修改水
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@@ -20,7 +20,6 @@ namespace Obi
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ObiStructuralElement m_CursorElement = null;
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private int m_SourceIndex = -1;
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private float lengthChange = 0;
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public float cursorMu
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{
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@@ -67,7 +66,6 @@ namespace Obi
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rope = GetComponent<ObiRope>();
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rope.OnElementsGenerated += Actor_OnElementsGenerated;
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rope.OnSimulationStart += Rope_OnSimulate;
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if (rope.elements != null && rope.elements.Count > 0)
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Actor_OnElementsGenerated(rope);
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}
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@@ -75,7 +73,6 @@ namespace Obi
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private void OnDisable()
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{
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rope.OnElementsGenerated -= Actor_OnElementsGenerated;
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rope.OnSimulationStart -= Rope_OnSimulate;
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}
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private void Actor_OnElementsGenerated(ObiActor actor)
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@@ -84,13 +81,64 @@ namespace Obi
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UpdateSource();
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}
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private void Rope_OnSimulate(ObiActor actor, float simulatedTime, float substepTime)
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public void UpdateCursor()
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{
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if (!rope.isLoaded || Mathf.Abs(lengthChange) < ObiUtils.epsilon)
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rope = GetComponent<ObiRope>();
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m_CursorElement = null;
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if (rope.isLoaded)
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{
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float elmMu;
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m_CursorElement = rope.GetElementAt(cursorMu, out elmMu);
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}
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}
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public void UpdateSource()
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{
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rope = GetComponent<ObiRope>();
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m_SourceIndex = -1;
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if (rope.isLoaded)
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{
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float elmMu;
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var elm = rope.GetElementAt(sourceMu, out elmMu);
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if (elm != null && rope.solver != null)
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{
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m_SourceIndex = elmMu < 0.5f ? elm.particle1 : elm.particle2;
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}
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}
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}
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private int AddParticleAt(int index)
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{
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// Copy data from the particle where we will insert new particles, to the particles we will insert:
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int targetIndex = rope.activeParticleCount;
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rope.CopyParticle(rope.solver.particleToActor[m_SourceIndex].indexInActor, targetIndex);
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// Move the new particle to the one at the place where we will insert it:
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rope.TeleportParticle(targetIndex, rope.solver.positions[rope.solverIndices[index]]);
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// Activate the particle:
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rope.ActivateParticle(targetIndex);
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return rope.solverIndices[targetIndex];
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}
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private void RemoveParticleAt(int index)
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{
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rope.DeactivateParticle(index);
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}
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public void ChangeLength(float newLength)
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{
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if (!rope.isLoaded)
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return;
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var solver = rope.solver;
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// clamp new length to sane limits:
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newLength = Mathf.Clamp(newLength, 0, (rope.sourceBlueprint.particleCount - 1) * rope.ropeBlueprint.interParticleDistance);
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// calculate the change in rope length:
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float lengthChange = newLength - rope.restLength;
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// remove:
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if (lengthChange < 0)
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{
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@@ -100,10 +148,6 @@ namespace Obi
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{
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lengthChange -= m_CursorElement.restLength;
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// if we subtracted the length of the last element, break out of the loop.
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if (rope.elements.Count == 1)
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break;
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int index = rope.elements.IndexOf(m_CursorElement);
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if (index >= 0)
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@@ -121,8 +165,8 @@ namespace Obi
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m_CursorElement = rope.elements[index];
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}
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else
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m_CursorElement = rope.elements[Mathf.Max(0, index - 1)];
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else
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m_CursorElement = rope.elements[Mathf.Max(0,index - 1)];
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}
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else // negative direction:
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{
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@@ -220,69 +264,6 @@ namespace Obi
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// rebuild constraints:
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rope.RebuildConstraintsFromElements();
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lengthChange = 0;
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}
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public void UpdateCursor()
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{
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rope = GetComponent<ObiRope>();
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m_CursorElement = null;
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if (rope.isLoaded)
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{
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float elmMu;
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m_CursorElement = rope.GetElementAt(cursorMu, out elmMu);
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}
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}
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public void UpdateSource()
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{
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rope = GetComponent<ObiRope>();
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m_SourceIndex = -1;
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if (rope.isLoaded)
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{
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float elmMu;
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var elm = rope.GetElementAt(sourceMu, out elmMu);
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if (elm != null && rope.solver != null)
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{
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m_SourceIndex = elmMu < 0.5f ? elm.particle1 : elm.particle2;
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}
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}
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}
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private int AddParticleAt(int index)
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{
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int targetIndex = rope.activeParticleCount;
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// Copy data from the particle where we will insert new particles, to the particles we will insert:
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rope.CopyParticle(rope.solver.particleToActor[m_SourceIndex].indexInActor, targetIndex);
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// Move the new particle to the one at the place where we will insert it:
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rope.TeleportParticle(targetIndex, rope.solver.positions[rope.solverIndices[index]]);
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// Activate the particle:
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rope.ActivateParticle();
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rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
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return rope.solverIndices[targetIndex];
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}
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private void RemoveParticleAt(int index)
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{
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rope.DeactivateParticle(index);
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rope.SetRenderingDirty(Oni.RenderingSystemType.AllRopes);
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}
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public float ChangeLength(float lengthChange)
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{
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// clamp new length to sane limits:
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//newLength = Mathf.Clamp(newLength, 0, (rope.sourceBlueprint.particleCount - 1) * rope.ropeBlueprint.interParticleDistance);
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// accumulate length change, we'll reset it to zero after it has been applied.
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this.lengthChange += lengthChange;
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// return new length:
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return this.lengthChange + rope.restLength;
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}
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}
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}
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