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

62 lines
1.5 KiB
C#

using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
namespace Obi{
/**
* Holds information about pin constraints for an actor.
*/
[DisallowMultipleComponent]
public class ObiPinConstraints : ObiBatchedConstraints
{
[Range(0,1)]
[Tooltip("Pin resistance to stretching. Lower values will yield more elastic pin constraints.")]
public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/
[SerializeField][HideInInspector] private List<ObiPinConstraintBatch> batches = new List<ObiPinConstraintBatch>();
public override Oni.ConstraintType GetConstraintType(){
return Oni.ConstraintType.Pin;
}
public override List<ObiConstraintBatch> GetBatches(){
return batches.ConvertAll(x => (ObiConstraintBatch)x);
}
public override void Clear(){
RemoveFromSolver(null);
batches.Clear();
}
public void AddBatch(ObiPinConstraintBatch batch){
if (batch != null && batch.GetConstraintType() == GetConstraintType())
batches.Add(batch);
}
public void RemoveBatch(ObiPinConstraintBatch batch){
batches.Remove(batch);
}
public void OnDrawGizmosSelected(){
if (!visualize) return;
Gizmos.color = Color.cyan;
foreach (ObiPinConstraintBatch batch in batches){
foreach(int i in batch.ActiveConstraints){
Vector3 pinPosition = batch.pinBodies[i].transform.TransformPoint(batch.pinOffsets[i]);
Gizmos.DrawLine(actor.GetParticlePosition(batch.pinIndices[i]),
pinPosition);
}
}
}
}
}