Files
2025-05-29 22:31:40 +03:00

124 lines
4.7 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System;
namespace Obi
{
[Serializable]
public class ObiBendTwistConstraintsBatch : ObiConstraintsBatch
{
protected IBendTwistConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// Rest darboux vector for each constraint.
/// </summary>
[HideInInspector] public ObiNativeQuaternionList restDarbouxVectors = new ObiNativeQuaternionList();
/// <summary>
/// 3 compliance values for each constraint, one for each local axis (x,y,z)
/// </summary>
[HideInInspector] public ObiNativeVector3List stiffnesses = new ObiNativeVector3List();
/// <summary>
/// two floats per constraint: plastic yield and creep.
/// </summary>
[HideInInspector] public ObiNativeVector2List plasticity = new ObiNativeVector2List();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.BendTwist; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiBendTwistConstraintsBatch(ObiBendTwistConstraintsData constraints = null) : base()
{
}
public void AddConstraint(Vector2Int indices, Quaternion restDarboux)
{
RegisterConstraint();
this.particleIndices.Add(indices[0]);
this.particleIndices.Add(indices[1]);
this.restDarbouxVectors.Add(restDarboux);
this.stiffnesses.Add(Vector3.zero);
this.plasticity.Add(Vector2.zero);
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
restDarbouxVectors.Clear();
stiffnesses.Clear();
plasticity.Clear();
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
particles.Add(particleIndices[index * 2]);
particles.Add(particleIndices[index * 2 + 1]);
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
particleIndices.Swap(sourceIndex * 2, destIndex * 2);
particleIndices.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
restDarbouxVectors.Swap(sourceIndex, destIndex);
stiffnesses.Swap(sourceIndex, destIndex);
plasticity.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiBendTwistConstraintsBatch;
var user = actor as IBendTwistConstraintsUser;
if (batch != null && user != null)
{
if (!user.bendTwistConstraintsEnabled)
return;
particleIndices.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
restDarbouxVectors.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
stiffnesses.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
plasticity.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 3);
restDarbouxVectors.CopyFrom(batch.restDarbouxVectors, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
stiffnesses[m_ActiveConstraintCount + i] = user.GetBendTwistCompliance(batch, i);
plasticity[m_ActiveConstraintCount + i] = user.GetBendTwistPlasticity(batch, i);
}
for (int i = 0; i < batch.activeConstraintCount * 2; ++i)
particleIndices[m_ActiveConstraintCount * 2 + i] = actor.solverIndices[batch.particleIndices[i]];
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
// Create distance constraints batch directly.
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IBendTwistConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetBendTwistConstraints(particleIndices, restDarbouxVectors, stiffnesses, plasticity, lambdas, m_ActiveConstraintCount);
}
public override void RemoveFromSolver(ObiSolver solver)
{
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}