119 lines
4.7 KiB
C#
119 lines
4.7 KiB
C#
using System;
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using System.Collections;
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using UnityEngine;
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using Obi;
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public class RuntimeRopeGenerator
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{
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//private ObiRope rope;
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//private ObiRopeCursor cursor;
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private ObiSolver solver;
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private int pinnedParticle = -1;
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/// <summary>
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/// Creates a straight rope anchored to a transform at the top.
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/// Transform may or may not move around and may or may not have a rigidbody.
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/// When you call this the rope will appear in the scene and immediately interact with gravity and objects with ObiColliders.
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/// Called from anywhere (main thread only)
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/// </summary>
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public IEnumerator MakeRope(Transform anchoredTo, Vector3 attachmentOffset, float ropeLength)
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{
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// create a new GameObject with the required components: a solver, a rope, and a curve.
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// we also throw a cursor in to be able to change its length.
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/*GameObject ropeObject = new GameObject("rope",typeof(ObiSolver),
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typeof(ObiRope),
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typeof(ObiCurve),
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typeof (ObiRopeCursor));
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// get references to all components:
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rope = ropeObject.GetComponent<ObiRope>();
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cursor = ropeObject.GetComponent<ObiRopeCursor>();
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solver = ropeObject.GetComponent<ObiSolver>();
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ObiCurve path = ropeObject.GetComponent<ObiCurve>();
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// set up component references (see ObiRopeHelper.cs)
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rope.Solver = solver;
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rope.ropePath = path;
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//rope.section = Resources.Load<ObiRopeSection>("DefaultRopeSection");
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// set path control points (duplicate end points, to set curvature as required by CatmullRom splines):
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path.controlPoints.Clear();
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path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.zero,Vector3.up));
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path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.zero,Vector3.up));
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path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.down*ropeLength,Vector3.up));
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path.controlPoints.Add(new ObiCurve.ControlPoint(Vector3.down*ropeLength,Vector3.up));
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rope.pooledParticles = 2000;
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// parent the rope to the anchor transform:
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rope.transform.SetParent(anchoredTo,false);
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rope.transform.localPosition = attachmentOffset;
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// generate particles/constraints and add them to the solver (see ObiRopeHelper.cs)
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yield return rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh());
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rope.AddToSolver(null);
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// get the last particle in the rope at its rest state.
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pinnedParticle = rope.UsedParticles-1;
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// add a tethers batch:
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ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true,false,0,1);
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rope.TetherConstraints.AddBatch(tetherBatch);
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//UpdateTethers();
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// fix first particle in place (see http://obi.virtualmethodstudio.com/tutorials/scriptingparticles.html)
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rope.Solver.invMasses[rope.particleIndices[0]] = rope.invMasses[0] = 0;*/
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yield return 0;
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}
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/// <summary>
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/// 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.
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/// Just adds a pendulum to the rope on the un-anchored end.
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/// </summary>
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public void AddPendulum(ObiCollider pendulum, Vector3 attachmentOffset)
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{
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// simply add a new pin constraint (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html)
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/*rope.PinConstraints.RemoveFromSolver(null);
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ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch();
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batch.AddConstraint(pinnedParticle, pendulum, attachmentOffset,Quaternion.identity, 1);
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rope.PinConstraints.AddToSolver(null);*/
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}
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/// <summary>
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/// RemovePendulum and AddPendulum may be called on the same frame.
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/// </summary>
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public void RemovePendulum()
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{
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// simply remove all pin constraints (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html)
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/*rope.PinConstraints.RemoveFromSolver(null);
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rope.PinConstraints.GetFirstBatch().Clear();
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rope.PinConstraints.AddToSolver(null);*/
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}
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/// <summary>
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/// Like extending or retracting a winch.
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/// </summary>
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public void ChangeRopeLength(float changeAmount)
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{
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// the cursor will automatically add/remove/modify constraints and particles as needed to obtain the new length.
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//cursor.ChangeLength(rope.RestLength + changeAmount);
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//UpdateTethers();
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}
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private void UpdateTethers()
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{
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/*rope.TetherConstraints.RemoveFromSolver(null);
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ObiTetherConstraintBatch batch = (ObiTetherConstraintBatch)rope.TetherConstraints.GetFirstBatch();
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batch.Clear();
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ObiDistanceConstraintBatch dbatch = rope.DistanceConstraints.GetFirstBatch();
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for (int i = 0; i < dbatch.ConstraintCount; ++i)
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batch.AddConstraint(0,dbatch.springIndices[i*2+1], rope.InterparticleDistance*i, 1, 1);
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batch.Cook();
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rope.TetherConstraints.AddToSolver(null);*/
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}
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}
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