_xiaofang/xiaofang/Assets/Obi/Scripts/RopeAndRod/Blueprints/ObiRodBlueprint.cs
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

288 lines
13 KiB
C#

using System.Collections;
using System.Collections.ObjectModel;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace Obi
{
[CreateAssetMenu(fileName = "rod blueprint", menuName = "Obi/Rod Blueprint", order = 141)]
public class ObiRodBlueprint : ObiRopeBlueprintBase
{
public bool keepInitialShape = true;
public const float DEFAULT_PARTICLE_MASS = 0.1f;
public const float DEFAULT_PARTICLE_ROTATIONAL_MASS = 0.01f;
protected override IEnumerator Initialize()
{
if (path.ControlPointCount < 2)
{
ClearParticleGroups();
path.InsertControlPoint(0, Vector3.left, Vector3.left * 0.25f, Vector3.right * 0.25f, Vector3.up, DEFAULT_PARTICLE_MASS, DEFAULT_PARTICLE_ROTATIONAL_MASS, 1, ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 1), Color.white, "control point");
path.InsertControlPoint(1, Vector3.right, Vector3.left * 0.25f, Vector3.right * 0.25f, Vector3.up, DEFAULT_PARTICLE_MASS, DEFAULT_PARTICLE_ROTATIONAL_MASS, 1, ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 1), Color.white, "control point");
}
path.RecalculateLenght(Matrix4x4.identity, 0.00001f, 7);
List<Vector3> particlePositions = new List<Vector3>();
List<Vector3> particleNormals = new List<Vector3>();
List<float> particleThicknesses = new List<float>();
List<float> particleInvMasses = new List<float>();
List<float> particleInvRotationalMasses = new List<float>();
List<int> particleFilters = new List<int>();
List<Color> particleColors = new List<Color>();
// In case the path is open, add a first particle. In closed paths, the last particle is also the first one.
if (!path.Closed)
{
particlePositions.Add(path.points.GetPositionAtMu(path.Closed, 0));
particleNormals.Add(path.normals.GetAtMu(path.Closed, 0));
particleThicknesses.Add(path.thicknesses.GetAtMu(path.Closed, 0));
particleInvMasses.Add(ObiUtils.MassToInvMass(path.masses.GetAtMu(path.Closed, 0)));
particleInvRotationalMasses.Add(ObiUtils.MassToInvMass(path.rotationalMasses.GetAtMu(path.Closed, 0)));
particleFilters.Add(path.filters.GetAtMu(path.Closed, 0));
particleColors.Add(path.colors.GetAtMu(path.Closed, 0));
}
// Create a particle group for the first control point:
groups[0].particleIndices.Clear();
groups[0].particleIndices.Add(0);
ReadOnlyCollection<float> lengthTable = path.ArcLengthTable;
int spans = path.GetSpanCount();
for (int i = 0; i < spans; i++)
{
int firstArcLengthSample = i * (path.ArcLengthSamples + 1);
int lastArcLengthSample = (i + 1) * (path.ArcLengthSamples + 1);
float upToSpanLength = lengthTable[firstArcLengthSample];
float spanLength = lengthTable[lastArcLengthSample] - upToSpanLength;
int particlesInSpan = 1 + Mathf.FloorToInt(spanLength / thickness * resolution);
float distance = spanLength / particlesInSpan;
for (int j = 0; j < particlesInSpan; ++j)
{
float mu = path.GetMuAtLenght(upToSpanLength + distance * (j + 1));
particlePositions.Add(path.points.GetPositionAtMu(path.Closed, mu));
particleNormals.Add(path.normals.GetAtMu(path.Closed, mu));
particleThicknesses.Add(path.thicknesses.GetAtMu(path.Closed, mu));
particleInvMasses.Add(ObiUtils.MassToInvMass(path.masses.GetAtMu(path.Closed, mu)));
particleInvRotationalMasses.Add(ObiUtils.MassToInvMass(path.rotationalMasses.GetAtMu(path.Closed, mu)));
particleFilters.Add(path.filters.GetAtMu(path.Closed, mu));
particleColors.Add(path.colors.GetAtMu(path.Closed, mu));
}
// Create a particle group for each control point:
if (!(path.Closed && i == spans - 1))
{
groups[i + 1].particleIndices.Clear();
groups[i + 1].particleIndices.Add(particlePositions.Count - 1);
}
if (i % 100 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRope: generating particles...", i / (float)spans);
}
m_ActiveParticleCount = particlePositions.Count;
totalParticles = m_ActiveParticleCount;
int numSegments = m_ActiveParticleCount - (path.Closed ? 0 : 1);
if (numSegments > 0)
m_InterParticleDistance = path.Length / (float)numSegments;
else
m_InterParticleDistance = 0;
positions = new Vector3[totalParticles];
orientations = new Quaternion[totalParticles];
velocities = new Vector3[totalParticles];
angularVelocities = new Vector3[totalParticles];
invMasses = new float[totalParticles];
invRotationalMasses = new float[totalParticles];
principalRadii = new Vector3[totalParticles];
filters = new int[totalParticles];
restPositions = new Vector4[totalParticles];
restOrientations = new Quaternion[totalParticles];
colors = new Color[totalParticles];
restLengths = new float[totalParticles];
for (int i = 0; i < m_ActiveParticleCount; i++)
{
invMasses[i] = particleInvMasses[i];
invRotationalMasses[i] = particleInvRotationalMasses[i];
positions[i] = particlePositions[i];
restPositions[i] = positions[i];
restPositions[i][3] = 1; // activate rest position.
principalRadii[i] = Vector3.one * particleThicknesses[i] * thickness;
filters[i] = particleFilters[i];
colors[i] = particleColors[i];
if (i % 100 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRod: generating particles...", i / (float)m_ActiveParticleCount);
}
// Deformable edges:
CreateDeformableEdges(numSegments);
// Create edge simplices:
CreateSimplices(numSegments);
// Create distance constraints for the total number of particles, but only activate for the used ones.
IEnumerator dc = CreateStretchShearConstraints(particleNormals);
while (dc.MoveNext())
yield return dc.Current;
// Create bending constraints:
IEnumerator bc = CreateBendTwistConstraints();
while (bc.MoveNext())
yield return bc.Current;
// Create aerodynamic constraints:
IEnumerator ac = CreateAerodynamicConstraints();
while (ac.MoveNext())
yield return ac.Current;
// Create chain constraints:
IEnumerator cc = CreateChainConstraints();
while (cc.MoveNext())
yield return cc.Current;
}
protected virtual IEnumerator CreateStretchShearConstraints(List<Vector3> particleNormals)
{
stretchShearConstraintsData = new ObiStretchShearConstraintsData();
stretchShearConstraintsData.AddBatch(new ObiStretchShearConstraintsBatch());
stretchShearConstraintsData.AddBatch(new ObiStretchShearConstraintsBatch());
// rotation minimizing frame:
ObiPathFrame frame = ObiPathFrame.Identity;
for (int i = 0; i < totalParticles - 1; i++)
{
var batch = stretchShearConstraintsData.batches[i % 2] as ObiStretchShearConstraintsBatch;
Vector2Int indices = new Vector2Int(i, i + 1);
Vector3 d = positions[indices.y] - positions[indices.x];
restLengths[i] = d.magnitude;
frame.Transport(positions[indices.x], d.normalized, 0);
orientations[i] = Quaternion.LookRotation(frame.tangent, particleNormals[indices.x]);
restOrientations[i] = orientations[i];
// Also set the orientation of the next particle. If it is not the last one, we will overwrite it.
// This makes sure that open rods provide an orientation for their last particle (or rather, a phantom segment past the last particle).
orientations[indices.y] = orientations[i];
restOrientations[indices.y] = orientations[i];
batch.AddConstraint(indices, indices.x, restLengths[i], Quaternion.identity);
batch.activeConstraintCount++;
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)(totalParticles - 1));
}
// if the path is closed, add the last, loop closing constraint to a new batch to avoid sharing particles.
if (path.Closed)
{
var loopClosingBatch = new ObiStretchShearConstraintsBatch();
stretchShearConstraintsData.AddBatch(loopClosingBatch);
Vector2Int indices = new Vector2Int(m_ActiveParticleCount - 1, 0);
Vector3 d = positions[indices.y] - positions[indices.x];
restLengths[m_ActiveParticleCount - 2] = d.magnitude;
frame.Transport(positions[indices.x], d.normalized, 0);
orientations[m_ActiveParticleCount - 1] = Quaternion.LookRotation(frame.tangent, particleNormals[indices.x]);
restOrientations[m_ActiveParticleCount - 1] = orientations[m_ActiveParticleCount - 1];
loopClosingBatch.AddConstraint(indices, indices.x, restLengths[m_ActiveParticleCount - 2], Quaternion.identity);
loopClosingBatch.activeConstraintCount++;
}
// Recalculate rest length:
m_RestLength = 0;
foreach (float length in restLengths)
m_RestLength += length;
}
protected virtual IEnumerator CreateBendTwistConstraints()
{
bendTwistConstraintsData = new ObiBendTwistConstraintsData();
// Add two batches:
bendTwistConstraintsData.AddBatch(new ObiBendTwistConstraintsBatch());
bendTwistConstraintsData.AddBatch(new ObiBendTwistConstraintsBatch());
// the last bend constraint couples the last segment and a phantom segment past the last particle.
for (int i = 0; i < totalParticles - 1; i++)
{
var batch = bendTwistConstraintsData.batches[i % 2] as ObiBendTwistConstraintsBatch;
Vector2Int indices = new Vector2Int(i, i + 1);
Quaternion darboux = keepInitialShape ? ObiUtils.RestDarboux(orientations[indices.x], orientations[indices.y]) : Quaternion.identity;
batch.AddConstraint(indices, darboux);
batch.activeConstraintCount++;
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRod: generating structural constraints...", i / (float)(totalParticles - 1));
}
// if the path is closed, add the last, loop closing constraints to a new batch to avoid sharing particles.
if (path.Closed)
{
var loopClosingBatch = new ObiBendTwistConstraintsBatch();
bendTwistConstraintsData.AddBatch(loopClosingBatch);
Vector2Int indices = new Vector2Int(m_ActiveParticleCount - 1, 0);
Quaternion darboux = keepInitialShape ? ObiUtils.RestDarboux(orientations[indices.x], orientations[indices.y]) : Quaternion.identity;
loopClosingBatch.AddConstraint(indices, darboux);
loopClosingBatch.activeConstraintCount++;
}
}
protected virtual IEnumerator CreateChainConstraints()
{
chainConstraintsData = new ObiChainConstraintsData();
// Add a single batch:
var batch = new ObiChainConstraintsBatch();
chainConstraintsData.AddBatch(batch);
int[] indices = new int[m_ActiveParticleCount + (path.Closed ? 1 : 0)];
for (int i = 0; i < m_ActiveParticleCount; ++i)
indices[i] = i;
// Add the first particle as the last index of the chain, if closed.
if (path.Closed)
indices[m_ActiveParticleCount] = 0;
// TODO: variable distance between particles:
batch.AddConstraint(indices, m_InterParticleDistance, 1, 1);
batch.activeConstraintCount++;
yield return 0;
}
}
}