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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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}
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userData:
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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;
|
||||
}
|
||||
|
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -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()
|
||||
{
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(gameObject.transform.localPosition.x, minX, maxX),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.y, minY, maxY),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.z, minZ, maxZ));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
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()
|
||||
{
|
||||
transform.localPosition = new Vector3(Mathf.Clamp(gameObject.transform.localPosition.x,minX,maxX),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.y,minY,maxY),
|
||||
Mathf.Clamp(gameObject.transform.localPosition.z,minZ,maxZ));
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,24 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class RigidbodyMaxAngularVel : MonoBehaviour
|
||||
{
|
||||
public float maxAngularVelocity = 20;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
GetComponent<Rigidbody>().maxAngularVelocity = maxAngularVelocity;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0c31446bcaf82443aa64afa152fac3d0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -2,14 +2,9 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class SlowmoToggler : MonoBehaviour
|
||||
{
|
||||
public class SlowmoToggler : MonoBehaviour {
|
||||
|
||||
public void Slowmo(bool slowmo)
|
||||
{
|
||||
Time.timeScale = slowmo ? 0.25f : 1;
|
||||
}
|
||||
}
|
||||
public void Slowmo (bool slowmo) {
|
||||
Time.timeScale = slowmo?0.25f:1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,24 +1,21 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class WorldSpaceGravity : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiSolver))]
|
||||
public class WorldSpaceGravity : MonoBehaviour
|
||||
|
||||
ObiSolver solver;
|
||||
public Vector3 worldGravity = new Vector3(0,-9.81f,0);
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<ObiSolver>();
|
||||
}
|
||||
|
||||
ObiSolver solver;
|
||||
public Vector3 worldGravity = new Vector3(0, -9.81f, 0);
|
||||
|
||||
void Awake()
|
||||
{
|
||||
solver = GetComponent<ObiSolver>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
solver.parameters.gravity = transform.InverseTransformDirection(worldGravity);
|
||||
solver.PushSolverParameters();
|
||||
}
|
||||
void Update()
|
||||
{
|
||||
solver.parameters.gravity = transform.InverseTransformDirection(worldGravity);
|
||||
solver.PushSolverParameters();
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user