GQ_Communicate/GQ_TongXin/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs

63 lines
1.6 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi{
/**
* Holds information about bend constraints for an actor.
*/
[DisallowMultipleComponent]
public class ObiBendingConstraints : ObiBatchedConstraints
{
[Tooltip("Bending offset. Leave at zero to keep the original bending amount.")]
public float maxBending = 0; /**< Stiffness of structural spring constraints.*/
[Range(0,1)]
[Tooltip("Cloth resistance to bending. Higher values will yield more stiff cloth.")]
public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/
[SerializeField][HideInInspector] private List<ObiBendConstraintBatch> batches = new List<ObiBendConstraintBatch>();
public override Oni.ConstraintType GetConstraintType(){
return Oni.ConstraintType.Bending;
}
public override List<ObiConstraintBatch> GetBatches(){
return batches.ConvertAll(x => (ObiConstraintBatch)x);
}
public override void Clear(){
RemoveFromSolver(null);
batches.Clear();
}
public void AddBatch(ObiBendConstraintBatch batch){
if (batch != null && batch.GetConstraintType() == GetConstraintType())
batches.Add(batch);
}
public void RemoveBatch(ObiBendConstraintBatch batch){
batches.Remove(batch);
}
public void OnDrawGizmosSelected(){
if (!visualize) return;
Gizmos.color = new Color(0.5f,0,1,1);
foreach (ObiBendConstraintBatch batch in batches){
foreach(int i in batch.ActiveConstraints){
Gizmos.DrawLine(actor.GetParticlePosition(batch.bendingIndices[i*3]),
actor.GetParticlePosition(batch.bendingIndices[i*3+1]));
}
}
}
}
}