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

144 lines
5.1 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
namespace Obi
{
[Serializable]
public class ObiDistanceConstraintsBatch : ObiConstraintsBatch, IStructuralConstraintBatch
{
[NonSerialized] protected IDistanceConstraintsBatchImpl m_BatchImpl;
/// <summary>
/// Rest distance for each individual constraint.
/// </summary>
[HideInInspector] public ObiNativeFloatList restLengths = new ObiNativeFloatList();
/// <summary>
/// 2 values for each constraint: compliance and slack.
/// </summary>
[HideInInspector] public ObiNativeVector2List stiffnesses = new ObiNativeVector2List();
public override Oni.ConstraintType constraintType
{
get { return Oni.ConstraintType.Distance; }
}
public override IConstraintsBatchImpl implementation
{
get { return m_BatchImpl; }
}
public ObiDistanceConstraintsBatch(int a = 0)
{
}
public void AddConstraint(Vector2Int indices, float restLength)
{
RegisterConstraint();
particleIndices.Add(indices[0]);
particleIndices.Add(indices[1]);
restLengths.Add(restLength);
stiffnesses.Add(Vector2.zero);
}
public override void Clear()
{
base.Clear();
restLengths.Clear();
stiffnesses.Clear();
}
public float GetRestLength(int index)
{
return restLengths[index];
}
public void SetRestLength(int index, float restLength)
{
restLengths[index] = restLength;
}
public ParticlePair GetParticleIndices(int index)
{
return new ParticlePair(particleIndices[index * 2],particleIndices[index * 2 + 1]);
}
public override void GetParticlesInvolved(int index, List<int> particles)
{
particles.Add(particleIndices[index * 2]);
particles.Add(particleIndices[index * 2 + 1]);
}
protected override void CopyConstraint(ObiConstraintsBatch batch, int constraintIndex)
{
if (batch is ObiDistanceConstraintsBatch)
{
var db = batch as ObiDistanceConstraintsBatch;
RegisterConstraint();
particleIndices.Add(batch.particleIndices[constraintIndex * 2]);
particleIndices.Add(batch.particleIndices[constraintIndex * 2 + 1]);
restLengths.Add(db.restLengths[constraintIndex]);
stiffnesses.Add(db.stiffnesses[constraintIndex]);
ActivateConstraint(constraintCount - 1);
}
}
protected override void SwapConstraints(int sourceIndex, int destIndex)
{
particleIndices.Swap(sourceIndex * 2, destIndex * 2);
particleIndices.Swap(sourceIndex * 2 + 1, destIndex * 2 + 1);
restLengths.Swap(sourceIndex, destIndex);
stiffnesses.Swap(sourceIndex, destIndex);
}
public override void Merge(ObiActor actor, IObiConstraintsBatch other)
{
var batch = other as ObiDistanceConstraintsBatch;
var user = actor as IDistanceConstraintsUser;
if (batch != null && user != null)
{
if (!user.distanceConstraintsEnabled)
return;
particleIndices.ResizeUninitialized((m_ActiveConstraintCount + batch.activeConstraintCount) * 2);
restLengths.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
stiffnesses.ResizeUninitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
lambdas.ResizeInitialized(m_ActiveConstraintCount + batch.activeConstraintCount);
for (int i = 0; i < batch.activeConstraintCount * 2; ++i)
particleIndices[m_ActiveConstraintCount * 2 + i] = actor.solverIndices[batch.particleIndices[i]];
for (int i = 0; i < batch.activeConstraintCount; ++i)
{
float restLength = batch.restLengths[i] * user.stretchingScale;
restLengths[m_ActiveConstraintCount + i] = restLength; // TODO: use nativelist methods?
stiffnesses[m_ActiveConstraintCount + i] = new Vector2(user.stretchCompliance, user.maxCompression * restLength);
}
base.Merge(actor, other);
}
}
public override void AddToSolver(ObiSolver solver)
{
// Create distance constraints batch directly.
m_BatchImpl = solver.implementation.CreateConstraintsBatch(constraintType) as IDistanceConstraintsBatchImpl;
if (m_BatchImpl != null)
m_BatchImpl.SetDistanceConstraints(particleIndices, restLengths, stiffnesses, lambdas, m_ActiveConstraintCount);
}
public override void RemoveFromSolver(ObiSolver solver)
{
//Remove batch:
solver.implementation.DestroyConstraintsBatch(m_BatchImpl as IConstraintsBatchImpl);
}
}
}