using UnityEngine; using System.Collections; using System; namespace Obi { public class ObiEmitterMaterialGranular : ObiEmitterMaterial { public float randomness = 0; public void OnValidate(){ resolution = Mathf.Max(0.001f,resolution); restDensity = Mathf.Max(0.001f,restDensity); randomness = Mathf.Max(0,randomness); } public override Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode) { Oni.FluidMaterial material = new Oni.FluidMaterial(); material.smoothingRadius = GetParticleSize(mode); material.restDensity = restDensity; material.viscosity = 0; material.surfaceTension = 0; material.buoyancy = -1; material.atmosphericDrag = 0; material.atmosphericPressure = 0; material.vorticity = 0; return material; } } }