|
||||
if (!isActiveAndEnabled || actor.solver == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i)
|
||||
for (int i = 0; i < actor.solverIndices.Length; ++i)
|
||||
{
|
||||
|
||||
int k = actor.solverIndices[i];
|
||||
|
||||
@@ -3,7 +3,7 @@ using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
namespace Obi
|
||||
{
|
||||
/**
|
||||
* Sample script that colors fluid particles based on their vorticity (2D only)
|
||||
@@ -25,7 +25,7 @@ namespace Obi.Samples
|
||||
if (!isActiveAndEnabled || actor.solver == null)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i){
|
||||
for (int i = 0; i < actor.solverIndices.Length; ++i){
|
||||
|
||||
int k = actor.solverIndices[i];
|
||||
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
using UnityEngine;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Obi.Samples
|
||||
namespace Obi
|
||||
{
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class ColorRandomizer : MonoBehaviour
|
||||
@@ -11,16 +14,13 @@ namespace Obi.Samples
|
||||
void Start()
|
||||
{
|
||||
actor = GetComponent<ObiActor>();
|
||||
actor.OnBlueprintLoaded += Actor_OnBlueprintLoaded;
|
||||
}
|
||||
|
||||
private void Actor_OnBlueprintLoaded(ObiActor a, ObiActorBlueprint blueprint)
|
||||
{
|
||||
for (int i = 0; i < actor.solverIndices.count; ++i)
|
||||
for (int i = 0; i < actor.solverIndices.Length; ++i)
|
||||
{
|
||||
actor.solver.colors[actor.solverIndices[i]] = gradient.Evaluate(UnityEngine.Random.value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,42 +1,39 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class DebugParticleFrames : MonoBehaviour
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(ObiActor))]
|
||||
public class DebugParticleFrames : MonoBehaviour {
|
||||
|
||||
ObiActor actor;
|
||||
public float size = 1;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
|
||||
ObiActor actor;
|
||||
public float size = 1;
|
||||
|
||||
public void Awake()
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void OnDrawGizmos ()
|
||||
{
|
||||
Vector4 b1 = new Vector4(1, 0, 0, 0);
|
||||
Vector4 b2 = new Vector4(0, 1, 0, 0);
|
||||
Vector4 b3 = new Vector4(0, 0, 1, 0);
|
||||
for (int i = 0; i < actor.activeParticleCount; ++i)
|
||||
{
|
||||
actor = GetComponent<ObiActor>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void OnDrawGizmos()
|
||||
{
|
||||
Vector4 b1 = new Vector4(1, 0, 0, 0);
|
||||
Vector4 b2 = new Vector4(0, 1, 0, 0);
|
||||
Vector4 b3 = new Vector4(0, 0, 1, 0);
|
||||
for (int i = 0; i < actor.activeParticleCount; ++i)
|
||||
{
|
||||
|
||||
Vector3 position = actor.GetParticlePosition(actor.solverIndices[i]);
|
||||
Quaternion quat = actor.GetParticleOrientation(actor.solverIndices[i]);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(position, quat * b1 * size);
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawRay(position, quat * b2 * size);
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawRay(position, quat * b3 * size);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Vector3 position = actor.GetParticlePosition(actor.solverIndices[i]);
|
||||
Quaternion quat = actor.GetParticleOrientation(actor.solverIndices[i]);
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawRay(position, quat * b1 * size);
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawRay(position, quat * b2 * size);
|
||||
Gizmos.color = Color.blue;
|
||||
Gizmos.DrawRay(position, quat * b3 * size);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,78 +1,76 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class ExtrapolationCamera : MonoBehaviour
|
||||
{
|
||||
public class ExtrapolationCamera : MonoBehaviour
|
||||
public Transform target = null;
|
||||
|
||||
public float extrapolation = 10;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float smoothness = 0.8f;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float linearSpeed = 1;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float rotationalSpeed = 1;
|
||||
|
||||
[Min(0)]
|
||||
public float distanceFromTarget = 4;
|
||||
|
||||
Vector3 lastPosition;
|
||||
Vector3 extrapolatedPos;
|
||||
|
||||
void Start()
|
||||
{
|
||||
public Transform target = null;
|
||||
if (target != null)
|
||||
lastPosition = target.position;
|
||||
}
|
||||
|
||||
public float extrapolation = 10;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float smoothness = 0.8f;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float linearSpeed = 1;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float rotationalSpeed = 1;
|
||||
|
||||
[Min(0)]
|
||||
public float distanceFromTarget = 4;
|
||||
|
||||
Vector3 lastPosition;
|
||||
Vector3 extrapolatedPos;
|
||||
|
||||
void Start()
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
if (target != null)
|
||||
lastPosition = target.position;
|
||||
}
|
||||
// Get position delta since the last physics update:
|
||||
Vector3 positionDelta = target.position - lastPosition;
|
||||
positionDelta.y = 0;
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
// Get position delta since the last physics update:
|
||||
Vector3 positionDelta = target.position - lastPosition;
|
||||
positionDelta.y = 0;
|
||||
// extrapolate position using velocity (the division/multiplication by Time.deltaTime simplify out)
|
||||
extrapolatedPos = Vector3.Lerp(target.position + positionDelta * extrapolation, extrapolatedPos, smoothness);
|
||||
|
||||
// extrapolate position using velocity (the division/multiplication by Time.deltaTime simplify out)
|
||||
extrapolatedPos = Vector3.Lerp(target.position + positionDelta * extrapolation, extrapolatedPos, smoothness);
|
||||
|
||||
// store the target's current com for the next frame:
|
||||
lastPosition = target.position;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
// get vector from the camera to the extrapolated position:
|
||||
Vector3 toTarget = extrapolatedPos - transform.position;
|
||||
|
||||
// rotate the camera towards the extrapolated position:
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(toTarget), rotationalSpeed);
|
||||
|
||||
// keep our current world space height:
|
||||
toTarget.y = 0;
|
||||
|
||||
// move the camera towards the extrapolated position, keeping some distance to it:
|
||||
transform.position += toTarget.normalized * (toTarget.magnitude - distanceFromTarget) * linearSpeed;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
transform.position = position;
|
||||
transform.rotation = rotation;
|
||||
|
||||
if (target != null)
|
||||
extrapolatedPos = lastPosition = target.position;
|
||||
// store the target's current com for the next frame:
|
||||
lastPosition = target.position;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate()
|
||||
{
|
||||
if (target != null)
|
||||
{
|
||||
// get vector from the camera to the extrapolated position:
|
||||
Vector3 toTarget = extrapolatedPos - transform.position;
|
||||
|
||||
// rotate the camera towards the extrapolated position:
|
||||
transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.LookRotation(toTarget), rotationalSpeed);
|
||||
|
||||
// keep our current world space height:
|
||||
toTarget.y = 0;
|
||||
|
||||
// move the camera towards the extrapolated position, keeping some distance to it:
|
||||
transform.position += toTarget.normalized * (toTarget.magnitude - distanceFromTarget) * linearSpeed;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public void Teleport(Vector3 position, Quaternion rotation)
|
||||
{
|
||||
transform.position = position;
|
||||
transform.rotation = rotation;
|
||||
|
||||
if (target != null)
|
||||
extrapolatedPos = lastPosition = target.position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,59 +2,56 @@
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(Text))]
|
||||
public class FPSDisplay : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(Text))]
|
||||
public class FPSDisplay : MonoBehaviour
|
||||
public float updateInterval = 0.5f;
|
||||
|
||||
public bool showMedian = false;
|
||||
public float medianLearnrate = 0.05f;
|
||||
|
||||
private float accum = 0; // FPS accumulated over the interval
|
||||
private int frames = 0; // Frames drawn over the interval
|
||||
private float timeleft; // Left time for current interval
|
||||
private float currentFPS = 0;
|
||||
|
||||
private float median = 0;
|
||||
private float average = 0;
|
||||
|
||||
public float CurrentFPS{
|
||||
get { return currentFPS; }
|
||||
}
|
||||
|
||||
public float FPSMedian
|
||||
{
|
||||
public float updateInterval = 0.5f;
|
||||
get { return median; }
|
||||
}
|
||||
|
||||
public bool showMedian = false;
|
||||
public float medianLearnrate = 0.05f;
|
||||
public float FPSAverage
|
||||
{
|
||||
get { return average; }
|
||||
}
|
||||
|
||||
private float accum = 0; // FPS accumulated over the interval
|
||||
private int frames = 0; // Frames drawn over the interval
|
||||
private float timeleft; // Left time for current interval
|
||||
private float currentFPS = 0;
|
||||
Text uguiText;
|
||||
|
||||
private float median = 0;
|
||||
private float average = 0;
|
||||
void Start()
|
||||
{
|
||||
uguiText = GetComponent<Text>();
|
||||
timeleft = updateInterval;
|
||||
}
|
||||
|
||||
public float CurrentFPS
|
||||
{
|
||||
get { return currentFPS; }
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
// Timing inside the editor is not accurate. Only use in actual build.
|
||||
|
||||
public float FPSMedian
|
||||
{
|
||||
get { return median; }
|
||||
}
|
||||
|
||||
public float FPSAverage
|
||||
{
|
||||
get { return average; }
|
||||
}
|
||||
|
||||
Text uguiText;
|
||||
|
||||
void Start()
|
||||
{
|
||||
uguiText = GetComponent<Text>();
|
||||
timeleft = updateInterval;
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Timing inside the editor is not accurate. Only use in actual build.
|
||||
|
||||
//#if !UNITY_EDITOR
|
||||
//#if !UNITY_EDITOR
|
||||
|
||||
timeleft -= Time.deltaTime;
|
||||
accum += Time.timeScale / Time.deltaTime;
|
||||
accum += Time.timeScale/Time.deltaTime;
|
||||
++frames;
|
||||
|
||||
|
||||
// Interval ended - update GUI text and start new interval
|
||||
if (timeleft <= 0.0)
|
||||
if( timeleft <= 0.0)
|
||||
{
|
||||
currentFPS = accum / frames;
|
||||
|
||||
@@ -63,19 +60,18 @@ namespace Obi.Samples
|
||||
|
||||
// display two fractional digits (f2 format)
|
||||
float fps = showMedian ? median : currentFPS;
|
||||
uguiText.text = System.String.Format("{0:F2} FPS ({1:F1} ms)", fps, 1000.0f / fps);
|
||||
uguiText.text = System.String.Format("{0:F2} FPS ({1:F1} ms)", fps, 1000.0f / fps);
|
||||
|
||||
timeleft = updateInterval;
|
||||
accum = 0.0F;
|
||||
frames = 0;
|
||||
}
|
||||
//#endif
|
||||
}
|
||||
//#endif
|
||||
}
|
||||
|
||||
public void ResetMedianAndAverage()
|
||||
{
|
||||
median = 0;
|
||||
average = 0;
|
||||
}
|
||||
public void ResetMedianAndAverage()
|
||||
{
|
||||
median = 0;
|
||||
average = 0;
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
namespace Obi
|
||||
{
|
||||
[RequireComponent(typeof(Camera))]
|
||||
public class LookAroundCamera : MonoBehaviour
|
||||
@@ -64,10 +64,7 @@ namespace Obi.Samples
|
||||
|
||||
currentShot.position += delta * Time.deltaTime * movementSpeed;
|
||||
|
||||
var system = UnityEngine.EventSystems.EventSystem.current;
|
||||
bool focusUI = system != null && system.IsPointerOverGameObject();
|
||||
|
||||
if (Input.GetKey(KeyCode.Mouse0) && !focusUI)
|
||||
if (Input.GetKey(KeyCode.Mouse0))
|
||||
{
|
||||
float deltaX = Input.GetAxis("Mouse X") * rotationSpeed;
|
||||
float deltaY = Input.GetAxis("Mouse Y") * rotationSpeed;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
namespace Obi
|
||||
{
|
||||
public class MoveAndRotate : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -1,17 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class ObiActorTeleport : MonoBehaviour
|
||||
{
|
||||
public class ObiActorTeleport : MonoBehaviour
|
||||
{
|
||||
public ObiActor actor;
|
||||
public Transform target;
|
||||
public ObiActor actor;
|
||||
public Transform target;
|
||||
|
||||
public void Teleport()
|
||||
{
|
||||
actor.Teleport(target.position, target.rotation);
|
||||
}
|
||||
public void Teleport()
|
||||
{
|
||||
actor.Teleport(target.position, target.rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,58 +1,53 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ObiParticleCounter : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class ObiParticleCounter : MonoBehaviour {
|
||||
|
||||
ObiSolver solver;
|
||||
public int counter = 0;
|
||||
public Collider2D targetCollider = null;
|
||||
|
||||
ObiNativeContactList frame;
|
||||
HashSet<int> particles = new HashSet<int>();
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision(object sender, ObiNativeContactList e)
|
||||
{
|
||||
HashSet<int> currentParticles = new HashSet<int>();
|
||||
|
||||
for (int i = 0; i < e.count; ++i)
|
||||
{
|
||||
if (e[i].distance < 0.001f)
|
||||
{
|
||||
|
||||
/*Component collider;
|
||||
if (ObiCollider2D.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){
|
||||
|
||||
if (collider == targetCollider)
|
||||
currentParticles.Add(e.contacts.Data[i].particle);
|
||||
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
particles.ExceptWith(currentParticles);
|
||||
counter += particles.Count;
|
||||
particles = currentParticles; Debug.Log(counter);
|
||||
}
|
||||
ObiSolver solver;
|
||||
public int counter = 0;
|
||||
public Collider2D targetCollider = null;
|
||||
|
||||
Obi.ObiSolver.ObiCollisionEventArgs frame;
|
||||
HashSet<int> particles = new HashSet<int>();
|
||||
|
||||
void Awake(){
|
||||
solver = GetComponent<Obi.ObiSolver>();
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
solver.OnCollision += Solver_OnCollision;
|
||||
}
|
||||
|
||||
void OnDisable(){
|
||||
solver.OnCollision -= Solver_OnCollision;
|
||||
}
|
||||
|
||||
void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
HashSet<int> currentParticles = new HashSet<int>();
|
||||
|
||||
for(int i = 0; i < e.contacts.Count; ++i)
|
||||
{
|
||||
if (e.contacts.Data[i].distance < 0.001f)
|
||||
{
|
||||
|
||||
/*Component collider;
|
||||
if (ObiCollider2D.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){
|
||||
|
||||
if (collider == targetCollider)
|
||||
currentParticles.Add(e.contacts.Data[i].particle);
|
||||
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
particles.ExceptWith(currentParticles);
|
||||
counter += particles.Count;
|
||||
particles = currentParticles;Debug.Log(counter);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -1,25 +1,23 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
|
||||
public class ObjectDragger : MonoBehaviour
|
||||
{
|
||||
public class ObjectDragger : MonoBehaviour
|
||||
{
|
||||
|
||||
private Vector3 screenPoint;
|
||||
private Vector3 offset;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
|
||||
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
||||
transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
|
||||
}
|
||||
|
||||
private Vector3 screenPoint;
|
||||
private Vector3 offset;
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
|
||||
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
|
||||
transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,25 +1,22 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class ObjectLimit : MonoBehaviour
|
||||
{
|
||||
|
||||
public float minX = 0;
|
||||
public float maxX = 1;
|
||||
public float minY = 0;
|
||||
public float maxY = 1;
|
||||
public float minZ = 0;
|
||||
public float maxZ = 1;
|
||||
|
||||
void Update()
|
||||
{
|
||||
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|
||||
Mathf.Clamp(gameObject.transform.localPosition.y, minY, maxY),
|
||||
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|
||||
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||||
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|
||||
|
||||
}
|
||||
}
|
||||
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||||
public class ObjectLimit : MonoBehaviour
|
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{
|
||||
|
||||
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|
||||
public float maxX = 1;
|
||||
public float minY = 0;
|
||||
public float maxY = 1;
|
||||
public float minZ = 0;
|
||||
public float maxZ = 1;
|
||||
|
||||
void Update()
|
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{
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(gameObject.transform.localPosition.x,minX,maxX),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.y,minY,maxY),
|
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|
||||
|
||||
}
|
||||
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||||
}
|
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@@ -1,24 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class RigidbodyMaxAngularVel : MonoBehaviour
|
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{
|
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public float maxAngularVelocity = 20;
|
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void Start()
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{
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void Update()
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{
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}
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}
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}
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@@ -2,14 +2,9 @@
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using System.Collections.Generic;
|
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using UnityEngine;
|
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namespace Obi.Samples
|
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{
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{
|
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public class SlowmoToggler : MonoBehaviour {
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public void Slowmo(bool slowmo)
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{
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Time.timeScale = slowmo ? 0.25f : 1;
|
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}
|
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}
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public void Slowmo (bool slowmo) {
|
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Time.timeScale = slowmo?0.25f:1;
|
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@@ -1,24 +1,21 @@
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using UnityEngine;
|
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using Obi;
|
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namespace Obi.Samples
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[RequireComponent(typeof(ObiSolver))]
|
||||
public class WorldSpaceGravity : MonoBehaviour
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{
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[RequireComponent(typeof(ObiSolver))]
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ObiSolver solver;
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ObiSolver solver;
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|
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solver.PushSolverParameters();
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File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user