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

65 lines
2.0 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi{
/**
* Holds information about distance constraints for an actor.
*/
[DisallowMultipleComponent]
public class ObiDistanceConstraints : ObiBatchedConstraints
{
[Tooltip("Scale of stretching constraints. Values > 1 will expand initial cloth size, values < 1 will make it shrink.")]
public float stretchingScale = 1; /**< Stiffness of structural spring constraints.*/
[Range(0,1)]
[Tooltip("Cloth resistance to stretching. Lower values will yield more elastic cloth.")]
public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/
[Range(0,1)]
[Tooltip("Amount of compression slack. 0 means total resistance to compression, 1 no resistance at all. 0.5 means constraints will allow a compression of up to 50% of their rest length.")]
public float slack = 0; /**< Resistance of structural spring constraints to compression.*/
[SerializeField][HideInInspector] private List<ObiDistanceConstraintBatch> batches = new List<ObiDistanceConstraintBatch>();
public override Oni.ConstraintType GetConstraintType(){
return Oni.ConstraintType.Distance;
}
public override List<ObiConstraintBatch> GetBatches(){
return batches.ConvertAll(x => (ObiConstraintBatch)x);
}
public override void Clear(){
RemoveFromSolver(null);
batches.Clear();
}
public void AddBatch(ObiDistanceConstraintBatch batch){
if (batch != null && batch.GetConstraintType() == GetConstraintType())
batches.Add(batch);
}
public void RemoveBatch(ObiDistanceConstraintBatch batch){
batches.Remove(batch);
}
public void OnDrawGizmosSelected(){
if (!visualize) return;
Gizmos.color = Color.green;
foreach (ObiDistanceConstraintBatch batch in batches){
foreach(int i in batch.ActiveConstraints){
Gizmos.DrawLine(actor.GetParticlePosition(batch.springIndices[i*2]),
actor.GetParticlePosition(batch.springIndices[i*2+1]));
}
}
}
}
}