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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class CableCarController : MonoBehaviour
|
||||
{
|
||||
public ObiPinhole pinhole;
|
||||
public float carSpeed = 1;
|
||||
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||||
// Update is called once per frame
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void Update()
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{
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float speed = 0;
|
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if (Input.GetKey(KeyCode.W))
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{
|
||||
speed = carSpeed;
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}
|
||||
|
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if (Input.GetKey(KeyCode.S))
|
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{
|
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speed = -carSpeed;
|
||||
}
|
||||
pinhole.motorSpeed = speed;
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
{
|
||||
pinhole.friction = pinhole.friction > 0.5f ? 0 : 1;
|
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}
|
||||
}
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||||
}
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||||
}
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class CharacterControl2D : MonoBehaviour
|
||||
{
|
||||
public class CharacterControl2D : MonoBehaviour {
|
||||
|
||||
public float floorRaycastDistance = 1.2f;
|
||||
public float acceleration = 10;
|
||||
public float maxSpeed = 8;
|
||||
public float jumpPower = 2;
|
||||
|
||||
[Header("Grounded")]
|
||||
public float acceleration = 80;
|
||||
public float maxSpeed = 6;
|
||||
public float damping = 0.005f;
|
||||
public float jumpPower = 10;
|
||||
private Rigidbody unityRigidbody;
|
||||
|
||||
public void Awake(){
|
||||
unityRigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
[Header("Airborne")]
|
||||
public float airAcceleration = 16;
|
||||
public float airMaxSpeed = 12;
|
||||
public float extraGravity = -12;
|
||||
|
||||
void FixedUpdate () {
|
||||
|
||||
[Header("Auto upright")]
|
||||
public Vector3 centerOfMass = new Vector3(0, -0.25f, 0);
|
||||
public float P = 2;
|
||||
public float D = 0.1f;
|
||||
|
||||
private Rigidbody unityRigidbody;
|
||||
private float axis;
|
||||
private bool grounded;
|
||||
private float error;
|
||||
private float prevError;
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
unityRigidbody = GetComponent<Rigidbody>();
|
||||
unityRigidbody.centerOfMass = centerOfMass;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
axis = Input.GetAxisRaw("Horizontal");
|
||||
grounded = Physics.Raycast(new Ray(transform.position, -Vector3.up), floorRaycastDistance);
|
||||
|
||||
if (Input.GetButtonDown("Jump") && grounded)
|
||||
unityRigidbody.AddForce(Vector3.up * jumpPower, ForceMode.VelocityChange);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
var velocity = unityRigidbody.linearVelocity;
|
||||
|
||||
prevError = error;
|
||||
error = Vector3.SignedAngle(unityRigidbody.transform.up, Vector3.up, Vector3.forward);
|
||||
|
||||
if (grounded)
|
||||
{
|
||||
float accel = axis * acceleration * Time.deltaTime;
|
||||
if ((velocity.x < maxSpeed && accel > 0) || (velocity.x > -maxSpeed && accel < 0))
|
||||
velocity.x += accel;
|
||||
|
||||
if (Mathf.Approximately(axis, 0))
|
||||
velocity.x *= Mathf.Pow(damping, Time.deltaTime);
|
||||
|
||||
unityRigidbody.AddTorque(new Vector3(0, 0, error * P + (error - prevError) / Time.deltaTime * D));
|
||||
}
|
||||
else
|
||||
{
|
||||
float accel = axis * airAcceleration * Time.deltaTime;
|
||||
if ((velocity.x < airMaxSpeed && accel > 0) || (velocity.x > -airMaxSpeed && accel < 0))
|
||||
velocity.x += accel;
|
||||
|
||||
velocity.y += extraGravity * Time.deltaTime;
|
||||
}
|
||||
|
||||
unityRigidbody.linearVelocity = velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
unityRigidbody.AddForce(new Vector3(Input.GetAxis("Horizontal")*acceleration,0,0));
|
||||
|
||||
unityRigidbody.linearVelocity = Vector3.ClampMagnitude(unityRigidbody.linearVelocity,maxSpeed);
|
||||
|
||||
if (Input.GetButtonDown("Jump")){
|
||||
unityRigidbody.AddForce(Vector3.up * jumpPower,ForceMode.VelocityChange);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,46 +1,36 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class CraneController : MonoBehaviour
|
||||
{
|
||||
public class CraneController : MonoBehaviour {
|
||||
|
||||
ObiRopeCursor cursor;
|
||||
ObiRope rope;
|
||||
public float speed = 1;
|
||||
ObiRopeCursor cursor;
|
||||
ObiRope rope;
|
||||
|
||||
// Use this for initialization
|
||||
void Start()
|
||||
{
|
||||
cursor = GetComponentInChildren<ObiRopeCursor>();
|
||||
rope = cursor.GetComponent<ObiRope>();
|
||||
}
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
cursor = GetComponentInChildren<ObiRopeCursor>();
|
||||
rope = cursor.GetComponent<ObiRope>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
if (Input.GetKey(KeyCode.W)){
|
||||
if (rope.restLength > 6.5f)
|
||||
cursor.ChangeLength(rope.restLength - 1f * Time.deltaTime);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
if (rope.restLength > 6.5f)
|
||||
cursor.ChangeLength(-speed * Time.deltaTime);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S)){
|
||||
cursor.ChangeLength(rope.restLength + 1f * Time.deltaTime);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
cursor.ChangeLength(speed * Time.deltaTime);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A)){
|
||||
transform.Rotate(0,Time.deltaTime*15f,0);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
transform.Rotate(0, Time.deltaTime * 15f, 0);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
transform.Rotate(0, -Time.deltaTime * 15f, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D)){
|
||||
transform.Rotate(0,-Time.deltaTime*15f,0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,53 +1,45 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class CursorController : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class CursorController : MonoBehaviour
|
||||
|
||||
ObiRopeCursor cursor;
|
||||
ObiRope rope;
|
||||
public float minLength = 0.1f;
|
||||
public float speed = 1;
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
{
|
||||
public float minLength = 0.1f;
|
||||
public float speed = 1;
|
||||
|
||||
private ObiRopeCursor cursor;
|
||||
private ObiRope rope;
|
||||
|
||||
void OnEnable()
|
||||
rope = GetComponent<ObiRope>();
|
||||
cursor = GetComponent<ObiRopeCursor>();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update ()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.W) && cursor != null)
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
cursor = GetComponent<ObiRopeCursor>();
|
||||
}
|
||||
if (rope.restLength > minLength)
|
||||
cursor.ChangeLength(rope.restLength - speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
void Update()
|
||||
if (Input.GetKey(KeyCode.S) && cursor != null)
|
||||
{
|
||||
float change = 0;
|
||||
cursor.ChangeLength(rope.restLength + speed * Time.deltaTime);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.W) && cursor != null)
|
||||
{
|
||||
change -= speed * Time.deltaTime;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A)){
|
||||
rope.transform.Translate(Vector3.left * Time.deltaTime,Space.World);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.S) && cursor != null)
|
||||
{
|
||||
change += speed * Time.deltaTime;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D)){
|
||||
rope.transform.Translate(Vector3.right * Time.deltaTime,Space.World);
|
||||
}
|
||||
|
||||
if (rope.restLength + change < minLength)
|
||||
change = minLength - rope.restLength;
|
||||
|
||||
cursor.ChangeLength(change);
|
||||
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
rope.transform.Translate(Vector3.left * Time.deltaTime, Space.World);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
rope.transform.Translate(Vector3.right * Time.deltaTime, Space.World);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using Obi;
|
||||
|
||||
/**
|
||||
* Sample component that shows how to use Obi Rope to create a grappling hook for a 2.5D game.
|
||||
@@ -15,213 +15,199 @@ using UnityEngine;
|
||||
* If complex interaction is required with the scene, a purely geometry-based approach (ala Worms ninja rope) can
|
||||
* be the right choice under certain circumstances.
|
||||
*/
|
||||
|
||||
namespace Obi.Samples
|
||||
public class ExtendableGrapplingHook : MonoBehaviour
|
||||
{
|
||||
public class ExtendableGrapplingHook : MonoBehaviour
|
||||
|
||||
public ObiSolver solver;
|
||||
public ObiCollider character;
|
||||
|
||||
public Material material;
|
||||
public ObiRopeSection section;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float hookResolution = 0.5f;
|
||||
public float hookExtendRetractSpeed = 2;
|
||||
public float hookShootSpeed = 30;
|
||||
public int particlePoolSize = 100;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiRopeBlueprint blueprint;
|
||||
private ObiRopeExtrudedRenderer ropeRenderer;
|
||||
|
||||
private ObiRopeCursor cursor;
|
||||
|
||||
private RaycastHit hookAttachment;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
||||
public ObiSolver solver;
|
||||
public ObiCollider character;
|
||||
// Create both the rope and the solver:
|
||||
rope = gameObject.AddComponent<ObiRope>();
|
||||
ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
ropeRenderer.section = section;
|
||||
ropeRenderer.uvScale = new Vector2(1, 4);
|
||||
ropeRenderer.normalizeV = false;
|
||||
ropeRenderer.uvAnchor = 1;
|
||||
rope.GetComponent<MeshRenderer>().material = material;
|
||||
|
||||
public Material material;
|
||||
public ObiRopeSection section;
|
||||
// Setup a blueprint for the rope:
|
||||
blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.5f;
|
||||
blueprint.pooledParticles = particlePoolSize;
|
||||
|
||||
[Range(0, 1)]
|
||||
public float hookResolution = 0.5f;
|
||||
public float hookExtendRetractSpeed = 2;
|
||||
public float hookShootSpeed = 30;
|
||||
public int particlePoolSize = 100;
|
||||
// Tweak rope parameters:
|
||||
rope.maxBending = 0.02f;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiRopeBlueprint blueprint;
|
||||
private ObiRopeExtrudedRenderer ropeRenderer;
|
||||
// Add a cursor to be able to change rope length:
|
||||
cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
|
||||
cursor.cursorMu = 0;
|
||||
cursor.direction = true;
|
||||
}
|
||||
|
||||
private ObiRopeCursor cursor;
|
||||
private void OnDestroy()
|
||||
{
|
||||
DestroyImmediate(blueprint);
|
||||
}
|
||||
|
||||
private RaycastHit hookAttachment;
|
||||
/**
|
||||
* Raycast against the scene to see if we can attach the hook to something.
|
||||
*/
|
||||
private void LaunchHook()
|
||||
{
|
||||
|
||||
void Awake()
|
||||
// Get the mouse position in the scene, in the same XY plane as this object:
|
||||
Vector3 mouse = Input.mousePosition;
|
||||
mouse.z = transform.position.z - Camera.main.transform.position.z;
|
||||
Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
|
||||
|
||||
// Get a ray from the character to the mouse:
|
||||
Ray ray = new Ray(transform.position, mouseInScene - transform.position);
|
||||
|
||||
// Raycast to see what we hit:
|
||||
if (Physics.Raycast(ray, out hookAttachment))
|
||||
{
|
||||
|
||||
// Create both the rope and the solver:
|
||||
rope = gameObject.AddComponent<ObiRope>();
|
||||
ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
ropeRenderer.section = section;
|
||||
ropeRenderer.uvScale = new Vector2(1, 4);
|
||||
ropeRenderer.normalizeV = false;
|
||||
ropeRenderer.uvAnchor = 1;
|
||||
ropeRenderer.material = material;
|
||||
|
||||
// Setup a blueprint for the rope:
|
||||
blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.5f;
|
||||
blueprint.pooledParticles = particlePoolSize;
|
||||
|
||||
// Tweak rope parameters:
|
||||
rope.maxBending = 0.02f;
|
||||
|
||||
// Add a cursor to be able to change rope length:
|
||||
cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
|
||||
cursor.cursorMu = 0;
|
||||
cursor.direction = true;
|
||||
// We actually hit something, so attach the hook!
|
||||
StartCoroutine(AttachHook());
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
}
|
||||
|
||||
private IEnumerator AttachHook()
|
||||
{
|
||||
yield return null;
|
||||
|
||||
// Clear pin constraints:
|
||||
var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
|
||||
pinConstraints.Clear();
|
||||
|
||||
Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point);
|
||||
|
||||
// Procedurally generate the rope path (just a short segment, as we will extend it over time):
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(Vector3.zero, Vector3.zero, Vector3.zero, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook start");
|
||||
blueprint.path.AddControlPoint(localHit.normalized * 0.5f, Vector3.zero, Vector3.zero, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook end");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
// Generate the particle representation of the rope (wait until it has finished):
|
||||
yield return blueprint.Generate();
|
||||
|
||||
// Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
|
||||
rope.ropeBlueprint = blueprint;
|
||||
|
||||
// wait one frame:
|
||||
yield return null;
|
||||
|
||||
rope.GetComponent<MeshRenderer>().enabled = true;
|
||||
|
||||
// set masses to zero, as we're going to override positions while we extend the rope:
|
||||
for (int i = 0; i < rope.activeParticleCount; ++i)
|
||||
solver.invMasses[rope.solverIndices[i]] = 0;
|
||||
|
||||
float currentLength = 0;
|
||||
|
||||
// while the last particle hasn't reached the hit, extend the rope:
|
||||
while (true)
|
||||
{
|
||||
DestroyImmediate(blueprint);
|
||||
}
|
||||
// calculate rope origin in solver space:
|
||||
Vector3 origin = solver.transform.InverseTransformPoint(rope.transform.position);
|
||||
|
||||
/**
|
||||
* Raycast against the scene to see if we can attach the hook to something.
|
||||
*/
|
||||
private void LaunchHook()
|
||||
{
|
||||
// update direction and distance to hook point:
|
||||
Vector3 direction = hookAttachment.point - origin;
|
||||
float distance = direction.magnitude;
|
||||
direction.Normalize();
|
||||
|
||||
// Get the mouse position in the scene, in the same XY plane as this object:
|
||||
Vector3 mouse = Input.mousePosition;
|
||||
mouse.z = transform.position.z - Camera.main.transform.position.z;
|
||||
Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
|
||||
// increase length:
|
||||
currentLength += hookShootSpeed * Time.deltaTime;
|
||||
|
||||
// Get a ray from the character to the mouse:
|
||||
Ray ray = new Ray(transform.position, mouseInScene - transform.position);
|
||||
|
||||
// Raycast to see what we hit:
|
||||
if (Physics.Raycast(ray, out hookAttachment))
|
||||
// if we have reached the desired length, break the loop:
|
||||
if (currentLength >= distance)
|
||||
{
|
||||
// We actually hit something, so attach the hook!
|
||||
StartCoroutine(AttachHook());
|
||||
cursor.ChangeLength(distance);
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
// change rope length (clamp to distance between rope origin and hook to avoid overshoot)
|
||||
cursor.ChangeLength(Mathf.Min(distance, currentLength));
|
||||
|
||||
private void LayParticlesInStraightLine(Vector3 origin, Vector3 direction)
|
||||
{
|
||||
// placing all particles in a straight line, respecting rope length
|
||||
// iterate over all particles in sequential order, placing them in a straight line while
|
||||
// respecting element length:
|
||||
float length = 0;
|
||||
for (int i = 0; i < rope.elements.Count; ++i)
|
||||
{
|
||||
int p1 = rope.elements[i].particle1;
|
||||
int p2 = rope.elements[i].particle2;
|
||||
|
||||
solver.prevPositions[p1] = solver.positions[p1] = origin + direction * length;
|
||||
solver.positions[rope.elements[i].particle1] = origin + direction * length;
|
||||
solver.positions[rope.elements[i].particle2] = origin + direction * (length + rope.elements[i].restLength);
|
||||
length += rope.elements[i].restLength;
|
||||
solver.prevPositions[p2] = solver.positions[p2] = origin + direction * length;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator AttachHook()
|
||||
{
|
||||
yield return null;
|
||||
|
||||
// Clear pin constraints:
|
||||
var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
|
||||
pinConstraints.Clear();
|
||||
|
||||
Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point);
|
||||
|
||||
// Procedurally generate the rope path (just a short segment, as we will extend it over time):
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(Vector3.zero, Vector3.zero, Vector3.zero, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook start");
|
||||
blueprint.path.AddControlPoint(localHit.normalized * 0.5f, Vector3.zero, Vector3.zero, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook end");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
// Generate the particle representation of the rope (wait until it has finished):
|
||||
yield return blueprint.Generate();
|
||||
|
||||
// Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
|
||||
rope.ropeBlueprint = blueprint;
|
||||
rope.GetComponent<ObiRopeExtrudedRenderer>().enabled = true;
|
||||
|
||||
// wait for the solver to load the rope, after the next physics step:
|
||||
yield return new WaitForFixedUpdate();
|
||||
yield return null;
|
||||
|
||||
// set masses to zero, as we're going to override positions while we extend the rope:
|
||||
for (int i = 0; i < rope.activeParticleCount; ++i)
|
||||
solver.invMasses[rope.solverIndices[i]] = 0;
|
||||
|
||||
// while the last particle hasn't reached the hit, extend the rope:
|
||||
Vector3 origin;
|
||||
Vector3 direction;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// calculate rope origin in solver space:
|
||||
origin = solver.transform.InverseTransformPoint(rope.transform.position);
|
||||
|
||||
// update direction and distance to hook point:
|
||||
direction = solver.transform.InverseTransformPoint(hookAttachment.point) - origin;
|
||||
float distance = direction.magnitude;
|
||||
direction.Normalize();
|
||||
|
||||
LayParticlesInStraightLine(origin, direction);
|
||||
|
||||
// increase length:
|
||||
float distanceLeft = distance - cursor.ChangeLength(hookShootSpeed * Time.deltaTime);
|
||||
|
||||
// if we have exceeded the desired length, correct it and break the loop:
|
||||
if (distanceLeft < 0)
|
||||
{
|
||||
cursor.ChangeLength(distanceLeft);
|
||||
break;
|
||||
}
|
||||
|
||||
// wait for next frame:
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// wait for the last length change to take effect, and ensure the rope is straight:
|
||||
yield return new WaitForFixedUpdate();
|
||||
// wait one frame:
|
||||
yield return null;
|
||||
LayParticlesInStraightLine(origin, direction);
|
||||
|
||||
// restore masses so that the simulation takes over now that the rope is in place:
|
||||
for (int i = 0; i < rope.activeParticleCount; ++i)
|
||||
solver.invMasses[rope.solverIndices[i]] = 10; // 1/0.1 = 10
|
||||
|
||||
// Pin both ends of the rope (this enables two-way interaction between character and rope):
|
||||
var batch = new ObiPinConstraintsBatch();
|
||||
batch.AddConstraint(rope.elements[0].particle1, character, transform.localPosition, Quaternion.identity, 0, 0);
|
||||
batch.AddConstraint(rope.elements[rope.elements.Count - 1].particle2, hookAttachment.collider.GetComponent<ObiColliderBase>(),
|
||||
hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0);
|
||||
batch.activeConstraintCount = 2;
|
||||
pinConstraints.AddBatch(batch);
|
||||
|
||||
rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
|
||||
}
|
||||
|
||||
private void DetachHook()
|
||||
// restore masses so that the simulation takes over now that the rope is in place:
|
||||
for (int i = 0; i < rope.activeParticleCount; ++i)
|
||||
solver.invMasses[rope.solverIndices[i]] = 10; // 1/0.1 = 10
|
||||
|
||||
// Pin both ends of the rope (this enables two-way interaction between character and rope):
|
||||
var batch = new ObiPinConstraintsBatch();
|
||||
batch.AddConstraint(rope.elements[0].particle1, character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity);
|
||||
batch.AddConstraint(rope.elements[rope.elements.Count-1].particle2, hookAttachment.collider.GetComponent<ObiColliderBase>(),
|
||||
hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0, float.PositiveInfinity);
|
||||
batch.activeConstraintCount = 2;
|
||||
pinConstraints.AddBatch(batch);
|
||||
|
||||
rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
|
||||
}
|
||||
|
||||
private void DetachHook()
|
||||
{
|
||||
// Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
|
||||
rope.ropeBlueprint = null;
|
||||
rope.GetComponent<MeshRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
// Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
|
||||
rope.ropeBlueprint = null;
|
||||
rope.GetComponent<ObiRopeExtrudedRenderer>().enabled = false;
|
||||
if (!rope.isLoaded)
|
||||
LaunchHook();
|
||||
else
|
||||
DetachHook();
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
if (rope.isLoaded)
|
||||
{
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
if (!rope.isLoaded)
|
||||
LaunchHook();
|
||||
else
|
||||
DetachHook();
|
||||
cursor.ChangeLength(rope.restLength - hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
if (rope.isLoaded)
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
cursor.ChangeLength(-hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
cursor.ChangeLength(hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
cursor.ChangeLength(rope.restLength + hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
/**
|
||||
* Sample component that shows how to use Obi Rope to create a grappling hook for a 2.5D game.
|
||||
@@ -14,142 +15,138 @@ using UnityEngine;
|
||||
* If complex interaction is required with the scene, a purely geometry-based approach (ala Worms ninja rope) can
|
||||
* be the right choice under certain circumstances.
|
||||
*/
|
||||
|
||||
namespace Obi.Samples
|
||||
public class GrapplingHook : MonoBehaviour
|
||||
{
|
||||
public class GrapplingHook : MonoBehaviour
|
||||
|
||||
public ObiSolver solver;
|
||||
public ObiCollider character;
|
||||
public float hookExtendRetractSpeed = 2;
|
||||
public Material material;
|
||||
public ObiRopeSection section;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiRopeBlueprint blueprint;
|
||||
private ObiRopeExtrudedRenderer ropeRenderer;
|
||||
|
||||
private ObiRopeCursor cursor;
|
||||
|
||||
private RaycastHit hookAttachment;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
|
||||
public ObiSolver solver;
|
||||
public ObiCollider character;
|
||||
public float hookExtendRetractSpeed = 2;
|
||||
public Material material;
|
||||
public ObiRopeSection section;
|
||||
// Create both the rope and the solver:
|
||||
rope = gameObject.AddComponent<ObiRope>();
|
||||
ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
ropeRenderer.section = section;
|
||||
ropeRenderer.uvScale = new Vector2(1, 4);
|
||||
ropeRenderer.normalizeV = false;
|
||||
ropeRenderer.uvAnchor = 1;
|
||||
rope.GetComponent<MeshRenderer>().material = material;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiRopeBlueprint blueprint;
|
||||
private ObiRopeExtrudedRenderer ropeRenderer;
|
||||
// Setup a blueprint for the rope:
|
||||
blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.5f;
|
||||
|
||||
private ObiRopeCursor cursor;
|
||||
// Tweak rope parameters:
|
||||
rope.maxBending = 0.02f;
|
||||
|
||||
private RaycastHit hookAttachment;
|
||||
// Add a cursor to be able to change rope length:
|
||||
cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
|
||||
cursor.cursorMu = 0;
|
||||
cursor.direction = true;
|
||||
}
|
||||
|
||||
void Awake()
|
||||
private void OnDestroy()
|
||||
{
|
||||
DestroyImmediate(blueprint);
|
||||
}
|
||||
|
||||
/**
|
||||
* Raycast against the scene to see if we can attach the hook to something.
|
||||
*/
|
||||
private void LaunchHook()
|
||||
{
|
||||
|
||||
// Get the mouse position in the scene, in the same XY plane as this object:
|
||||
Vector3 mouse = Input.mousePosition;
|
||||
mouse.z = transform.position.z - Camera.main.transform.position.z;
|
||||
Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
|
||||
|
||||
// Get a ray from the character to the mouse:
|
||||
Ray ray = new Ray(transform.position, mouseInScene - transform.position);
|
||||
|
||||
// Raycast to see what we hit:
|
||||
if (Physics.Raycast(ray, out hookAttachment))
|
||||
{
|
||||
|
||||
// Create both the rope and the solver:
|
||||
rope = gameObject.AddComponent<ObiRope>();
|
||||
ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
ropeRenderer.section = section;
|
||||
ropeRenderer.uvScale = new Vector2(1, 4);
|
||||
ropeRenderer.normalizeV = false;
|
||||
ropeRenderer.uvAnchor = 1;
|
||||
rope.GetComponent<MeshRenderer>().material = material;
|
||||
|
||||
// Setup a blueprint for the rope:
|
||||
blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.5f;
|
||||
|
||||
// Tweak rope parameters:
|
||||
rope.maxBending = 0.02f;
|
||||
|
||||
// Add a cursor to be able to change rope length:
|
||||
cursor = rope.gameObject.AddComponent<ObiRopeCursor>();
|
||||
cursor.cursorMu = 0;
|
||||
cursor.direction = true;
|
||||
// We actually hit something, so attach the hook!
|
||||
StartCoroutine(AttachHook());
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
}
|
||||
|
||||
private IEnumerator AttachHook()
|
||||
{
|
||||
yield return 0;
|
||||
Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point);
|
||||
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything,0);
|
||||
|
||||
// Procedurally generate the rope path (a simple straight line):
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook start");
|
||||
blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook end");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
// Generate the particle representation of the rope (wait until it has finished):
|
||||
yield return blueprint.Generate();
|
||||
|
||||
// Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
|
||||
rope.ropeBlueprint = blueprint;
|
||||
rope.GetComponent<MeshRenderer>().enabled = true;
|
||||
|
||||
// Pin both ends of the rope (this enables two-way interaction between character and rope):
|
||||
var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
|
||||
pinConstraints.Clear();
|
||||
var batch = new ObiPinConstraintsBatch();
|
||||
batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0, float.PositiveInfinity);
|
||||
batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], hookAttachment.collider.GetComponent<ObiColliderBase>(),
|
||||
hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0, float.PositiveInfinity);
|
||||
batch.activeConstraintCount = 2;
|
||||
pinConstraints.AddBatch(batch);
|
||||
|
||||
rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
|
||||
}
|
||||
|
||||
private void DetachHook()
|
||||
{
|
||||
// Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
|
||||
rope.ropeBlueprint = null;
|
||||
rope.GetComponent<MeshRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
DestroyImmediate(blueprint);
|
||||
if (!rope.isLoaded)
|
||||
LaunchHook();
|
||||
else
|
||||
DetachHook();
|
||||
}
|
||||
|
||||
/**
|
||||
* Raycast against the scene to see if we can attach the hook to something.
|
||||
*/
|
||||
private void LaunchHook()
|
||||
if (rope.isLoaded)
|
||||
{
|
||||
|
||||
// Get the mouse position in the scene, in the same XY plane as this object:
|
||||
Vector3 mouse = Input.mousePosition;
|
||||
mouse.z = transform.position.z - Camera.main.transform.position.z;
|
||||
Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse);
|
||||
|
||||
// Get a ray from the character to the mouse:
|
||||
Ray ray = new Ray(transform.position, mouseInScene - transform.position);
|
||||
|
||||
// Raycast to see what we hit:
|
||||
if (Physics.Raycast(ray, out hookAttachment))
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
// We actually hit something, so attach the hook!
|
||||
StartCoroutine(AttachHook());
|
||||
cursor.ChangeLength(rope.restLength - hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private IEnumerator AttachHook()
|
||||
{
|
||||
yield return 0;
|
||||
Vector3 localHit = rope.transform.InverseTransformPoint(hookAttachment.point);
|
||||
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
|
||||
// Procedurally generate the rope path (a simple straight line):
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(Vector3.zero, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook start");
|
||||
blueprint.path.AddControlPoint(localHit, -localHit.normalized, localHit.normalized, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "Hook end");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
// Generate the particle representation of the rope (wait until it has finished):
|
||||
yield return blueprint.Generate();
|
||||
|
||||
// Set the blueprint (this adds particles/constraints to the solver and starts simulating them).
|
||||
rope.ropeBlueprint = blueprint;
|
||||
rope.GetComponent<MeshRenderer>().enabled = true;
|
||||
|
||||
// Pin both ends of the rope (this enables two-way interaction between character and rope):
|
||||
var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
|
||||
pinConstraints.Clear();
|
||||
var batch = new ObiPinConstraintsBatch();
|
||||
batch.AddConstraint(rope.solverIndices[0], character, transform.localPosition, Quaternion.identity, 0, 0);
|
||||
batch.AddConstraint(rope.solverIndices[blueprint.activeParticleCount - 1], hookAttachment.collider.GetComponent<ObiColliderBase>(),
|
||||
hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point), Quaternion.identity, 0, 0);
|
||||
batch.activeConstraintCount = 2;
|
||||
pinConstraints.AddBatch(batch);
|
||||
|
||||
rope.SetConstraintsDirty(Oni.ConstraintType.Pin);
|
||||
}
|
||||
|
||||
private void DetachHook()
|
||||
{
|
||||
// Set the rope blueprint to null (automatically removes the previous blueprint from the solver, if any).
|
||||
rope.ropeBlueprint = null;
|
||||
rope.GetComponent<MeshRenderer>().enabled = false;
|
||||
}
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
if (!rope.isLoaded)
|
||||
LaunchHook();
|
||||
else
|
||||
DetachHook();
|
||||
}
|
||||
|
||||
if (rope.isLoaded)
|
||||
{
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
cursor.ChangeLength(rope.restLength - hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
cursor.ChangeLength(rope.restLength + hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
cursor.ChangeLength(rope.restLength + hookExtendRetractSpeed * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class HighlightCollidingRopes : MonoBehaviour
|
||||
{
|
||||
public void Highlight(ActorActorCollisionDetector.ActorPair pair)
|
||||
{
|
||||
if (pair.actorA.TryGetComponent(out ActorBlinker blinkerA)) blinkerA.Blink(pair.particleA);
|
||||
if (pair.actorB.TryGetComponent(out ActorBlinker blinkerB)) blinkerB.Blink(pair.particleB);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,84 +1,83 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class HosePump : MonoBehaviour
|
||||
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class HosePump : MonoBehaviour {
|
||||
|
||||
[Header("Bulge controls")]
|
||||
public float pumpSpeed = 5;
|
||||
public float bulgeFrequency = 3;
|
||||
public float baseThickness = 0.04f;
|
||||
public float bulgeThickness = 0.06f;
|
||||
public Color bulgeColor = Color.cyan;
|
||||
|
||||
[Header("Flow controls")]
|
||||
public ParticleSystem waterEmitter;
|
||||
public float flowSpeedMin = 0.5f;
|
||||
public float flowSpeedMax = 7;
|
||||
public float minEmitRate = 100;
|
||||
public float maxEmitRate = 1000;
|
||||
|
||||
private ObiRope rope;
|
||||
public ObiPathSmoother smoother;
|
||||
private float time = 0;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
smoother = GetComponent<ObiPathSmoother>();
|
||||
rope.OnBeginStep += Rope_OnBeginStep;
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
rope.OnBeginStep -= Rope_OnBeginStep;
|
||||
}
|
||||
|
||||
[Header("Bulge controls")]
|
||||
public float pumpSpeed = 5;
|
||||
public float bulgeFrequency = 3;
|
||||
public float baseThickness = 0.04f;
|
||||
public float bulgeThickness = 0.06f;
|
||||
public Color bulgeColor = Color.cyan;
|
||||
private void Rope_OnBeginStep(ObiActor actor, float stepTime)
|
||||
{
|
||||
time += stepTime * pumpSpeed;
|
||||
|
||||
[Header("Flow controls")]
|
||||
public ParticleSystem waterEmitter;
|
||||
public float flowSpeedMin = 0.5f;
|
||||
public float flowSpeedMax = 7;
|
||||
public float minEmitRate = 100;
|
||||
public float maxEmitRate = 1000;
|
||||
float distance = 0;
|
||||
float sine = 0;
|
||||
|
||||
private ObiRope rope;
|
||||
public ObiPathSmoother smoother;
|
||||
private float time = 0;
|
||||
|
||||
void OnEnable()
|
||||
// iterate over all particles, changing their radius and color based on a sine wave:
|
||||
// (note this would not support resizable / cuttable ropes, to add support for that use rope.elements instead)
|
||||
for (int i = 0; i < rope.solverIndices.Length; ++i)
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
smoother = GetComponent<ObiPathSmoother>();
|
||||
rope.OnSimulationStart += Rope_OnBeginStep;
|
||||
}
|
||||
void OnDisable()
|
||||
{
|
||||
rope.OnSimulationStart -= Rope_OnBeginStep;
|
||||
}
|
||||
int solverIndex = rope.solverIndices[i];
|
||||
|
||||
private void Rope_OnBeginStep(ObiActor actor, float stepTime, float substepTime)
|
||||
{
|
||||
time += stepTime * pumpSpeed;
|
||||
|
||||
float distance = 0;
|
||||
float sine = 0;
|
||||
|
||||
// iterate over all particles, changing their radius and color based on a sine wave:
|
||||
// (note this would not support resizable / cuttable ropes, to add support for that use rope.elements instead)
|
||||
for (int i = 0; i < rope.solverIndices.count; ++i)
|
||||
if (i > 0)
|
||||
{
|
||||
int solverIndex = rope.solverIndices[i];
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
int previousIndex = rope.solverIndices[i - 1];
|
||||
distance += Vector3.Distance(rope.solver.positions[solverIndex], rope.solver.positions[previousIndex]);
|
||||
}
|
||||
|
||||
sine = Mathf.Max(0, Mathf.Sin(distance * bulgeFrequency - time));
|
||||
|
||||
rope.solver.principalRadii[solverIndex] = Vector3.one * Mathf.Lerp(baseThickness, bulgeThickness, sine);
|
||||
rope.solver.colors[solverIndex] = Color.Lerp(Color.white, bulgeColor, sine);
|
||||
int previousIndex = rope.solverIndices[i - 1];
|
||||
distance += Vector3.Distance(rope.solver.positions[solverIndex],rope.solver.positions[previousIndex]);
|
||||
}
|
||||
|
||||
// change particle emission rate/speed based on sine wave at the last particle:
|
||||
if (waterEmitter != null)
|
||||
{
|
||||
var main = waterEmitter.main;
|
||||
main.startSpeed = Mathf.Lerp(flowSpeedMin, flowSpeedMax, sine);
|
||||
sine = Mathf.Max(0, Mathf.Sin(distance * bulgeFrequency - time));
|
||||
|
||||
var emission = waterEmitter.emission;
|
||||
emission.rateOverTime = Mathf.Lerp(minEmitRate, maxEmitRate, sine);
|
||||
}
|
||||
rope.solver.principalRadii[solverIndex] = Vector3.one * Mathf.Lerp(baseThickness,bulgeThickness, sine);
|
||||
rope.solver.colors[solverIndex] = Color.Lerp(Color.white, bulgeColor, sine);
|
||||
}
|
||||
|
||||
public void LateUpdate()
|
||||
// change particle emission rate/speed based on sine wave at the last particle:
|
||||
if (waterEmitter != null)
|
||||
{
|
||||
if (smoother != null && waterEmitter != null)
|
||||
{
|
||||
ObiPathFrame section = smoother.GetSectionAt(1);
|
||||
waterEmitter.transform.position = rope.solver.transform.TransformPoint(section.position);
|
||||
waterEmitter.transform.rotation = rope.solver.transform.rotation * (Quaternion.LookRotation(section.tangent, section.binormal));
|
||||
}
|
||||
var main = waterEmitter.main;
|
||||
main.startSpeed = Mathf.Lerp(flowSpeedMin,flowSpeedMax,sine);
|
||||
|
||||
var emission = waterEmitter.emission;
|
||||
emission.rateOverTime = Mathf.Lerp(minEmitRate, maxEmitRate, sine);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void LateUpdate()
|
||||
{
|
||||
if (smoother != null && waterEmitter != null)
|
||||
{
|
||||
ObiPathFrame section = smoother.GetSectionAt(1);
|
||||
waterEmitter.transform.position = transform.TransformPoint(section.position);
|
||||
waterEmitter.transform.rotation = transform.rotation * (Quaternion.LookRotation(section.tangent, section.binormal));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,50 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class PinholeRatchet : MonoBehaviour
|
||||
{
|
||||
public ObiPinhole pinhole;
|
||||
public bool direction = false;
|
||||
public float teethSeparation = 0.1f;
|
||||
|
||||
public float distanceToNextTooth { get; private set; }
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (pinhole == null || pinhole.rope == null)
|
||||
return;
|
||||
|
||||
float restLength = (pinhole.rope as ObiRopeBase).restLength;
|
||||
float normalizedTeethDistance = Mathf.Max(0.001f, teethSeparation / restLength);
|
||||
var range = pinhole.range;
|
||||
|
||||
if (direction)
|
||||
{
|
||||
distanceToNextTooth = (range.y - pinhole.position) * restLength;
|
||||
while (distanceToNextTooth > teethSeparation)
|
||||
{
|
||||
range.y -= normalizedTeethDistance;
|
||||
distanceToNextTooth -= teethSeparation;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
distanceToNextTooth = (pinhole.position - range.x) * restLength;
|
||||
while (distanceToNextTooth > teethSeparation)
|
||||
{
|
||||
range.x += normalizedTeethDistance;
|
||||
distanceToNextTooth -= teethSeparation;
|
||||
}
|
||||
}
|
||||
|
||||
pinhole.range = range;
|
||||
}
|
||||
|
||||
public void OnDisable()
|
||||
{
|
||||
if (pinhole != null)
|
||||
pinhole.range = new Vector2(0, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
public class RatchetController : MonoBehaviour
|
||||
{
|
||||
public PinholeRatchet ratchet;
|
||||
|
||||
public Transform ratchetVisualizer;
|
||||
public float minAngle = 0;
|
||||
public float maxAngle = 25;
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Space))
|
||||
ratchet.enabled = !ratchet.enabled;
|
||||
|
||||
float angle = ratchet.enabled ? Mathf.LerpAngle(minAngle, maxAngle, ratchet.distanceToNextTooth / ratchet.teethSeparation) : maxAngle;
|
||||
ratchetVisualizer.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89f7ec50c6e36440593469d980ba7830
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,25 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
{
|
||||
[RequireComponent(typeof(LineRenderer))]
|
||||
public class RenderLineBetweenTransforms : MonoBehaviour
|
||||
{
|
||||
public Transform transformA;
|
||||
public Transform transformB;
|
||||
LineRenderer line;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
line = GetComponent<LineRenderer>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (transformA != null && transformB != null)
|
||||
line.SetPositions(new Vector3[] { transformA.position, transformB.position });
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 411d9eba4bb0042bf9302873985bc6e0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,71 +1,63 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class RopeBetweenTwoPoints : MonoBehaviour
|
||||
{
|
||||
public class RopeBetweenTwoPoints : MonoBehaviour
|
||||
public Transform start;
|
||||
public Transform end;
|
||||
public ObiSolver solver;
|
||||
|
||||
void Start()
|
||||
{
|
||||
public Transform start;
|
||||
public Transform end;
|
||||
public ObiSolver solver;
|
||||
// Generate rope synchronously:
|
||||
Generate();
|
||||
}
|
||||
|
||||
public bool fixedParticleCount = true;
|
||||
public int numParticles = 5;
|
||||
|
||||
void Start()
|
||||
void Generate()
|
||||
{
|
||||
if (start != null && end != null)
|
||||
{
|
||||
// Generate rope synchronously:
|
||||
Generate();
|
||||
}
|
||||
// Adjust our transform:
|
||||
transform.position = (start.position + end.position) / 2;
|
||||
transform.rotation = Quaternion.FromToRotation(Vector3.right, end.position - start.position);
|
||||
|
||||
void Generate()
|
||||
{
|
||||
if (start != null && end != null)
|
||||
{
|
||||
// Adjust our transform:
|
||||
transform.position = (start.position + end.position) / 2;
|
||||
transform.rotation = Quaternion.FromToRotation(Vector3.right, end.position - start.position);
|
||||
// Calculate control point positions and tangent vector:
|
||||
Vector3 startPositionLS = transform.InverseTransformPoint(start.position);
|
||||
Vector3 endPositionLS = transform.InverseTransformPoint(end.position);
|
||||
Vector3 tangentLS = (endPositionLS - startPositionLS).normalized;
|
||||
|
||||
// Calculate control point positions and tangent vector:
|
||||
Vector3 startPositionLS = transform.InverseTransformPoint(start.position);
|
||||
Vector3 endPositionLS = transform.InverseTransformPoint(end.position);
|
||||
Vector3 tangentLS = (endPositionLS - startPositionLS).normalized;
|
||||
// Create the blueprint:
|
||||
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
|
||||
// Create the blueprint:
|
||||
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
// Build the rope path:
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
blueprint.path.AddControlPoint(startPositionLS, -tangentLS, tangentLS, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "start");
|
||||
blueprint.path.AddControlPoint(endPositionLS, -tangentLS, tangentLS, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "end");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
// Build the rope path:
|
||||
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
|
||||
blueprint.path.AddControlPoint(startPositionLS, -tangentLS, tangentLS, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "start");
|
||||
blueprint.path.AddControlPoint(endPositionLS, -tangentLS, tangentLS, Vector3.up, 0.1f, 0.1f, 1, filter, Color.white, "end");
|
||||
blueprint.path.FlushEvents();
|
||||
// Generate particles/constraints:
|
||||
blueprint.GenerateImmediate();
|
||||
|
||||
if (fixedParticleCount)
|
||||
blueprint.resolution = numParticles / (blueprint.path.Length / blueprint.thickness);
|
||||
// Add rope actor / renderer / attachment components:
|
||||
var rope = gameObject.AddComponent<ObiRope>();
|
||||
var ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
var attachment1 = gameObject.AddComponent<ObiParticleAttachment>();
|
||||
var attachment2 = gameObject.AddComponent<ObiParticleAttachment>();
|
||||
|
||||
// Generate particles/constraints:
|
||||
blueprint.GenerateImmediate();
|
||||
// Load the default rope section for rendering:
|
||||
ropeRenderer.section = Resources.Load<ObiRopeSection>("DefaultRopeSection");
|
||||
|
||||
// Add rope actor / renderer / attachment components:
|
||||
var rope = gameObject.AddComponent<ObiRope>();
|
||||
var ropeRenderer = gameObject.AddComponent<ObiRopeExtrudedRenderer>();
|
||||
var attachment1 = gameObject.AddComponent<ObiParticleAttachment>();
|
||||
var attachment2 = gameObject.AddComponent<ObiParticleAttachment>();
|
||||
// Set the blueprint:
|
||||
rope.ropeBlueprint = blueprint;
|
||||
|
||||
// Load the default rope section for rendering:
|
||||
ropeRenderer.section = Resources.Load<ObiRopeSection>("DefaultRopeSection");
|
||||
// Attach both ends:
|
||||
attachment1.target = start;
|
||||
attachment2.target = end;
|
||||
attachment1.particleGroup = blueprint.groups[0];
|
||||
attachment2.particleGroup = blueprint.groups[1];
|
||||
|
||||
// Set the blueprint:
|
||||
rope.ropeBlueprint = blueprint;
|
||||
|
||||
// Attach both ends:
|
||||
attachment1.target = start;
|
||||
attachment2.target = end;
|
||||
attachment1.particleGroup = blueprint.groups[0];
|
||||
attachment2.particleGroup = blueprint.groups[1];
|
||||
|
||||
// Parent the actor under a solver to start the simulation:
|
||||
transform.SetParent(solver.transform);
|
||||
}
|
||||
// Parent the actor under a solver to start the simulation:
|
||||
transform.SetParent(solver.transform);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,130 +1,129 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
/**
|
||||
* Sample component that procedurally generates a net using rigidbodies and ropes.
|
||||
*/
|
||||
public class RopeNet : MonoBehaviour
|
||||
{
|
||||
/**
|
||||
* Sample component that procedurally generates a net using rigidbodies and ropes.
|
||||
*/
|
||||
public class RopeNet : MonoBehaviour
|
||||
public Material material;
|
||||
|
||||
public Vector2Int resolution = new Vector2Int(5, 5);
|
||||
public Vector2 size = new Vector2(0.5f, 0.5f);
|
||||
public float nodeSize = 0.2f;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
public Material material;
|
||||
// create an object containing both the solver and the updater:
|
||||
GameObject solverObject = new GameObject("solver", typeof(ObiSolver), typeof(ObiFixedUpdater));
|
||||
ObiSolver solver = solverObject.GetComponent<ObiSolver>();
|
||||
ObiFixedUpdater updater = solverObject.GetComponent<ObiFixedUpdater>();
|
||||
updater.substeps = 2;
|
||||
|
||||
public Vector2Int resolution = new Vector2Int(5, 5);
|
||||
public Vector2 size = new Vector2(0.5f, 0.5f);
|
||||
public float nodeSize = 0.2f;
|
||||
// adjust solver settings:
|
||||
solver.particleCollisionConstraintParameters.enabled = false;
|
||||
solver.distanceConstraintParameters.iterations = 8;
|
||||
solver.pinConstraintParameters.iterations = 4;
|
||||
solver.parameters.sleepThreshold = 0.001f;
|
||||
solver.PushSolverParameters();
|
||||
|
||||
void Awake()
|
||||
// add the solver to the updater:
|
||||
updater.solvers.Add(solver);
|
||||
|
||||
// create the net (ropes + rigidbodies)
|
||||
CreateNet(solver);
|
||||
}
|
||||
|
||||
private void CreateNet(ObiSolver solver)
|
||||
{
|
||||
ObiCollider[,] nodes = new ObiCollider[resolution.x + 1, resolution.y + 1];
|
||||
|
||||
for (int x = 0; x <= resolution.x; ++x)
|
||||
{
|
||||
// create an object containing both the solver and the updater:
|
||||
GameObject solverObject = new GameObject("solver", typeof(ObiSolver));
|
||||
ObiSolver solver = solverObject.GetComponent<ObiSolver>();
|
||||
solver.substeps = 2;
|
||||
|
||||
// adjust solver settings:
|
||||
solver.particleCollisionConstraintParameters.enabled = false;
|
||||
solver.distanceConstraintParameters.iterations = 8;
|
||||
solver.pinConstraintParameters.iterations = 4;
|
||||
solver.parameters.sleepThreshold = 0.001f;
|
||||
solver.PushSolverParameters();
|
||||
|
||||
// create the net (ropes + rigidbodies)
|
||||
CreateNet(solver);
|
||||
}
|
||||
|
||||
private void CreateNet(ObiSolver solver)
|
||||
{
|
||||
ObiCollider[,] nodes = new ObiCollider[resolution.x + 1, resolution.y + 1];
|
||||
|
||||
for (int x = 0; x <= resolution.x; ++x)
|
||||
for (int y = 0; y <= resolution.y; ++y)
|
||||
{
|
||||
for (int y = 0; y <= resolution.y; ++y)
|
||||
{
|
||||
GameObject rb = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
rb.transform.position = new Vector3(x, y, 0) * size;
|
||||
rb.transform.localScale = new Vector3(nodeSize, nodeSize, nodeSize);
|
||||
GameObject rb = GameObject.CreatePrimitive(PrimitiveType.Cube);
|
||||
rb.AddComponent<Rigidbody>();
|
||||
rb.transform.position = new Vector3(x, y, 0) * size;
|
||||
rb.transform.localScale = new Vector3(nodeSize, nodeSize, nodeSize);
|
||||
|
||||
rb.AddComponent<Rigidbody>();
|
||||
nodes[x, y] = rb.AddComponent<ObiCollider>();
|
||||
nodes[x, y].Filter = 1;
|
||||
}
|
||||
}
|
||||
|
||||
nodes[0, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
|
||||
nodes[resolution.x, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
|
||||
|
||||
for (int x = 0; x <= resolution.x; ++x)
|
||||
{
|
||||
for (int y = 0; y <= resolution.y; ++y)
|
||||
{
|
||||
Vector3 pos = new Vector3(x, y, 0) * size;
|
||||
if (x < resolution.x)
|
||||
{
|
||||
Vector3 offset = new Vector3(nodeSize * 0.5f, 0, 0);
|
||||
var rope = CreateRope(pos + offset, pos + new Vector3(size.x, 0, 0) - offset);
|
||||
rope.transform.parent = solver.transform;
|
||||
|
||||
PinRope(rope, nodes[x, y], nodes[x + 1, y]);
|
||||
}
|
||||
|
||||
if (y < resolution.y)
|
||||
{
|
||||
Vector3 offset = new Vector3(0, nodeSize * 0.5f, 0);
|
||||
var rope = CreateRope(pos + offset, pos + new Vector3(0, size.y, 0) - offset);
|
||||
rope.transform.parent = solver.transform;
|
||||
|
||||
PinRope(rope, nodes[x, y], nodes[x, y + 1]);
|
||||
}
|
||||
}
|
||||
nodes[x, y] = rb.AddComponent<ObiCollider>();
|
||||
nodes[x, y].Filter = 1;
|
||||
}
|
||||
}
|
||||
|
||||
private void PinRope(ObiRope rope, ObiCollider bodyA, ObiCollider bodyB)
|
||||
nodes[0, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
|
||||
nodes[resolution.x, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
|
||||
|
||||
for (int x = 0; x <= resolution.x; ++x)
|
||||
{
|
||||
var A = rope.gameObject.AddComponent<ObiParticleAttachment>();
|
||||
var B = rope.gameObject.AddComponent<ObiParticleAttachment>();
|
||||
for (int y = 0; y <= resolution.y; ++y)
|
||||
{
|
||||
Vector3 pos = new Vector3(x, y, 0) * size;
|
||||
if (x < resolution.x)
|
||||
{
|
||||
Vector3 offset = new Vector3(nodeSize * 0.5f, 0, 0);
|
||||
var rope = CreateRope(pos + offset, pos + new Vector3(size.x, 0, 0) - offset);
|
||||
rope.transform.parent = solver.transform;
|
||||
|
||||
A.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
|
||||
B.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
|
||||
PinRope(rope, nodes[x, y], nodes[x + 1, y], new Vector3(0.5f, 0, 0), -new Vector3(0.5f, 0, 0));
|
||||
}
|
||||
|
||||
A.target = bodyA.transform;
|
||||
B.target = bodyB.transform;
|
||||
if (y < resolution.y)
|
||||
{
|
||||
Vector3 offset = new Vector3(0, nodeSize * 0.5f, 0);
|
||||
var rope = CreateRope(pos + offset, pos + new Vector3(0, size.y, 0) - offset);
|
||||
rope.transform.parent = solver.transform;
|
||||
|
||||
A.particleGroup = rope.ropeBlueprint.groups[0];
|
||||
B.particleGroup = rope.ropeBlueprint.groups[1];
|
||||
}
|
||||
|
||||
// Creates a rope between two points in world space:
|
||||
private ObiRope CreateRope(Vector3 pointA, Vector3 pointB)
|
||||
{
|
||||
// Create a rope
|
||||
var ropeObject = new GameObject("solver", typeof(ObiRope), typeof(ObiRopeLineRenderer));
|
||||
var rope = ropeObject.GetComponent<ObiRope>();
|
||||
var ropeRenderer = ropeObject.GetComponent<ObiRopeLineRenderer>();
|
||||
rope.GetComponent<ObiRopeLineRenderer>().material = material;
|
||||
rope.GetComponent<ObiPathSmoother>().decimation = 0.1f;
|
||||
ropeRenderer.uvScale = new Vector2(1, 5);
|
||||
|
||||
// Setup a blueprint for the rope:
|
||||
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.15f;
|
||||
blueprint.thickness = 0.02f;
|
||||
blueprint.pooledParticles = 0;
|
||||
|
||||
// convert both points to the rope's local space:
|
||||
pointA = rope.transform.InverseTransformPoint(pointA);
|
||||
pointB = rope.transform.InverseTransformPoint(pointB);
|
||||
|
||||
// Procedurally generate the rope path (a simple straight line):
|
||||
Vector3 direction = (pointB - pointA) * 0.25f;
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(pointA, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "A");
|
||||
blueprint.path.AddControlPoint(pointB, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "B");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
rope.ropeBlueprint = blueprint;
|
||||
return rope;
|
||||
PinRope(rope, nodes[x, y], nodes[x, y + 1], new Vector3(0, 0.5f, 0), -new Vector3(0, 0.5f, 0));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PinRope(ObiRope rope, ObiCollider bodyA, ObiCollider bodyB, Vector3 offsetA, Vector3 offsetB)
|
||||
{
|
||||
// Pin both ends of the rope (this enables two-way interaction between character and rope):
|
||||
var pinConstraints = rope.GetConstraintsByType(Oni.ConstraintType.Pin) as ObiConstraints<ObiPinConstraintsBatch>;
|
||||
pinConstraints.Clear();
|
||||
var batch = new ObiPinConstraintsBatch();
|
||||
batch.AddConstraint(rope.solverIndices[0], bodyA, offsetA, Quaternion.identity, 0, 999, float.PositiveInfinity);
|
||||
batch.AddConstraint(rope.solverIndices[rope.activeParticleCount - 1], bodyB, offsetB, Quaternion.identity, 0, 999, float.PositiveInfinity);
|
||||
batch.activeConstraintCount = 2;
|
||||
pinConstraints.AddBatch(batch);
|
||||
}
|
||||
|
||||
// Creates a rope between two points in world space:
|
||||
private ObiRope CreateRope(Vector3 pointA, Vector3 pointB)
|
||||
{
|
||||
// Create a rope
|
||||
var ropeObject = new GameObject("solver", typeof(ObiRope), typeof(ObiRopeLineRenderer));
|
||||
var rope = ropeObject.GetComponent<ObiRope>();
|
||||
var ropeRenderer = ropeObject.GetComponent<ObiRopeLineRenderer>();
|
||||
rope.GetComponent<MeshRenderer>().material = material;
|
||||
rope.GetComponent<ObiPathSmoother>().decimation = 0.1f;
|
||||
ropeRenderer.uvScale = new Vector2(1, 5);
|
||||
|
||||
// Setup a blueprint for the rope:
|
||||
var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
|
||||
blueprint.resolution = 0.15f;
|
||||
blueprint.thickness = 0.02f;
|
||||
blueprint.pooledParticles = 0;
|
||||
|
||||
// convert both points to the rope's local space:
|
||||
pointA = rope.transform.InverseTransformPoint(pointA);
|
||||
pointB = rope.transform.InverseTransformPoint(pointB);
|
||||
|
||||
// Procedurally generate the rope path (a simple straight line):
|
||||
Vector3 direction = (pointB - pointA) * 0.25f;
|
||||
blueprint.path.Clear();
|
||||
blueprint.path.AddControlPoint(pointA, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "A");
|
||||
blueprint.path.AddControlPoint(pointB, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "B");
|
||||
blueprint.path.FlushEvents();
|
||||
|
||||
rope.ropeBlueprint = blueprint;
|
||||
return rope;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,150 +1,127 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class RopeSweepCut : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class RopeSweepCut : MonoBehaviour
|
||||
|
||||
public Camera cam;
|
||||
|
||||
ObiRope rope;
|
||||
LineRenderer lineRenderer;
|
||||
Vector3 cutStartPosition;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
|
||||
public Camera cam;
|
||||
AddMouseLine();
|
||||
}
|
||||
|
||||
ObiRope rope;
|
||||
LineRenderer lineRenderer;
|
||||
Vector3 cutStartPosition;
|
||||
Vector3 cutEndPosition;
|
||||
bool cut;
|
||||
private void OnDestroy()
|
||||
{
|
||||
DeleteMouseLine();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
private void AddMouseLine()
|
||||
{
|
||||
GameObject line = new GameObject("Mouse Line");
|
||||
lineRenderer = line.AddComponent<LineRenderer>();
|
||||
lineRenderer.startWidth = 0.005f;
|
||||
lineRenderer.endWidth = 0.005f;
|
||||
lineRenderer.numCapVertices = 2;
|
||||
lineRenderer.sharedMaterial = new Material(Shader.Find("Unlit/Color"));
|
||||
lineRenderer.sharedMaterial.color = Color.cyan;
|
||||
lineRenderer.enabled = false;
|
||||
}
|
||||
|
||||
private void DeleteMouseLine()
|
||||
{
|
||||
if (lineRenderer != null)
|
||||
Destroy(lineRenderer.gameObject);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
// do nothing if we don't have a camera to cut from.
|
||||
if (cam == null) return;
|
||||
|
||||
// process user input and cut the rope if necessary.
|
||||
ProcessInput();
|
||||
}
|
||||
|
||||
/**
|
||||
* Very simple mouse-based input. Not ideal for multitouch screens as it only supports one finger, though.
|
||||
*/
|
||||
private void ProcessInput()
|
||||
{
|
||||
// When the user clicks the mouse, start a line cut:
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
AddMouseLine();
|
||||
cutStartPosition = Input.mousePosition;
|
||||
lineRenderer.SetPosition(0, cam.ScreenToWorldPoint(new Vector3(cutStartPosition.x, cutStartPosition.y, 0.5f)));
|
||||
lineRenderer.enabled = true;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
DeleteMouseLine();
|
||||
}
|
||||
if (lineRenderer.enabled)
|
||||
lineRenderer.SetPosition(1, cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.5f)));
|
||||
|
||||
private void OnEnable()
|
||||
// When the user lifts the mouse, proceed to cut.
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
rope.OnSimulationStart += Rope_OnBeginSimulation;
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
rope.OnSimulationStart -= Rope_OnBeginSimulation;
|
||||
}
|
||||
|
||||
private void AddMouseLine()
|
||||
{
|
||||
GameObject line = new GameObject("Mouse Line");
|
||||
lineRenderer = line.AddComponent<LineRenderer>();
|
||||
lineRenderer.startWidth = 0.005f;
|
||||
lineRenderer.endWidth = 0.005f;
|
||||
lineRenderer.numCapVertices = 2;
|
||||
lineRenderer.sharedMaterial = new Material(Shader.Find("Unlit/Color"));
|
||||
lineRenderer.sharedMaterial.color = Color.cyan;
|
||||
ScreenSpaceCut(cutStartPosition, Input.mousePosition);
|
||||
lineRenderer.enabled = false;
|
||||
}
|
||||
|
||||
private void DeleteMouseLine()
|
||||
{
|
||||
if (lineRenderer != null)
|
||||
Destroy(lineRenderer.gameObject);
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
// do nothing if we don't have a camera to cut from.
|
||||
if (cam == null) return;
|
||||
|
||||
// process user input and cut the rope if necessary.
|
||||
ProcessInput();
|
||||
}
|
||||
|
||||
private void Rope_OnBeginSimulation(ObiActor actor, float stepTime, float substepTime)
|
||||
{
|
||||
if (cut)
|
||||
{
|
||||
ScreenSpaceCut(cutStartPosition, cutEndPosition);
|
||||
cut = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Very simple mouse-based input. Not ideal for multitouch screens as it only supports one finger, though.
|
||||
*/
|
||||
private void ProcessInput()
|
||||
{
|
||||
// When the user clicks the mouse, start a line cut:
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
cutStartPosition = Input.mousePosition;
|
||||
lineRenderer.SetPosition(0, cam.ScreenToWorldPoint(new Vector3(cutStartPosition.x, cutStartPosition.y, 0.5f)));
|
||||
lineRenderer.enabled = true;
|
||||
}
|
||||
|
||||
if (lineRenderer.enabled)
|
||||
lineRenderer.SetPosition(1, cam.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0.5f)));
|
||||
|
||||
// When the user lifts the mouse, proceed to cut.
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
cutEndPosition = Input.mousePosition;
|
||||
lineRenderer.enabled = false;
|
||||
cut = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Cuts the rope using a line segment, expressed in screen-space.
|
||||
*/
|
||||
private void ScreenSpaceCut(Vector2 lineStart, Vector2 lineEnd)
|
||||
{
|
||||
// keep track of whether the rope was cut or not.
|
||||
bool ropeCut = false;
|
||||
|
||||
// iterate over all elements and test them for intersection with the line:
|
||||
for (int i = 0; i < rope.elements.Count; ++i)
|
||||
{
|
||||
// project the both ends of the element to screen space.
|
||||
Vector3 screenPos1 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle1]);
|
||||
Vector3 screenPos2 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle2]);
|
||||
|
||||
// test if there's an intersection:
|
||||
if (SegmentSegmentIntersection(screenPos1, screenPos2, lineStart, lineEnd, out float r, out float s))
|
||||
{
|
||||
ropeCut = true;
|
||||
rope.Tear(rope.elements[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// If the rope was cut at any point, rebuilt constraints:
|
||||
if (ropeCut) rope.RebuildConstraintsFromElements();
|
||||
}
|
||||
|
||||
/**
|
||||
* line segment 1 is AB = A+r(B-A)
|
||||
* line segment 2 is CD = C+s(D-C)
|
||||
* if they intesect, then A+r(B-A) = C+s(D-C), solving for r and s gives the formula below.
|
||||
* If both r and s are in the 0,1 range, it meant the segments intersect.
|
||||
*/
|
||||
private bool SegmentSegmentIntersection(Vector2 A, Vector2 B, Vector2 C, Vector2 D, out float r, out float s)
|
||||
{
|
||||
float denom = (B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x);
|
||||
float rNum = (A.y - C.y) * (D.x - C.x) - (A.x - C.x) * (D.y - C.y);
|
||||
float sNum = (A.y - C.y) * (B.x - A.x) - (A.x - C.x) * (B.y - A.y);
|
||||
|
||||
if (Mathf.Approximately(rNum, 0) || Mathf.Approximately(denom, 0))
|
||||
{ r = -1; s = -1; return false; }
|
||||
|
||||
r = rNum / denom;
|
||||
s = sNum / denom;
|
||||
|
||||
return (r >= 0 && r <= 1 && s >= 0 && s <= 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Cuts the rope using a line segment, expressed in screen-space.
|
||||
*/
|
||||
private void ScreenSpaceCut(Vector2 lineStart, Vector2 lineEnd)
|
||||
{
|
||||
// keep track of whether the rope was cut or not.
|
||||
bool cut = false;
|
||||
|
||||
// iterate over all elements and test them for intersection with the line:
|
||||
for (int i = 0; i < rope.elements.Count; ++i)
|
||||
{
|
||||
// project the both ends of the element to screen space.
|
||||
Vector3 screenPos1 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle1]);
|
||||
Vector3 screenPos2 = cam.WorldToScreenPoint(rope.solver.positions[rope.elements[i].particle2]);
|
||||
|
||||
// test if there's an intersection:
|
||||
if (SegmentSegmentIntersection(screenPos1, screenPos2, lineStart, lineEnd, out float r, out float s))
|
||||
{
|
||||
cut = true;
|
||||
rope.Tear(rope.elements[i]);
|
||||
}
|
||||
}
|
||||
|
||||
// If the rope was cut at any point, rebuilt constraints:
|
||||
if (cut) rope.RebuildConstraintsFromElements();
|
||||
}
|
||||
|
||||
/**
|
||||
* line segment 1 is AB = A+r(B-A)
|
||||
* line segment 2 is CD = C+s(D-C)
|
||||
* if they intesect, then A+r(B-A) = C+s(D-C), solving for r and s gives the formula below.
|
||||
* If both r and s are in the 0,1 range, it meant the segments intersect.
|
||||
*/
|
||||
private bool SegmentSegmentIntersection(Vector2 A, Vector2 B, Vector2 C, Vector2 D, out float r, out float s)
|
||||
{
|
||||
float denom = (B.x - A.x) * (D.y - C.y) - (B.y - A.y) * (D.x - C.x);
|
||||
float rNum = (A.y - C.y) * (D.x - C.x) - (A.x - C.x) * (D.y - C.y);
|
||||
float sNum = (A.y - C.y) * (B.x - A.x) - (A.x - C.x) * (B.y - A.y);
|
||||
|
||||
if (Mathf.Approximately(rNum, 0) || Mathf.Approximately(denom, 0))
|
||||
{ r = -1; s = -1; return false; }
|
||||
|
||||
r = rNum / denom;
|
||||
s = sNum / denom;
|
||||
|
||||
return (r >= 0 && r <=1 && s >= 0 && s <= 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,16 +2,13 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class RopeTenser : MonoBehaviour
|
||||
{
|
||||
public class RopeTenser : MonoBehaviour
|
||||
{
|
||||
public float force = 10;
|
||||
public float force = 10;
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
GetComponent<Rigidbody>().AddForce(Vector3.down * force);
|
||||
}
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
GetComponent<Rigidbody>().AddForce(Vector3.down * force);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,60 +1,56 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
[RequireComponent(typeof(MeshRenderer))]
|
||||
public class RopeTensionColorizer : MonoBehaviour
|
||||
{
|
||||
[RequireComponent(typeof(ObiRope))]
|
||||
public class RopeTensionColorizer : MonoBehaviour
|
||||
public float minTension = 0;
|
||||
public float maxTension = 0.2f;
|
||||
public Color normalColor = Color.green;
|
||||
public Color tensionColor = Color.red;
|
||||
|
||||
public RopeTenser tenser;
|
||||
public float tenserThreshold = -5;
|
||||
public float tenserMax = 0.1f;
|
||||
|
||||
private ObiRope rope;
|
||||
private Material localMaterial;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
public float minTension = 0;
|
||||
public float maxTension = 0.2f;
|
||||
public Color normalColor = Color.green;
|
||||
public Color tensionColor = Color.red;
|
||||
rope = GetComponent<ObiRope>();
|
||||
localMaterial = GetComponent<MeshRenderer>().material;
|
||||
}
|
||||
|
||||
public RopeTenser tenser;
|
||||
public float tenserThreshold = -5;
|
||||
public float tenserMax = 0.1f;
|
||||
private void OnDestroy()
|
||||
{
|
||||
Destroy(localMaterial);
|
||||
}
|
||||
|
||||
private ObiRope rope;
|
||||
private Material localMaterial;
|
||||
void Update()
|
||||
{
|
||||
if (tenser == null)
|
||||
return;
|
||||
|
||||
void Awake()
|
||||
// Calculate how much past the threshold the tenser is, clamp the excess to 1
|
||||
float tenserFactor = Mathf.Min((tenser.transform.position.y - tenserThreshold) / tenserMax,1);
|
||||
|
||||
// Check if the tenser is above the threshold, if so then check rope tension:
|
||||
if (tenserFactor > 0)
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
var rend = GetComponent<ObiRopeLineRenderer>();
|
||||
localMaterial = Instantiate(rend.material);
|
||||
rend.material = localMaterial;
|
||||
// Calculate current tension as ratio between current and rest length, then subtract 1 to center it at zero.
|
||||
float tension = rope.CalculateLength() / rope.restLength - 1;
|
||||
|
||||
// Use tension to interpolate between colors:
|
||||
float lerpFactor = (tension - minTension) / (maxTension - minTension);
|
||||
localMaterial.color = Color.Lerp(normalColor, tensionColor, lerpFactor * tenserFactor);
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
else
|
||||
{
|
||||
Destroy(localMaterial);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (tenser == null)
|
||||
return;
|
||||
|
||||
// Calculate how much past the threshold the tenser is, clamp the excess to 1
|
||||
float tenserFactor = Mathf.Min((tenser.transform.position.y - tenserThreshold) / tenserMax, 1);
|
||||
|
||||
// Check if the tenser is above the threshold, if so then check rope tension:
|
||||
if (tenserFactor > 0)
|
||||
{
|
||||
// Calculate current tension as ratio between current and rest length, then subtract 1 to center it at zero.
|
||||
float tension = rope.CalculateLength() / rope.restLength - 1;
|
||||
|
||||
// Use tension to interpolate between colors:
|
||||
float lerpFactor = (tension - minTension) / (maxTension - minTension);
|
||||
localMaterial.color = Color.Lerp(normalColor, tensionColor, lerpFactor * tenserFactor);
|
||||
}
|
||||
else
|
||||
{
|
||||
localMaterial.color = normalColor;
|
||||
}
|
||||
localMaterial.color = normalColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,118 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
public class RuntimeRopeGenerator
|
||||
{
|
||||
//private ObiRope rope;
|
||||
//private ObiRopeCursor cursor;
|
||||
private ObiSolver solver;
|
||||
private int pinnedParticle = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Creates a straight rope anchored to a transform at the top.
|
||||
/// Transform may or may not move around and may or may not have a rigidbody.
|
||||
/// When you call this the rope will appear in the scene and immediately interact with gravity and objects with ObiColliders.
|
||||
/// Called from anywhere (main thread only)
|
||||
/// </summary>
|
||||
public IEnumerator MakeRope(Transform anchoredTo, Vector3 attachmentOffset, float ropeLength)
|
||||
{
|
||||
// create a new GameObject with the required components: a solver, a rope, and a curve.
|
||||
// we also throw a cursor in to be able to change its length.
|
||||
/*GameObject ropeObject = new GameObject("rope",typeof(ObiSolver),
|
||||
typeof(ObiRope),
|
||||
typeof(ObiCurve),
|
||||
typeof (ObiRopeCursor));
|
||||
|
||||
// get references to all components:
|
||||
rope = ropeObject.GetComponent<ObiRope>();
|
||||
cursor = ropeObject.GetComponent<ObiRopeCursor>();
|
||||
solver = ropeObject.GetComponent<ObiSolver>();
|
||||
ObiCurve path = ropeObject.GetComponent<ObiCurve>();
|
||||
|
||||
// set up component references (see ObiRopeHelper.cs)
|
||||
rope.Solver = solver;
|
||||
rope.ropePath = path;
|
||||
//rope.section = Resources.Load<ObiRopeSection>("DefaultRopeSection");
|
||||
|
||||
// set path control points (duplicate end points, to set curvature as required by CatmullRom splines):
|
||||
path.controlPoints.Clear();
|
||||
path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.zero,Vector3.up));
|
||||
path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.zero,Vector3.up));
|
||||
path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.down*ropeLength,Vector3.up));
|
||||
path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.down*ropeLength,Vector3.up));
|
||||
|
||||
rope.pooledParticles = 2000;
|
||||
|
||||
// parent the rope to the anchor transform:
|
||||
rope.transform.SetParent(anchoredTo,false);
|
||||
rope.transform.localPosition = attachmentOffset;
|
||||
|
||||
// generate particles/constraints and add them to the solver (see ObiRopeHelper.cs)
|
||||
yield return rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh());
|
||||
rope.AddToSolver(null);
|
||||
|
||||
// get the last particle in the rope at its rest state.
|
||||
pinnedParticle = rope.UsedParticles-1;
|
||||
|
||||
// add a tethers batch:
|
||||
ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true,false,0,1);
|
||||
rope.TetherConstraints.AddBatch(tetherBatch);
|
||||
//UpdateTethers();
|
||||
|
||||
// fix first particle in place (see http://obi.virtualmethodstudio.com/tutorials/scriptingparticles.html)
|
||||
rope.Solver.invMasses[rope.particleIndices[0]] = rope.invMasses[0] = 0;*/
|
||||
yield return 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// MakeRope and AddPendulum may NOT be called on the same frame. You must wait for the MakeRope coroutine to finish first, as creating a rope is an asynchronous operation.
|
||||
/// Just adds a pendulum to the rope on the un-anchored end.
|
||||
/// </summary>
|
||||
public void AddPendulum(ObiCollider pendulum, Vector3 attachmentOffset)
|
||||
{
|
||||
// simply add a new pin constraint (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html)
|
||||
/*rope.PinConstraints.RemoveFromSolver(null);
|
||||
ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch();
|
||||
batch.AddConstraint(pinnedParticle, pendulum, attachmentOffset,Quaternion.identity, 1);
|
||||
rope.PinConstraints.AddToSolver(null);*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RemovePendulum and AddPendulum may be called on the same frame.
|
||||
/// </summary>
|
||||
public void RemovePendulum()
|
||||
{
|
||||
// simply remove all pin constraints (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html)
|
||||
/*rope.PinConstraints.RemoveFromSolver(null);
|
||||
rope.PinConstraints.GetFirstBatch().Clear();
|
||||
rope.PinConstraints.AddToSolver(null);*/
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Like extending or retracting a winch.
|
||||
/// </summary>
|
||||
public void ChangeRopeLength(float changeAmount)
|
||||
{
|
||||
// the cursor will automatically add/remove/modify constraints and particles as needed to obtain the new length.
|
||||
//cursor.ChangeLength(rope.RestLength + changeAmount);
|
||||
//UpdateTethers();
|
||||
}
|
||||
|
||||
private void UpdateTethers()
|
||||
{
|
||||
/*rope.TetherConstraints.RemoveFromSolver(null);
|
||||
ObiTetherConstraintBatch batch = (ObiTetherConstraintBatch)rope.TetherConstraints.GetFirstBatch();
|
||||
batch.Clear();
|
||||
|
||||
ObiDistanceConstraintBatch dbatch = rope.DistanceConstraints.GetFirstBatch();
|
||||
for (int i = 0; i < dbatch.ConstraintCount; ++i)
|
||||
batch.AddConstraint(0,dbatch.springIndices[i*2+1], rope.InterparticleDistance*i, 1, 1);
|
||||
|
||||
batch.Cook();
|
||||
rope.TetherConstraints.AddToSolver(null);*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 50979842bbc734acdb11f0f01062fe92
|
||||
guid: 0854563331ce443fa9b17a143c084806
|
||||
labels:
|
||||
- ObiRope
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
public class RuntimeRopeGeneratorUse : MonoBehaviour
|
||||
{
|
||||
public ObiCollider pendulum;
|
||||
RuntimeRopeGenerator rg;
|
||||
|
||||
public IEnumerator Start()
|
||||
{
|
||||
rg = new RuntimeRopeGenerator();
|
||||
|
||||
// Create a rope:
|
||||
yield return rg.MakeRope(transform,Vector3.zero,1);
|
||||
|
||||
// Add a pendulum (you should adjust the attachment point depending on your particular pendulum object)
|
||||
rg.AddPendulum(pendulum,Vector3.up*0.5f);
|
||||
}
|
||||
|
||||
public void Update(){
|
||||
|
||||
if (Input.GetKey(KeyCode.W)){
|
||||
rg.ChangeRopeLength(- Time.deltaTime);
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.S)){
|
||||
rg.ChangeRopeLength( Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de82c5da5889a437bbca59463285c6a3
|
||||
guid: 5e7b946ba720c495a8ee7c1d3e903063
|
||||
labels:
|
||||
- ObiRope
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -1,126 +1,122 @@
|
||||
using UnityEngine;
|
||||
using Obi;
|
||||
|
||||
namespace Obi.Samples
|
||||
public class SnakeController : MonoBehaviour
|
||||
{
|
||||
public class SnakeController : MonoBehaviour
|
||||
public Transform headReferenceFrame;
|
||||
public float headSpeed = 20;
|
||||
public float upSpeed = 40;
|
||||
public float slitherSpeed = 10;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiSolver solver;
|
||||
private float[] traction;
|
||||
private Vector3[] surfaceNormal;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
public Transform headReferenceFrame;
|
||||
public float headSpeed = 20;
|
||||
public float upSpeed = 40;
|
||||
public float slitherSpeed = 10;
|
||||
rope = GetComponent<ObiRope>();
|
||||
solver = rope.solver;
|
||||
|
||||
private ObiRope rope;
|
||||
private ObiSolver solver;
|
||||
private float[] traction;
|
||||
private Vector3[] surfaceNormal;
|
||||
// initialize traction array:
|
||||
traction = new float[rope.activeParticleCount];
|
||||
surfaceNormal = new Vector3[rope.activeParticleCount];
|
||||
|
||||
private void Start()
|
||||
// subscribe to solver events (to update surface information)
|
||||
solver.OnBeginStep += ResetSurfaceInfo;
|
||||
solver.OnCollision += AnalyzeContacts;
|
||||
solver.OnParticleCollision += AnalyzeContacts;
|
||||
}
|
||||
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
solver.OnBeginStep -= ResetSurfaceInfo;
|
||||
solver.OnCollision -= AnalyzeContacts;
|
||||
solver.OnParticleCollision -= AnalyzeContacts;
|
||||
}
|
||||
|
||||
private void ResetSurfaceInfo(ObiSolver s, float stepTime)
|
||||
{
|
||||
// reset surface info:
|
||||
for (int i = 0; i < traction.Length; ++i)
|
||||
{
|
||||
rope = GetComponent<ObiRope>();
|
||||
solver = rope.solver;
|
||||
|
||||
// subscribe to solver events (to update surface information)
|
||||
rope.OnSimulationStart += ResetSurfaceInfo;
|
||||
solver.OnCollision += AnalyzeContacts;
|
||||
solver.OnParticleCollision += AnalyzeContacts;
|
||||
traction[i] = 0;
|
||||
surfaceNormal[i] = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void OnDestroy()
|
||||
private void AnalyzeContacts(object sender, ObiSolver.ObiCollisionEventArgs e)
|
||||
{
|
||||
// iterate trough all contacts:
|
||||
for (int i = 0; i < e.contacts.Count; ++i)
|
||||
{
|
||||
rope.OnSimulationStart -= ResetSurfaceInfo;
|
||||
solver.OnCollision -= AnalyzeContacts;
|
||||
solver.OnParticleCollision -= AnalyzeContacts;
|
||||
}
|
||||
|
||||
private void ResetSurfaceInfo(ObiActor a, float simulatedTime, float substepTime)
|
||||
{
|
||||
|
||||
if (traction == null)
|
||||
var contact = e.contacts.Data[i];
|
||||
if (contact.distance < 0.005f)
|
||||
{
|
||||
traction = new float[rope.activeParticleCount];
|
||||
surfaceNormal = new Vector3[rope.activeParticleCount];
|
||||
}
|
||||
int simplexIndex = solver.simplices[contact.bodyA];
|
||||
var particleInActor = solver.particleToActor[simplexIndex];
|
||||
|
||||
if (Input.GetKey(KeyCode.J))
|
||||
{
|
||||
for (int i = 1; i < rope.activeParticleCount; ++i)
|
||||
if (particleInActor.actor == rope)
|
||||
{
|
||||
int solverIndex = rope.solverIndices[i];
|
||||
int prevSolverIndex = rope.solverIndices[i - 1];
|
||||
// using 1 here, could calculate a traction value based on the type of terrain, friction, etc.
|
||||
traction[particleInActor.indexInActor] = 1;
|
||||
|
||||
// direction from current particle to previous one, projected on the contact surface:
|
||||
Vector4 dir = Vector3.ProjectOnPlane(solver.positions[prevSolverIndex] - solver.positions[solverIndex], surfaceNormal[i]).normalized;
|
||||
|
||||
// move in that direction:
|
||||
solver.velocities[solverIndex] += dir * traction[i] / solver.invMasses[solverIndex] * slitherSpeed * simulatedTime;
|
||||
}
|
||||
}
|
||||
|
||||
int headIndex = rope.solverIndices[0];
|
||||
|
||||
if (headReferenceFrame != null)
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
|
||||
// Determine movement direction:
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += headReferenceFrame.forward * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += -headReferenceFrame.right * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += -headReferenceFrame.forward * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += headReferenceFrame.right * headSpeed;
|
||||
}
|
||||
|
||||
// flatten out the direction so that it's parallel to the ground:
|
||||
direction.y = 0;
|
||||
|
||||
solver.velocities[headIndex] += (Vector4)direction * simulatedTime;
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.Space))
|
||||
solver.velocities[headIndex] += (Vector4)Vector3.up * simulatedTime * upSpeed;
|
||||
|
||||
|
||||
// reset surface info:
|
||||
for (int i = 0; i < traction.Length; ++i)
|
||||
{
|
||||
traction[i] = 0;
|
||||
surfaceNormal[i] = Vector3.zero;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void AnalyzeContacts(object sender, ObiNativeContactList e)
|
||||
{
|
||||
// iterate trough all contacts:
|
||||
for (int i = 0; i < e.count; ++i)
|
||||
{
|
||||
var contact = e[i];
|
||||
if (contact.distance < 0.005f)
|
||||
{
|
||||
int simplexIndex = solver.simplices[contact.bodyA];
|
||||
var particleInActor = solver.particleToActor[simplexIndex];
|
||||
|
||||
if (particleInActor != null && particleInActor.actor == rope && traction != null)
|
||||
{
|
||||
// using 1 here, could calculate a traction value based on the type of terrain, friction, etc.
|
||||
traction[particleInActor.indexInActor] = 1;
|
||||
|
||||
// accumulate surface normal:
|
||||
surfaceNormal[particleInActor.indexInActor] += (Vector3)contact.normal;
|
||||
}
|
||||
// accumulate surface normal:
|
||||
surfaceNormal[particleInActor.indexInActor] += (Vector3)contact.normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.J))
|
||||
{
|
||||
for (int i = 1; i < rope.activeParticleCount; ++i)
|
||||
{
|
||||
int solverIndex = rope.solverIndices[i];
|
||||
int prevSolverIndex = rope.solverIndices[i - 1];
|
||||
|
||||
// direction from current particle to previous one, projected on the contact surface:
|
||||
Vector4 dir = Vector3.ProjectOnPlane(solver.positions[prevSolverIndex] - solver.positions[solverIndex], surfaceNormal[i]).normalized;
|
||||
|
||||
// move in that direction:
|
||||
solver.velocities[solverIndex] += dir * traction[i] * slitherSpeed * Time.deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
int headIndex = rope.solverIndices[0];
|
||||
|
||||
if (headReferenceFrame != null)
|
||||
{
|
||||
Vector3 direction = Vector3.zero;
|
||||
|
||||
// Determine movement direction:
|
||||
if (Input.GetKey(KeyCode.W))
|
||||
{
|
||||
direction += headReferenceFrame.forward * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.A))
|
||||
{
|
||||
direction += -headReferenceFrame.right * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.S))
|
||||
{
|
||||
direction += -headReferenceFrame.forward * headSpeed;
|
||||
}
|
||||
if (Input.GetKey(KeyCode.D))
|
||||
{
|
||||
direction += headReferenceFrame.right * headSpeed;
|
||||
}
|
||||
|
||||
// flatten out the direction so that it's parallel to the ground:
|
||||
direction.y = 0;
|
||||
|
||||
solver.velocities[headIndex] += (Vector4)direction * Time.deltaTime;
|
||||
}
|
||||
|
||||
if (Input.GetKey(KeyCode.Space))
|
||||
solver.velocities[headIndex] += (Vector4)Vector3.up * Time.deltaTime * upSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user