129 lines
4.8 KiB
C#
129 lines
4.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Obi;
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/**
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* Sample component that procedurally generates a net using rigidbodies and ropes.
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*/
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public class RopeNet : MonoBehaviour
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{
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public Material material;
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public Vector2Int resolution = new Vector2Int(5, 5);
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public Vector2 size = new Vector2(0.5f, 0.5f);
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public float nodeSize = 0.2f;
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void Awake()
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{
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// create an object containing both the solver and the updater:
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GameObject solverObject = new GameObject("solver", typeof(ObiSolver));
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ObiSolver solver = solverObject.GetComponent<ObiSolver>();
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solver.substeps = 2;
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// adjust solver settings:
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solver.particleCollisionConstraintParameters.enabled = false;
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solver.distanceConstraintParameters.iterations = 8;
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solver.pinConstraintParameters.iterations = 4;
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solver.parameters.sleepThreshold = 0.001f;
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solver.PushSolverParameters();
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// create the net (ropes + rigidbodies)
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CreateNet(solver);
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}
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private void CreateNet(ObiSolver solver)
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{
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ObiCollider[,] nodes = new ObiCollider[resolution.x + 1, resolution.y + 1];
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for (int x = 0; x <= resolution.x; ++x)
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{
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for (int y = 0; y <= resolution.y; ++y)
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{
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GameObject rb = GameObject.CreatePrimitive(PrimitiveType.Cube);
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rb.transform.position = new Vector3(x, y, 0) * size;
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rb.transform.localScale = new Vector3(nodeSize, nodeSize, nodeSize);
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rb.AddComponent<Rigidbody>();
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nodes[x, y] = rb.AddComponent<ObiCollider>();
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nodes[x, y].Filter = 1;
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}
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}
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nodes[0, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
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nodes[resolution.x, resolution.y].GetComponent<Rigidbody>().isKinematic = true;
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for (int x = 0; x <= resolution.x; ++x)
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{
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for (int y = 0; y <= resolution.y; ++y)
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{
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Vector3 pos = new Vector3(x, y, 0) * size;
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if (x < resolution.x)
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{
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Vector3 offset = new Vector3(nodeSize * 0.5f, 0, 0);
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var rope = CreateRope(pos + offset, pos + new Vector3(size.x, 0, 0) - offset);
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rope.transform.parent = solver.transform;
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PinRope(rope, nodes[x, y], nodes[x + 1, y]);
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}
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if (y < resolution.y)
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{
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Vector3 offset = new Vector3(0, nodeSize * 0.5f, 0);
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var rope = CreateRope(pos + offset, pos + new Vector3(0, size.y, 0) - offset);
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rope.transform.parent = solver.transform;
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PinRope(rope, nodes[x, y], nodes[x, y + 1]);
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}
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}
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}
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}
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private void PinRope(ObiRope rope, ObiCollider bodyA, ObiCollider bodyB)
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{
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var A = rope.gameObject.AddComponent<ObiParticleAttachment>();
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var B = rope.gameObject.AddComponent<ObiParticleAttachment>();
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A.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
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B.attachmentType = ObiParticleAttachment.AttachmentType.Dynamic;
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A.target = bodyA.transform;
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B.target = bodyB.transform;
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A.particleGroup = rope.ropeBlueprint.groups[0];
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B.particleGroup = rope.ropeBlueprint.groups[1];
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}
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// Creates a rope between two points in world space:
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private ObiRope CreateRope(Vector3 pointA, Vector3 pointB)
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{
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// Create a rope
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var ropeObject = new GameObject("solver", typeof(ObiRope), typeof(ObiRopeLineRenderer));
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var rope = ropeObject.GetComponent<ObiRope>();
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var ropeRenderer = ropeObject.GetComponent<ObiRopeLineRenderer>();
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rope.GetComponent<ObiRopeLineRenderer>().material = material;
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rope.GetComponent<ObiPathSmoother>().decimation = 0.1f;
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ropeRenderer.uvScale = new Vector2(1, 5);
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// Setup a blueprint for the rope:
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var blueprint = ScriptableObject.CreateInstance<ObiRopeBlueprint>();
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blueprint.resolution = 0.15f;
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blueprint.thickness = 0.02f;
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blueprint.pooledParticles = 0;
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// convert both points to the rope's local space:
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pointA = rope.transform.InverseTransformPoint(pointA);
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pointB = rope.transform.InverseTransformPoint(pointB);
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// Procedurally generate the rope path (a simple straight line):
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Vector3 direction = (pointB - pointA) * 0.25f;
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blueprint.path.Clear();
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blueprint.path.AddControlPoint(pointA, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "A");
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blueprint.path.AddControlPoint(pointB, -direction, direction, Vector3.up, 0.1f, 0.1f, 1, 1, Color.white, "B");
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blueprint.path.FlushEvents();
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rope.ropeBlueprint = blueprint;
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return rope;
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}
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}
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