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

128 lines
4.5 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
[Serializable]
public class ObiChainConstraintsBatch : ObiConstraintsBatch
{
protected IChainConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// index of the first particle for each constraint.
/// </summary>
[HideInInspector] public ObiNativeIntList firstParticle = new ObiNativeIntList();
/// <summary>
/// number of particles for each constraint.
/// </summary>
[HideInInspector] public ObiNativeIntList numParticles = new ObiNativeIntList();
/// <summary>
/// min/max lenghts for each constraint.
/// </summary>
[HideInInspector] public ObiNativeVector2List lengths = new ObiNativeVector2List();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Chain; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiChainConstraintsBatch(ObiChainConstraintsData constraints = null) : base()
{
}
public void AddConstraint(int[] indices, float restLength, float stretchStiffness, float compressionStiffness)
{
RegisterConstraint();
firstParticle.Add((int)particleIndices.count);
numParticles.Add((int)indices.Length);
particleIndices.AddRange(indices);
lengths.Add(new Vector2(restLength, restLength));
}
public override void Clear()
{
base.Clear();
particleIndices.Clear();
firstParticle.Clear();
numParticles.Clear();
lengths.Clear();
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
//TODO.
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
firstParticle.Swap(sourceIndex, destIndex);
numParticles.Swap(sourceIndex, destIndex);
lengths.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiChainConstraintsBatch;
var user = actor as IChainConstraintsUser;
if (batch != null && user != null)
{
if (!user.chainConstraintsEnabled)
return;
int initialIndexCount = particleIndices.count;
int numActiveIndices = 0;
for (int i = 0; i < batch.activeConstraintCount; ++i)
numActiveIndices += batch.numParticles[i];
particleIndices.ResizeUninitialized(initialIndexCount + numActiveIndices);
firstParticle.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
numParticles.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lengths.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
numParticles.CopyFrom(batch.numParticles, 0, m_ActiveConstraintCount, batch.activeConstraintCount);
for (int i = 0; i < numActiveIndices; ++i)
particleIndices[initialIndexCount + i] = actor.solverIndices[batch.particleIndices[i]];
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
firstParticle[m_ActiveConstraintCount + i] = batch.firstParticle[i] + initialIndexCount;
lengths[m_ActiveConstraintCount + i] = new Vector2(batch.lengths[i].y * user.tightness, batch.lengths[i].y);
}
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
// Create distance constraints batch directly.
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IChainConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetChainConstraints(particleIndices, lengths, firstParticle, numParticles, m_ActiveConstraintCount);
}
public override void RemoveFromSolver(ObiSolver solver)
{
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}