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