GQ_Communicate/GQ_TongXin/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs

195 lines
6.1 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
namespace Obi{
/**
* Holds information about distance constraints for an actor.
*/
[Serializable]
public class ObiSkinConstraintBatch : ObiConstraintBatch
{
[HideInInspector] public List<int> skinIndices = new List<int>(); /**< Distance constraint indices.*/
[HideInInspector] public List<Vector4> skinPoints = new List<Vector4>(); /**< Skin constraint anchor points, in world space.*/
[HideInInspector] public List<Vector4> skinNormals = new List<Vector4>(); /**< Rest distances.*/
[HideInInspector] public List<float> skinRadiiBackstop = new List<float>(); /**< Rest distances.*/
[HideInInspector] public List<float> skinStiffnesses = new List<float>(); /**< Stiffnesses of distance constraits.*/
int[] solverIndices = new int[0];
public ObiSkinConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){
}
public ObiSkinConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) :
base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){
}
public override Oni.ConstraintType GetConstraintType(){
return Oni.ConstraintType.Skin;
}
public override void Clear(){
activeConstraints.Clear();
skinIndices.Clear();
skinPoints.Clear();
skinNormals.Clear();
skinRadiiBackstop.Clear();
skinStiffnesses.Clear();
constraintCount = 0;
}
public void AddConstraint(int index, Vector4 point, Vector4 normal, float radius, float collisionRadius, float backstop, float stiffness){
activeConstraints.Add(constraintCount);
skinIndices.Add(index);
skinPoints.Add(point);
skinNormals.Add(normal);
skinRadiiBackstop.Add(radius);
skinRadiiBackstop.Add(collisionRadius);
skinRadiiBackstop.Add(backstop);
skinStiffnesses.Add(stiffness);
constraintCount++;
}
public void RemoveConstraint(int index){
if (index < 0 || index >= ConstraintCount)
return;
activeConstraints.Remove(index);
for(int i = 0; i < activeConstraints.Count; ++i)
if (activeConstraints[i] > index) activeConstraints[i]--;
skinIndices.RemoveAt(index);
skinPoints.RemoveAt(index);
skinNormals.RemoveAt(index);
skinStiffnesses.RemoveAt(index);
skinRadiiBackstop.RemoveRange(index*3,3);
constraintCount--;
}
public override List<int> GetConstraintsInvolvingParticle(int particleIndex){
List<int> constraints = new List<int>(1);
for (int i = 0; i < ConstraintCount; i++){
if (skinIndices[i] == particleIndex)
constraints.Add(i);
}
return constraints;
}
public override void Cook()
{
batch = Oni.CreateBatch((int)Oni.ConstraintType.Skin,true);
// Send initial data to batch:
Oni.SetSkinConstraints(batch,skinIndices.ToArray(),skinPoints.ToArray(),skinNormals.ToArray(),skinRadiiBackstop.ToArray(),skinStiffnesses.ToArray(),ConstraintCount);
// cook the batch and retrieve new sorted data:
if (Oni.CookBatch(batch))
{
constraintCount = Oni.GetBatchConstraintCount(batch);
activeConstraints = Enumerable.Range(0, constraintCount).ToList();
int[] cookedIndices = new int[constraintCount];
Vector4[] cookedPoints = new Vector4[constraintCount];
Vector4[] cookedNormals = new Vector4[constraintCount];
float[] cookedRadiiBackstop = new float[constraintCount*3];
float[] cookedStiffnesses = new float[constraintCount];
Oni.GetSkinConstraints(batch,cookedIndices,cookedPoints,cookedNormals,cookedRadiiBackstop,cookedStiffnesses);
skinIndices = new List<int>(cookedIndices);
skinPoints = new List<Vector4>(cookedPoints);
skinNormals = new List<Vector4>(cookedNormals);
skinRadiiBackstop = new List<float>(cookedRadiiBackstop);
skinStiffnesses = new List<float>(cookedStiffnesses);
int phaseCount = Oni.GetBatchPhaseCount(batch);
int[] phases = new int[phaseCount];
Oni.GetBatchPhaseSizes(batch,phases);
this.phaseSizes = new List<int>(phases);
}
Oni.DestroyBatch(batch);
batch = IntPtr.Zero;
}
protected override void OnAddToSolver(ObiBatchedConstraints constraints){
// Set solver constraint data:
solverIndices = new int[skinIndices.Count];
for (int i = 0; i < skinIndices.Count; i++)
{
solverIndices[i] = constraints.Actor.particleIndices[skinIndices[i]];
solverIndices[i] = constraints.Actor.particleIndices[skinIndices[i]];
}
}
protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){
}
public override void PushDataToSolver(ObiBatchedConstraints constraints){
if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver)
return;
ObiSkinConstraints sc = (ObiSkinConstraints) constraints;
float[] stiffnesses = new float[skinStiffnesses.Count];
for (int i = 0; i < stiffnesses.Length; i++){
stiffnesses[i] = StiffnessToCompliance(skinStiffnesses[i] * sc.stiffness);
}
Oni.SetSkinConstraints(batch,solverIndices,
skinPoints.ToArray(),
skinNormals.ToArray(),
skinRadiiBackstop.ToArray(),
stiffnesses,
ConstraintCount);
Oni.SetBatchPhaseSizes(batch,phaseSizes.ToArray(),phaseSizes.Count);
}
public override void PullDataFromSolver(ObiBatchedConstraints constraints){
if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver)
return;
int[] cookedIndices = new int[constraintCount];
Vector4[] cookedPoints = new Vector4[constraintCount];
Vector4[] cookedNormals = new Vector4[constraintCount];
float[] cookedRadiiBackstop = new float[constraintCount*3];
float[] cookedStiffnesses = new float[constraintCount];
Oni.GetSkinConstraints(batch,cookedIndices,cookedPoints,cookedNormals,cookedRadiiBackstop,cookedStiffnesses);
skinPoints = new List<Vector4>(cookedPoints);
skinNormals = new List<Vector4>(cookedNormals);
// dont retrieve radii and stiffness, since the solver never modifies them.
}
/**
* Returns the position of a skin constraint in world space.
*/
public Vector3 GetSkinPosition(int index){
return skinPoints[index];
}
/**
* Returns the normal of a skin constraint in world space.
*/
public Vector3 GetSkinNormal(int index){
return skinNormals[index];
}
}
}