using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
[Serializable]
public class ObiAerodynamicConstraintsBatch : ObiConstraintsBatch
{
protected IAerodynamicConstraintsBatchImpl m_BatchImpl;
///
/// 3 floats per constraint: surface area, drag and lift.
///
[HideInInspector] public ObiNativeFloatList aerodynamicCoeffs = new ObiNativeFloatList();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Aerodynamics; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiAerodynamicConstraintsBatch(ObiAerodynamicConstraintsData constraints = null) : base()
{
}
public void AddConstraint(int index, float area, float drag, float lift)
{
RegisterConstraint();
particleIndices.Add(index);
aerodynamicCoeffs.Add(area);
aerodynamicCoeffs.Add(drag);
aerodynamicCoeffs.Add(lift);
}
public override void GetParticlesInvolved(int index, List particles)
{
particles.Add(particleIndices[index]);
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
aerodynamicCoeffs.Clear();
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
particleIndices.Swap(sourceIndex, destIndex);
aerodynamicCoeffs.Swap(sourceIndex * 3, destIndex * 3);
aerodynamicCoeffs.Swap(sourceIndex * 3 + 1, destIndex * 3 + 1);
aerodynamicCoeffs.Swap(sourceIndex * 3 + 2, destIndex * 3 + 2);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiAerodynamicConstraintsBatch;
var user = actor as IAerodynamicConstraintsUser;
if (batch != null && user != null)
{
if (!user.aerodynamicsEnabled)
return;
particleIndices.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
aerodynamicCoeffs.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 3);
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
particleIndices[m_ActiveConstraintCount + i] = actor.solverIndices[batch.particleIndices[i]];
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3] = batch.aerodynamicCoeffs[i*3];
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 1] = user.drag;
aerodynamicCoeffs[(m_ActiveConstraintCount + i) * 3 + 2] = user.lift;
}
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
// Create distance constraints batch directly.
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IAerodynamicConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetAerodynamicConstraints(particleIndices, aerodynamicCoeffs, m_ActiveConstraintCount);
}
public override void RemoveFromSolver(ObiSolver solver)
{
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}