Files
Fishing2/Assets/ThirdParty/Obi/Samples/RopeAndRod/SampleResources/Scripts/RuntimeRopeGenerator.cs
2025-05-10 12:49:47 +08:00

119 lines
4.7 KiB
C#

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);*/
}
}