目录结构调整
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@@ -1,58 +0,0 @@
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// using UltimateWater;
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using UnityEngine;
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namespace PhysicsTools
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{
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public class Segment
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{
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public GameObject seg;
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public Rigidbody body;
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public Joint prev;
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public Joint next;
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public CapsuleCollider capsuleCollider;
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public MeshFilter meshFilter;
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public MeshRenderer meshRenderer;
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// public WaterInteractive waterInteractive;
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public Segment(string name, float len, Vector3 pos, Quaternion q, SegmentPropertiesBase segProperties, Rope r)
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{
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SegmentPropertiesCylinder segmentPropertiesCylinder = (SegmentPropertiesCylinder)segProperties;
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float radius = segmentPropertiesCylinder.radius;
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seg = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
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capsuleCollider = seg.GetComponent<CapsuleCollider>();
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meshFilter = seg.GetComponent<MeshFilter>();
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meshRenderer = seg.GetComponent<MeshRenderer>();
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body = seg.AddComponent<Rigidbody>();
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capsuleCollider.sharedMaterial = r.ropeMaterial;
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capsuleCollider.enabled = r.useColliders;
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r.lstComponentsCreated.Add(seg);
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seg.hideFlags = (r.HideChildren ? HideFlags.HideInHierarchy : HideFlags.None);
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meshRenderer.enabled = true;
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r.linkMesh.defaultMesh = meshFilter.sharedMesh;
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r.linkMesh.defaultMeshMaterial = meshRenderer.sharedMaterial;
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r.linkMesh.defaultTransform = Matrix4x4.identity;
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if (r.linkMesh.getMesh() != null)
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{
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meshFilter.sharedMesh = r.linkMesh.getMesh();
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meshRenderer.sharedMaterial = r.linkMesh.meshMaterial;
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}
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seg.name = name;
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seg.transform.localScale = new Vector3(radius * 2f, len / 2f, radius * 2f);
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seg.transform.localPosition = pos;
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seg.transform.localRotation = q;
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body.maxAngularVelocity = 1f;
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body.angularDamping = segmentPropertiesCylinder.angularDamping;
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body.linearDamping = segmentPropertiesCylinder.linearDamping;
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body.mass = segmentPropertiesCylinder.massPerUnitLength * segmentPropertiesCylinder.length;
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body.solverIterations = segmentPropertiesCylinder.solverCount;
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body.isKinematic = r.kinematic;
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}
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}
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}
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