diff --git a/README.md b/README.md index 9c644e1..09a9d24 100644 --- a/README.md +++ b/README.md @@ -1,4 +1,20 @@ -# strands +# Strands + +Unity prototypes. + +Download and install Unity: + +Go to https://unity3d.com/get-unity/update and click `Download Installer`. + +Latest version is usually recommended, otherwise read the project description to install a compatible Unity version. + +# String Theory + +In Unity click `Open` and select the `String Theory` directory at the root of this repository. + +* Tested with version 2018.2.3f1 + +# Development Como hacer fork del repo: https://blog.scottlowe.org/2015/01/27/using-fork-branch-git-workflow/ diff --git a/String Theory/Assets/Obi.meta b/String Theory/Assets/Obi.meta new file mode 100644 index 0000000..3946bef --- /dev/null +++ b/String Theory/Assets/Obi.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 94e4163887ea055428c66f51ddb1f521 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/CHANGELOG_rope.txt b/String Theory/Assets/Obi/CHANGELOG_rope.txt new file mode 100644 index 0000000..f91f4be --- /dev/null +++ b/String Theory/Assets/Obi/CHANGELOG_rope.txt @@ -0,0 +1,206 @@ +# Change Log +All notable changes to “Obi - Advanced ropes for Unity” will be documented in this file. + +## [3.5] + +### Added +- Support for 32 and 64 bit Linux architectures. +- Two-way rigidbody interaction for local-space solvers. +- Added world inertia scale. +- ObiCollider now takes a reference to a Collider, enabling the use of multiple colliders in the same GameObject. + +### Changed +- Separated world velocity scale into linear and angular components. +- World velocity scale is no longer specified per-actor, but per-solver. +- Better ObiProfiler: it now shows a per-thread pyramid diagram of internal jobs, with more human-readable names. + +### Removed +- Solvers no longer have a Collision Layers property. All solvers share the same colliders. Note that you can still use phases to ignore collisions with certain colliders. +- Local space solvers no longer need their own copy of each ObiCollider in the scene, they can all share the same colliders. This results in much higher performance for multiple local-space solvers. + +### Fixed +- Added (float3x3) typecast to particle shaders, to be GLES friendly. + +## [3.4.1] + +### Added +- "Thickness from particles" now works in Custom Mesh render mode. +- Custom Mesh mode now has a "volume scaling" parameter that squashes and stretches the mesh together with the rope. + +## [3.4] + +### Added +- Perspective-correct particle rendering. +- ObiParticleRenderer now supports custom shaders for rendering. + +### Fixed +- Bug that required to disable and re-enable ObiParticleRenderer when moving the actor to a new solver. +- Bug that caused twitching when performing more than 1 physics step per frame when using handles. + +## [3.3.1] + +### Fixed +- Removed unused variable warnings introduced in 3.3 +- Fixed null ref exception when creating a new distance field asset. +- Fixed crash when using multiple solvers in different update modes. +- Fixed some sample scenes lacking collision due to missing distance field. + +## [3.3] + +### Added +- Support for 2D rigidbody coupling has been brought back. +- Added substepping to the core solver. This allows to update each solver at a different effective frequency, and decouple the Obi + physics loop from Unity’s. +- New implementation of fine-grained parallel tasks in core solver, that boosts performance up to x1.5. +- Support for a new type of rope rendering, that can deform any mesh to follow the rope curve. +- Support for a new collision primitive: distance fields. +- Support for per-particle coloring of rope. +- ObiCollider automatically creates ObiRigidbody component if needed when reparenting it. +- Helper script (ObiKinematicVelocities) that calculates angular and linear velocities for kinematic rigidbodies that are transformed around. Useful for continuous collision detection and friction effects against objects that are being moved around using their transform instead of forces. + +### Changed +- Near-zero garbage generation for OnCollision and ObFluidUpdated solver events. +- Near-zero garbage generation for rope rendering. +- Constraints.GetBatches() now returns an IEnumerable. This means it cannot be accesed by index. There’s a helper method GetFirstBatch() that returns +the correctly typed first batch, or null if there’s none. + +### Fixed +- Null reference exception in pin constraints when visualization is enabled. +- Bug that caused asleep particles to miss collisions upon reactivation. +- Bug that caused copying a rope to “steal“ the mesh from the original one. + +## [3.2] +### Added +- Support for CapsuleCollider2D. + +### Changed +- Rope is still rendered (though not simulated) when the ObiRope component is disabled. +- Colliders/rigidbodies are no longer copied over to the C++ library each frame. Instead, only colliders that have their transform or any collision-related property altered are copied to the solver. This greatly improves performance when many colliders are present, and greatly reduces memory allocation and GC activity. +- AllocateParticles() and FreeParticles() have been merged with AddActor() and RemoveActor() respectively. A new per-particle array “particleToActor” makes it faster and easier to know which actor a particle belongs to. + +### Removed +- ObiCollisionGroup has disappeared. It is no longer necessary to manually add colliders to a group, instead each ObiSolver automatically picks up all ObiColliders in a given layer. +- MeshColliders are now always treated as two-sided thin concave meshes. Solid and one-sided modes have disappeared. + +### Fixed +- Android issue that prevented some devices from finding the Oni library. +- Removed redundant menu items. + +## [3.1.1] +### Added +- New “Line” rendering mode for ropes. This will render the rope as a camera-oriented quad strip, similar to what Unity’s LineRenderer does. This is useful for lightweight rendering and 2D games. +- Particle renderer is now much faster and also allocates less memory. +- New “hierarchical” method to generate tether constraints: this method generates more constraints than the traditional “anchor to fixed” approach, but works in the general case even if there are no fixed particles. + +### Changed +- Installation is no longer required. Obi now works right out of the box, so the installation window has been removed, and the “Editor default resources” and “Gizmos” folders removed. + +## [3.1] +### Added +- You can now choose where should the solver be updated: FixedUpdate, AfterFixedUpdate, or LateUpdate. +- Rope rendering now supports variable thickness, based on particle radii. Enabled by default, disable “thickness from particles” to get uniform thickness regardless of particle radii variations. +- Edit-time preview of “smoothness” rope parameter. +- Utility method to calculate actual rope length. +- Support for triggers. A trigger collider will generate contact constraints, but won´t enforce them. +- Contact structs returned by the OnCollision event now include the contact tangent and bitangent vectors. +- Added per-particle layer properties, for finer collision control. + +### Changed +- Faster and more accurate rigidbody impulse application, which results in better collision resolution. +- Greatly improved pin constraint stability for large mass ratios. +- ObiColliderGroup’s Colliders and Colliders2D properties are now plain arrays: “colliders” and “colliders2D”. +- Memory allocation for rope mesh generation has been reduced by 90%. +- ObiParticleRenderer memory allocation has been greatly reduced, and its performance improved. +- Pin constraints are now always drawn in particle edit mode, not only when the particles are selected. + +### Fixed +- Got rid of warnings related to obsolete platform enums in sample scripts. +- Potential bug in GCHandle deallocation affecting upcoming Unity versions (thanks to the guys at Unity for pointing me at this) +- Tearable pin constraints now work correctly. + +## [3.0.1] +### Added +- Support for iOS simulator. +- Faster collision contact generation. + +### Fixed +- Crash in Crane scene due to a bug in pin constraints. + +## [3.0] + +#IMPORTANT: You’ll need to re-generate all your ropes as internal data layout of previous versions is not compatible with this update. +### Added +- Welcome window with automatic installer. +- Upgraded constraint projection to XPBD (extended position-based dynamics). This decouples stiffness and damping from the amount of iterations, resulting in more realistic simulation. +- Solver constraint enforcement order can now be changed. This allows to change the relative importance of constraints. +- The solver now uses a task-based threading system which allows to exploit parallelism between multiple solvers. +- Custom multithreading profiler, that allows to fine-tune performance. +- Optional local-space simulation, for better numerical accuracy in large-scale worlds and greater control. +- ObiStitcher component allows to stitch together separate ropes. +- Added pencil paint mode to particle editor. +- Automatic self-collisions disabling for particles that intersect in rest pose. This allows to set larger particle radii + to ensure better self-collisions, without worrying about constraint fighting. +- Breakable pin constraints. +- Ropes are now tearable, and custom prefabs can be instantiated at both sides of the tear. +- Rope length can be changed at runtime, using the ObiRopeCursor component. +- Procedural curve geometry smoothing. + +### Changed +- Actor particle limit is no longer 16384 but 65536, matching Unity’s own vertex limit. +- Particle editor paint brush falloff has ben changed from linear to gaussian. +- Distance constraints’ compression stiffness has been replaced by a slack percentage. +- Performance improvement in mesh colliders and edge colliders. + +### Fixed +- Bug in collision detection against terrains. +- Crash in 32-bit windows systems due to memory misalignment. +- Bug that caused slow convergence and excessive jittering for particle-particle sequential contact resolution. +- Bug in hierarchical grid update that caused a crash in some cases when a hash key collision happened. +- Bug in continuous collision detection that caused particles to be pushed to the other side of very thin objects. +- Bug in ray/bounding box intersection test caused by non-IEEE754 compliant SSE division by zero. +- Bug that caused ObiParticleRenderer to ignore camera culling mask, and render in all cameras. +- Bug that caused a crash under certain conditions in 32 bit systems. +- Bug that caused particle property value field to reset to the value of the last particle when painting. +- Fixed collision stabilization bug that caused particles to sink slightly when over a dynamic rigidbody. + +## [1.2] + +### Added +- Android support. +- Upgraded constraint projection to XPBD (extended position-based dynamics). This decouples stiffness and damping from the amount of iterations. +- Solver constraint enforcement order can now be changed. This allows to change the relative importance of constraints. +- Welcome window with automatic installer. +- Resolution-preserving method to change rope length dynamically. +- Added pencil paint mode to particle editor. +- Optional local-space simulation, for better numerical accuracy in large-scale worlds and greater control. +- Custom multithreading profiler, that allows to fine-tune performance. +- Better particle visualization in editor. +- Breakable pin constraints. + +### Changed +- Actor particle limit is no longer 16384 but 65536, matching Unity’s own vertex limit. +- Particle editor paint brush falloff has ben changed from linear to gaussian. +- Distance constraints’ compression stiffness has been replaced by a slack percentage. + +### Fixed +- Bug that caused an index out of bounds exception when initializing rope with zero resolution. +- Bug that caused an error message regarding MeshFilter destruction when entering play mode with a rope selected in the hierarchy. +- Bug that prevented the particle editor window from appearing on retina displays. +- 1-frame delay between particle and rigid body physics, which affected pin and collision constraints. + +## [1.1] + +### Added +- MeshColliders are now fully supported. +- Support for 2D physics, Box2D, Circle2D and Edge2D colliders. +- Chain rendering. +- Sleep threshold that keeps particles fixed in place when their kinetic energy is low. +- Chain constraints, that allow for 100% inextensible ropes. +- Rope thickness, twist, cap sections and section shape can now be changed without the need to re-initialize the rope. +- Required constraint components are automatically removed from the object when removing the rope component in editor. + +### Fixed +- Issue with box colliders, that caused incorrect contact generation in corners when using contactOffset. + +## [1.0.0] - 2015-07-16 +- Initial release. diff --git a/String Theory/Assets/Obi/CHANGELOG_rope.txt.meta b/String Theory/Assets/Obi/CHANGELOG_rope.txt.meta new file mode 100644 index 0000000..53adee6 --- /dev/null +++ b/String Theory/Assets/Obi/CHANGELOG_rope.txt.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f5729eb8875554844bfa34243d09293e +labels: +- ObiRope +timeCreated: 1519407547 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor.meta b/String Theory/Assets/Obi/Editor.meta new file mode 100644 index 0000000..ec618e6 --- /dev/null +++ b/String Theory/Assets/Obi/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d6a0c47fa0afb4e1fb441061faa32d50 +folderAsset: yes +timeCreated: 1435569421 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/CrossPlatformInput.meta b/String Theory/Assets/Obi/Editor/CrossPlatformInput.meta new file mode 100644 index 0000000..714506c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/CrossPlatformInput.meta @@ -0,0 +1,6 @@ +fileFormatVersion: 2 +guid: 41e4f29e5dee9ec48a2538955ef1de71 +folderAsset: yes +DefaultImporter: + userData: + assetBundleName: diff --git a/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs b/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs new file mode 100644 index 0000000..11f86f2 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs @@ -0,0 +1,140 @@ +using System; +using System.Collections.Generic; +using UnityEditor; + +namespace Obi.CrossPlatformInput.Inspector +{ + [InitializeOnLoad] + public class CrossPlatformInitialize + { + // Custom compiler defines: + // + // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. + // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). + // MOBILE_INPUT : denotes that mobile input should be used right now! + + static CrossPlatformInitialize() + { + var defines = GetDefinesList(buildTargetGroups[0]); + if (!defines.Contains("CROSS_PLATFORM_INPUT")) + { + SetEnabled("CROSS_PLATFORM_INPUT", true, false); + SetEnabled("MOBILE_INPUT", true, true); + } + } + + + [MenuItem("Mobile Input/Enable")] + private static void Enable() + { + SetEnabled("MOBILE_INPUT", true, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.PSM: + case BuildTarget.Tizen: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.", + "OK"); + break; + + default: + EditorUtility.DisplayDialog("Mobile Input", + "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Enable", true)] + private static bool EnableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return !defines.Contains("MOBILE_INPUT"); + } + + + [MenuItem("Mobile Input/Disable")] + private static void Disable() + { + SetEnabled("MOBILE_INPUT", false, true); + switch (EditorUserBuildSettings.activeBuildTarget) + { + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.WSAPlayer: + EditorUtility.DisplayDialog("Mobile Input", + "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.", + "OK"); + break; + } + } + + + [MenuItem("Mobile Input/Disable", true)] + private static bool DisableValidate() + { + var defines = GetDefinesList(mobileBuildTargetGroups[0]); + return defines.Contains("MOBILE_INPUT"); + } + + + private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Standalone, + BuildTargetGroup.WebGL, + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.WSA + }; + + private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[] + { + BuildTargetGroup.Android, + BuildTargetGroup.iOS, + BuildTargetGroup.PSM, + BuildTargetGroup.Tizen, + BuildTargetGroup.WSA + }; + + + private static void SetEnabled(string defineName, bool enable, bool mobile) + { + //Debug.Log("setting "+defineName+" to "+enable); + foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups) + { + var defines = GetDefinesList(group); + if (enable) + { + if (defines.Contains(defineName)) + { + return; + } + defines.Add(defineName); + } + else + { + if (!defines.Contains(defineName)) + { + return; + } + while (defines.Contains(defineName)) + { + defines.Remove(defineName); + } + } + string definesString = string.Join(";", defines.ToArray()); + PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString); + } + } + + + private static List GetDefinesList(BuildTargetGroup group) + { + return new List(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';')); + } + } +} diff --git a/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta b/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta new file mode 100644 index 0000000..56f7e86 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: db7667203062c644ea1877077e30ebd6 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: diff --git a/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs b/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs new file mode 100644 index 0000000..e1be6df --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs @@ -0,0 +1,71 @@ + +using System; +using UnityEditor; +using UnityEngine; + +namespace Obi +{ + public class ObiAboutWindow : EditorWindow + { + + [MenuItem ("Window/Obi/About")] + public static void Init() + { + ObiAboutWindow window = (ObiAboutWindow)EditorWindow.GetWindow(typeof(ObiAboutWindow),true,"Welcome to Obi!"); + window.position = new Rect(Screen.width / 2, Screen.height / 2, 380, 300); + window.maxSize = window.minSize = new Vector2(380,300); + window.ShowPopup(); + } + + void OnGUI() + { + // Draw logo and copyright notice: + EditorGUILayout.BeginHorizontal(); + + GUILayout.Label(Resources.Load("obi_editor_logo")); + + EditorGUILayout.BeginVertical(GUILayout.MaxHeight(119.0f/EditorGUIUtility.pixelsPerPoint)); + + GUILayout.FlexibleSpace(); + + Color oldColor = GUI.contentColor; + GUI.contentColor = Color.black; + GUILayout.Label("Obi - Unified particle physics",EditorStyles.centeredGreyMiniLabel); + GUI.contentColor = oldColor; + + GUILayout.Label("© Copyright Virtual Method, 2015-2016.\nAll rights reserved.",EditorStyles.centeredGreyMiniLabel); + + GUILayout.FlexibleSpace(); + + EditorGUILayout.EndVertical(); + + EditorGUILayout.EndHorizontal(); + + DrawAboutGUI(); + + } + + void DrawAboutGUI(){ + + GUILayout.FlexibleSpace(); + + EditorGUILayout.LabelField("Programming:",EditorStyles.centeredGreyMiniLabel); + EditorGUILayout.LabelField("José María Méndez González",EditorStyles.centeredGreyMiniLabel); + + EditorGUILayout.LabelField("Additional resources:",EditorStyles.centeredGreyMiniLabel); + EditorGUILayout.LabelField("Lidia Martínez Prado",EditorStyles.centeredGreyMiniLabel); + + GUILayout.FlexibleSpace(); + + if (GUILayout.Button("Manual",EditorStyles.toolbarButton)) + Application.OpenURL("http://obi.virtualmethodstudio.com/tutorials.html"); + if (GUILayout.Button("API docs",EditorStyles.toolbarButton)) + Application.OpenURL("http://obi.virtualmethodstudio.com/docs/index.html"); + if (GUILayout.Button("visit www.virtualmethodstudio.com",EditorStyles.toolbarButton)) + Application.OpenURL("http://www.virtualmethodstudio.com"); + + } + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs.meta b/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs.meta new file mode 100644 index 0000000..6166f57 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiAboutWindow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c6764c51caa004a25ab49afc9865d2b3 +timeCreated: 1498062614 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs new file mode 100644 index 0000000..ea33218 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs @@ -0,0 +1,41 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiVolumeConstraints component. + */ + + [CustomEditor(typeof(ObiAerodynamicConstraints)), CanEditMultipleObjects] + public class ObiAerodynamicConstraintsEditor : Editor + { + + ObiAerodynamicConstraints constraints; + + public void OnEnable(){ + constraints = (ObiAerodynamicConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + } +} diff --git a/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs.meta new file mode 100644 index 0000000..5a7baea --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiAerodynamicConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2c8fc58392d664a86ac1cbea0410a357 +timeCreated: 1448570007 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs new file mode 100644 index 0000000..07aa75c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs @@ -0,0 +1,42 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiBendingConstraints component. + */ + + [CustomEditor(typeof(ObiBendingConstraints)), CanEditMultipleObjects] + public class ObiBendingConstraintsEditor : Editor + { + + ObiBendingConstraints constraints; + + public void OnEnable(){ + constraints = (ObiBendingConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs.meta new file mode 100644 index 0000000..c166cf6 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBendingConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 60742762a11124405a5663d8e664c1f8 +timeCreated: 1449122331 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs b/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs new file mode 100644 index 0000000..1e24124 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs @@ -0,0 +1,369 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiSpline component. + */ + + [CustomEditor(typeof(ObiBezierCurve))] + public class ObiBezierCurveEditor : Editor + { + + ObiBezierCurve spline; + + private static int curvePreviewResolution = 10; + private bool hideSplineHandle; + + private bool[] selectedStatus; + private Vector3[] handleVectors; + private Vector3 handleScale = Vector3.one; + private Quaternion handleRotation = Quaternion.identity; + + Rect uirect; + + public void OnEnable(){ + spline = (ObiBezierCurve)target; + hideSplineHandle = false; + selectedStatus = new bool[spline.controlPoints.Count]; + handleVectors = new Vector3[spline.controlPoints.Count]; + } + + private void ResizeCPArrays(){ + Array.Resize(ref selectedStatus,spline.controlPoints.Count); + Array.Resize(ref handleVectors,spline.controlPoints.Count); + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + ResizeCPArrays(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + EditorGUI.BeginChangeCheck(); + bool closed = EditorGUILayout.Toggle("Closed",spline.Closed); + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Open/Close curve"); + spline.Closed = closed; + } + + //------------------------------- + // Visualization options + //------------------------------- + hideSplineHandle = EditorGUILayout.Toggle("Hide spline handle",hideSplineHandle); + + EditorGUI.showMixedValue = false; + ObiBezierCurve.BezierCPMode mode = ObiBezierCurve.BezierCPMode.Free; + bool firstSelected = true; + for (int i = 0; i < spline.controlPoints.Count; ++i){ + if (selectedStatus[i]){ + if (firstSelected){ + mode = spline.GetControlPointMode(i); + firstSelected = false; + }else if (mode != spline.GetControlPointMode(i)){ + EditorGUI.showMixedValue = true; + break; + } + } + } + + EditorGUI.BeginChangeCheck(); + ObiBezierCurve.BezierCPMode newMode = (ObiBezierCurve.BezierCPMode) EditorGUILayout.EnumPopup("Handle mode",mode,GUI.skin.FindStyle("DropDown")); + EditorGUI.showMixedValue = false; + if (EditorGUI.EndChangeCheck()){ + + Undo.RecordObject(spline, "Change control points mode"); + + for (int i = 0; i < spline.controlPoints.Count; ++i){ + if (selectedStatus[i]){ + spline.SetControlPointMode(i,newMode); + } + } + } + + if (GUILayout.Button("Add span")){ + Undo.RecordObject(spline, "Add span"); + spline.AddSpan(); + } + + if (GUILayout.Button("Remove control point")){ + + Undo.RecordObject(spline, "Remove control point"); + + for (int i = 0; i < spline.controlPoints.Count; ++i){ + if (selectedStatus[i]){ + spline.RemoveCurvePoint((i + 1) / 3); + break; + } + } + + for (int i = 0; i < selectedStatus.Length; ++i) + selectedStatus[i] = false; + + } + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + public void SplineCPTools(Vector3[] controlPoints){ + + // Find center of all selected control points: + Vector3 averagePos = Vector3.zero; + int numSelectedCPs = 0; + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + + // Dont consider cp handles for avg in rotation mode. + if (Tools.current == Tool.Rotate && i%3 != 0) + continue; + + averagePos += controlPoints[i]; + numSelectedCPs++; + } + } + averagePos /= numSelectedCPs; + + // Calculate handle rotation, for local or world pivot modes. + Quaternion pivotRotation = Tools.pivotRotation == PivotRotation.Local ? spline.transform.rotation : Quaternion.identity; + Tools.hidden = hideSplineHandle; + + int oldHotControl = GUIUtility.hotControl; + + // Transform handles: + if (numSelectedCPs > 0){ + + switch (Tools.current) + { + case Tool.Move:{ + EditorGUI.BeginChangeCheck(); + Vector3 newPos = Handles.PositionHandle(averagePos,pivotRotation); + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Move control point"); + + Vector3 delta = spline.transform.InverseTransformVector(newPos - averagePos); + + for (int i = 0; i < controlPoints.Length; ++i){ + + if (selectedStatus[i]){ + if (!spline.IsHandle(i)) + spline.DisplaceControlPoint(i,delta); + else{ + int cp = spline.GetHandleControlPointIndex(i); + if (!selectedStatus[cp]) + spline.DisplaceControlPoint(i,delta); + } + } + } + } + }break; + + case Tool.Scale:{ + EditorGUI.BeginChangeCheck(); + handleScale = Handles.ScaleHandle(handleScale,averagePos,pivotRotation,HandleUtility.GetHandleSize(averagePos)); + + // handle has just been (de)selected: + if (GUIUtility.hotControl != oldHotControl){ + + handleScale = Vector3.one; + + if (Tools.pivotMode == PivotMode.Center){ + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + handleVectors[i] = controlPoints[i] - averagePos; + } + } + }else{ + for (int i = 0; i < controlPoints.Length; ++i){ + handleVectors[i] = controlPoints[i] - controlPoints[spline.GetHandleControlPointIndex(i)]; + } + } + } + + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Scale control point"); + + if (Tools.pivotMode == PivotMode.Center){ + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + Vector3 newPos = averagePos + Vector3.Scale(handleVectors[i],handleScale); + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[i]); + spline.DisplaceControlPoint(i,delta); + } + } + }else{ + // Scale all handles of selected control points relative to their control point: + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + List handles = spline.GetHandleIndicesForControlPoint(i); + foreach (int h in handles){ + Vector3 newPos = controlPoints[i] + Vector3.Scale(handleVectors[h],handleScale); + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[h]); + spline.DisplaceControlPoint(h,delta); + } + + } + } + } + } + }break; + + case Tool.Rotate:{ + EditorGUI.BeginChangeCheck(); + handleRotation = Handles.RotationHandle(handleRotation,averagePos); + + // handle has just been (de)selected: + if (GUIUtility.hotControl != oldHotControl){ + + handleRotation = Quaternion.identity; + + if (Tools.pivotMode == PivotMode.Center){ + for (int i = 0; i < controlPoints.Length; ++i){ + if (!spline.IsHandle(i) && selectedStatus[i]){ + handleVectors[i] = controlPoints[i] - averagePos; + } + } + }else{ + for (int i = 0; i < controlPoints.Length; ++i){ + handleVectors[i] = controlPoints[i] - controlPoints[spline.GetHandleControlPointIndex(i)]; + } + } + } + + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Rotate control point"); + + if (Tools.pivotMode == PivotMode.Center){ + + // Rotate all selected control points around their average: + for (int i = 0; i < controlPoints.Length; ++i){ + if (!spline.IsHandle(i) && selectedStatus[i]){ + Vector3 newPos = averagePos + handleRotation*handleVectors[i]; + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[i]); + spline.DisplaceControlPoint(i,delta); + } + } + }else{ + + // Rotate all handles of selected control points around their control point: + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + List handles = spline.GetHandleIndicesForControlPoint(i); + foreach (int h in handles){ + Vector3 newPos = controlPoints[i] + handleRotation*handleVectors[h]; + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[h]); + spline.DisplaceControlPoint(h,delta); + } + + } + } + } + } + }break; + } + } + } + + /** + * Draws selected pin constraints in the scene view. + */ + public void OnSceneGUI(){ + + ResizeCPArrays(); + + if (spline.controlPoints.Count < 4) + return; + + // World space control points: + Vector3[] controlPoints = new Vector3[spline.controlPoints.Count]; + for (int i = 0; i < controlPoints.Length; ++i) + controlPoints[i] = spline.transform.TransformPoint(spline.controlPoints[i]); + + if (Event.current.type == EventType.Repaint){ + + Matrix4x4 prevMatrix = Handles.matrix; + Handles.color = Color.white; + Handles.matrix = spline.transform.localToWorldMatrix; + + // Draw tangents: + Handles.color = Color.blue; + for (int i = 0; i < controlPoints.Length; i+=3){ + + int prev = Mathf.Max(0,i-1); + int next = Mathf.Min(i+1,controlPoints.Length-1); + + Handles.DrawDottedLine(spline.controlPoints[prev],spline.controlPoints[i],2); + Handles.DrawDottedLine(spline.controlPoints[i],spline.controlPoints[next],2); + } + + Handles.matrix = prevMatrix; + + // Draw control points: + for (int i = 0; i < controlPoints.Length; ++i){ + + Handles.color = i%3 == 0 ? Color.white : Color.blue; + + if (spline.Closed && (i == 0 || i == controlPoints.Length-1)){ + if (selectedStatus[0] || selectedStatus[controlPoints.Length-1]) + Handles.color = Color.red; + }else if (selectedStatus[i]){ + Handles.color = Color.red; + } + + float size = HandleUtility.GetHandleSize(controlPoints[i])*0.1f; + if (i%3 == 0) + Handles.SphereHandleCap(0,controlPoints[i],Quaternion.identity,size,EventType.Repaint); + else + Handles.DotHandleCap(0,controlPoints[i],Quaternion.identity,size*0.25f,EventType.Repaint); + } + + } + + // Control point selection handle: + if (ObiSplineHandles.SplineCPSelector(controlPoints,selectedStatus)) + Repaint(); + + // Draw cp tool handles: + SplineCPTools(controlPoints); + + } + + [DrawGizmo(GizmoType.Selected)] + private static void GizmoTest(ObiBezierCurve spline, GizmoType gizmoType) + { + + Matrix4x4 prevMatrix = Handles.matrix; + Color oldColor = Handles.color; + + // Draw the curve: + int curveSegments = spline.GetNumSpans() * curvePreviewResolution; + Vector3[] samples = new Vector3[curveSegments+1]; + for (int i = 0; i <= curveSegments; ++i){ + samples[i] = spline.GetPositionAt(i/(float)curveSegments); + } + + Handles.matrix = spline.transform.localToWorldMatrix; + Handles.color = Color.white; + Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual; + Handles.DrawPolyLine(samples); + + Handles.color = new Color(1,1,1,0.25f); + Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater; + Handles.DrawPolyLine(samples); + + Handles.color = oldColor; + Handles.matrix = prevMatrix; + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs.meta new file mode 100644 index 0000000..24ef238 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBezierCurveEditor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: c98a12da0e38b44a69cc4662e24c8d29 +labels: +- ObiRope +timeCreated: 1455157910 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs b/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs new file mode 100644 index 0000000..56295f9 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs @@ -0,0 +1,135 @@ +using UnityEditor; +using UnityEngine; +using UnityEditor.SceneManagement; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiBone components. + * Allows particle selection and constraint edition. + */ + [CustomEditor(typeof(ObiBone)), CanEditMultipleObjects] + public class ObiBoneEditor : ObiParticleActorEditor + { + + public class BoneParticleProperty : ParticleProperty + { + public const int Frozen = 3; + + public BoneParticleProperty (int value) : base (value){} + } + + ObiBone bone; + + public override void OnEnable(){ + base.OnEnable(); + bone = (ObiBone)target; + + particlePropertyNames.AddRange(new string[]{"Frozen"}); + } + + public override void OnDisable(){ + base.OnDisable(); + EditorUtility.ClearProgressBar(); + } + + public override void UpdateParticleEditorInformation(){ + + for(int i = 0; i < bone.positions.Length; i++) + { + wsPositions[i] = bone.GetParticlePosition(i); + facingCamera[i] = true; + } + + } + + protected override void SetPropertyValue(ParticleProperty property,int index, float value){ + if (index >= 0 && index < bone.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass: + bone.invMasses[index] = 1.0f / Mathf.Max(value,0.00001f); + break; + case ParticleProperty.Radius: + bone.solidRadii[index] = value; + break; + case BoneParticleProperty.Frozen: + bone.frozen[index] = value >= 1; + break; + } + } + } + + protected override float GetPropertyValue(ParticleProperty property, int index){ + if (index >= 0 && index < bone.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass: + return 1.0f/bone.invMasses[index]; + case ParticleProperty.Radius: + return bone.solidRadii[index]; + case BoneParticleProperty.Frozen: + return bone.frozen[index] ? 1 : 0; + } + } + return 0; + } + + public override void OnInspectorGUI() { + + serializedObject.Update(); + + GUI.enabled = bone.Initialized; + EditorGUI.BeginChangeCheck(); + editMode = GUILayout.Toggle(editMode,new GUIContent("Edit particles",Resources.Load("EditParticles")),"LargeButton"); + if (EditorGUI.EndChangeCheck()){ + SceneView.RepaintAll(); + } + GUI.enabled = true; + + EditorGUILayout.LabelField("Status: "+ (bone.Initialized ? "Initialized":"Not initialized")); + + if (GUILayout.Button("Initialize")){ + if (!bone.Initialized){ + CoroutineJob job = new CoroutineJob(); + routine = EditorCoroutine.StartCoroutine(job.Start(bone.GeneratePhysicRepresentationForMesh())); + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + }else{ + if (EditorUtility.DisplayDialog("Actor initialization","Are you sure you want to re-initialize this actor?","Ok","Cancel")){ + CoroutineJob job = new CoroutineJob(); + routine = EditorCoroutine.StartCoroutine(job.Start(bone.GeneratePhysicRepresentationForMesh())); + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + } + } + } + + EditorGUI.BeginChangeCheck(); + ObiSolver solver = EditorGUILayout.ObjectField("Solver",bone.Solver, typeof(ObiSolver), true) as ObiSolver; + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(bone, "Set solver"); + bone.Solver = solver; + } + + bool newSelfCollisions = EditorGUILayout.Toggle(new GUIContent("Self collisions","Enabling this allows particles generated by this actor to interact with each other."),bone.SelfCollisions); + if (bone.SelfCollisions != newSelfCollisions){ + Undo.RecordObject(bone, "Set self collisions"); + bone.SelfCollisions = newSelfCollisions; + } + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script","chainLinks"); + + // Progress bar: + EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...",routine); + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs.meta new file mode 100644 index 0000000..036de3f --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiBoneEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: afd55b917a2604b3fabf867ac80a7eea +timeCreated: 1492074045 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs b/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs new file mode 100644 index 0000000..444ded7 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs @@ -0,0 +1,295 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiSpline component. + */ + + [CustomEditor(typeof(ObiCatmullRomCurve))] + public class ObiCatmullRomCurveEditor : Editor + { + + ObiCatmullRomCurve spline; + + private static int curvePreviewResolution = 10; + private bool hideSplineHandle; + + private bool[] selectedStatus; + private Vector3[] handleVectors; + Vector3 scale = Vector3.one; + + Rect uirect; + + public void OnEnable(){ + spline = (ObiCatmullRomCurve)target; + hideSplineHandle = false; + selectedStatus = new bool[spline.controlPoints.Count]; + handleVectors = new Vector3[spline.controlPoints.Count]; + } + + private void ResizeCPArrays(){ + Array.Resize(ref selectedStatus,spline.controlPoints.Count); + Array.Resize(ref handleVectors,spline.controlPoints.Count); + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + EditorGUI.BeginChangeCheck(); + bool closed = EditorGUILayout.Toggle("Closed",spline.Closed); + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Open/Close curve"); + spline.Closed = closed; + } + + hideSplineHandle = EditorGUILayout.Toggle("Hide spline handle",hideSplineHandle); + + if (GUILayout.Button("Add control point")){ + Undo.RecordObject(spline, "Add control point"); + + for (int i = 0; i < spline.controlPoints.Count; ++i){ + if (selectedStatus[i] || i == spline.controlPoints.Count-1){ + + Vector3 cp = spline.GetPositionAt((i-1+0.5f)/(float)(spline.controlPoints.Count-3)); + + spline.controlPoints.Insert(i+1,cp); + break; + } + } + + } + + if (GUILayout.Button("Remove selected control points")){ + + Undo.RecordObject(spline, "Remove control points"); + List toBeDeleted = new List(); + + for (int i = 0; i < spline.controlPoints.Count; ++i){ + if (selectedStatus[i]){ + toBeDeleted.Add(i); + selectedStatus[i] = false; + } + } + + if (spline.controlPoints.Count - toBeDeleted.Count < 4) + EditorUtility.DisplayDialog("Ooops!","Cannot remove that many points. Catmull-Rom splines need at least 4 points to be defined.","Ok"); + else{ + toBeDeleted.Sort(); + toBeDeleted.Reverse(); + foreach(int i in toBeDeleted) + spline.controlPoints.RemoveAt(i); + } + + } + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + + public void SplineCPTools(Vector3[] controlPoints){ + + // Find center of all selected control points: + Vector3 averagePos = Vector3.zero; + int numSelectedCPs = 0; + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + averagePos += controlPoints[i]; + numSelectedCPs++; + } + } + averagePos /= numSelectedCPs; + + // Calculate handle rotation, for local or world pivot modes. + Quaternion handleRotation = Tools.pivotRotation == PivotRotation.Local ? spline.transform.rotation : Quaternion.identity; + Tools.hidden = hideSplineHandle; + + int oldHotControl = GUIUtility.hotControl; + + // Transform handles: + if (numSelectedCPs > 0){ + + switch (Tools.current) + { + case Tool.Move:{ + EditorGUI.BeginChangeCheck(); + Vector3 newPos = Handles.PositionHandle(averagePos,handleRotation); + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Move control point"); + + Vector3 delta = spline.transform.InverseTransformVector(newPos - averagePos); + + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + spline.DisplaceControlPoint(i,delta); + } + } + + } + }break; + + case Tool.Scale:{ + EditorGUI.BeginChangeCheck(); + scale = Handles.ScaleHandle(scale,averagePos,handleRotation,HandleUtility.GetHandleSize(averagePos)); + + // handle has just been (de)selected: + if (GUIUtility.hotControl != oldHotControl){ + scale = Vector3.one; + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + handleVectors[i] = controlPoints[i] - averagePos; + } + } + } + + if (EditorGUI.EndChangeCheck()){ + + Undo.RecordObject(spline, "Scale control point"); + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + Vector3 newPos = averagePos + Vector3.Scale(handleVectors[i],scale); + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[i]); + spline.DisplaceControlPoint(i,delta); + } + } + + } + }break; + + case Tool.Rotate:{ + EditorGUI.BeginChangeCheck(); + Quaternion newRotation = Handles.RotationHandle(Quaternion.identity,averagePos); + + // handle has just been (de)selected: + if (GUIUtility.hotControl != oldHotControl){ + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + handleVectors[i] = controlPoints[i] - averagePos; + } + } + } + + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(spline, "Rotate control point"); + + for (int i = 0; i < controlPoints.Length; ++i){ + if (selectedStatus[i]){ + Vector3 newPos = averagePos + newRotation*handleVectors[i]; + Vector3 delta = spline.transform.InverseTransformVector(newPos - controlPoints[i]); + spline.DisplaceControlPoint(i,delta); + } + } + } + }break; + } + } + } + + /** + * Draws selected pin constraints in the scene view. + */ + public void OnSceneGUI(){ + + ResizeCPArrays(); + + if (spline.controlPoints.Count < 4) + return; + + // World space control points: + Vector3[] controlPoints = new Vector3[spline.controlPoints.Count]; + for (int i = 0; i < controlPoints.Length; ++i) + controlPoints[i] = spline.transform.TransformPoint(spline.controlPoints[i]); + + if (Event.current.type == EventType.Repaint){ + + Matrix4x4 prevMatrix = Handles.matrix; + Handles.color = Color.white; + Handles.matrix = spline.transform.localToWorldMatrix; + + // Draw tangents: + if (!spline.Closed){ + Handles.color = Color.blue; + Handles.DrawDottedLine(spline.controlPoints[1],spline.controlPoints[0],2); + Handles.DrawDottedLine(spline.controlPoints[spline.controlPoints.Count-2], + spline.controlPoints[spline.controlPoints.Count-1],2); + } + + Handles.matrix = prevMatrix; + + // Draw control points: + for (int i = 0; i < controlPoints.Length; ++i){ + + Handles.color = (!spline.Closed && (i == 0 || i == controlPoints.Length-1)) ? Color.blue : Color.white; + + if (spline.Closed && (i <= 2 || i >= controlPoints.Length-3)){ + if ((i == 1 || i == controlPoints.Length-2) && (selectedStatus[1] || selectedStatus[controlPoints.Length-2])) + Handles.color = Color.red; + else if ((i == 2 || i == controlPoints.Length-1) && (selectedStatus[2] || selectedStatus[controlPoints.Length-1])) + Handles.color = Color.red; + else if ((i == 0 || i == controlPoints.Length-3) && (selectedStatus[0] || selectedStatus[controlPoints.Length-3])) + Handles.color = Color.red; + }else if (selectedStatus[i]){ + Handles.color = Color.red; + } + + float size = HandleUtility.GetHandleSize(controlPoints[i])*0.1f; + if (!spline.Closed && (i == 0 || i == controlPoints.Length-1)) + Handles.DotHandleCap(0,controlPoints[i],Quaternion.identity,size*0.25f,EventType.Repaint); + else + Handles.SphereHandleCap(0,controlPoints[i],Quaternion.identity,size,EventType.Repaint); + + } + + } + + // Control point selection handle: + if (ObiSplineHandles.SplineCPSelector(controlPoints,selectedStatus)) + Repaint(); + + // Draw cp tool handles: + SplineCPTools(controlPoints); + + } + + + [DrawGizmo(GizmoType.Selected)] + private static void GizmoTest(ObiCatmullRomCurve spline, GizmoType gizmoType) + { + + Matrix4x4 prevMatrix = Handles.matrix; + Color oldColor = Handles.color; + + // Draw the curve: + int curveSegments = spline.GetNumSpans() * curvePreviewResolution; + Vector3[] samples = new Vector3[curveSegments+1]; + for (int i = 0; i <= curveSegments; ++i){ + samples[i] = spline.GetPositionAt(i/(float)curveSegments); + } + + Handles.matrix = spline.transform.localToWorldMatrix; + Handles.color = Color.white; + Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual; + Handles.DrawPolyLine(samples); + + Handles.color = new Color(1,1,1,0.25f); + Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater; + Handles.DrawPolyLine(samples); + + Handles.color = oldColor; + Handles.matrix = prevMatrix; + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs.meta new file mode 100644 index 0000000..0e9e75c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiCatmullRomCurveEditor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: e291d7842f2234d2e96ca2cda766d9e5 +labels: +- ObiRope +timeCreated: 1455156272 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs b/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs new file mode 100644 index 0000000..f3ba3ef --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs @@ -0,0 +1,318 @@ +using UnityEngine; +using UnityEditor; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +public struct ParticleStampInfo{ + + public int index; + public float sqrDistanceToMouse; + + public ParticleStampInfo(int particleIndex, float particleDistanceToBrush){ + this.index = particleIndex; + this.sqrDistanceToMouse = particleDistanceToBrush; + } +} + +public class ObiClothParticleHandles +{ + + static int particleSelectorHash = "ObiParticleSelectorHash".GetHashCode(); + static int particleBrushHash = "ObiParticleBrushHash".GetHashCode(); + + static Vector2 startPos; + static Vector2 currentPos; + static bool dragging = false; + static Rect marquee; + + public static bool ParticleSelector(Vector3[] positions, + bool[] selectionStatus, + ObiParticleActorEditor.FaceCulling selectBackfaces, + bool[] facingCamera){ + + Matrix4x4 cachedMatrix = Handles.matrix; + + int controlID = GUIUtility.GetControlID(particleSelectorHash,FocusType.Passive); + int selectedParticleIndex = -1; + bool selectionStatusChanged = false; + + // select vertex on mouse click: + switch (Event.current.GetTypeForControl(controlID)){ + + case EventType.MouseDown: + + if (Event.current.button != 0) break; + + startPos = Event.current.mousePosition; + marquee.Set(0,0,0,0); + + // If the user is pressing shift, accumulate selection. + if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){ + for(int i = 0; i < selectionStatus.Length; i++) + selectionStatus[i] = false; + } + + // If the user is holding down control, dont allow selection of other objects and use marquee tool. + if ((Event.current.modifiers & EventModifiers.Control) != 0) + GUIUtility.hotControl = controlID; + + float minSqrDistance = System.Single.MaxValue; + + for(int i = 0; i < positions.Length; i++){ + + // skip not selectable particles: + switch(selectBackfaces){ + case ObiParticleActorEditor.FaceCulling.Back: if (!facingCamera[i]) continue; break; + case ObiParticleActorEditor.FaceCulling.Front: if (facingCamera[i]) continue; break; + } + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + // get distance from mouse position to particle position: + float sqrDistance = Vector2.SqrMagnitude(startPos-pos); + + // check if this particle is closer to the cursor that any previously considered particle. + if (sqrDistance < 100 && sqrDistance < minSqrDistance){ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle. + minSqrDistance = sqrDistance; + selectedParticleIndex = i; + } + + } + + if (selectedParticleIndex >= 0){ // toggle particle selection status. + + selectionStatus[selectedParticleIndex] = !selectionStatus[selectedParticleIndex]; + selectionStatusChanged = true; + + // Prevent cloth deselection if we have selected a particle: + GUIUtility.hotControl = controlID; + Event.current.Use(); + + } + else if (Event.current.modifiers == EventModifiers.None){ // deselect all particles: + for(int i = 0; i < selectionStatus.Length; i++) + selectionStatus[i] = false; + + selectionStatusChanged = true; + } + + break; + + case EventType.MouseMove: + SceneView.RepaintAll(); + break; + + case EventType.MouseDrag: + + if (GUIUtility.hotControl == controlID){ + + currentPos = Event.current.mousePosition; + if (!dragging && Vector2.Distance(startPos, currentPos) > 5) { + dragging = true; + }else{ + GUIUtility.hotControl = controlID; + Event.current.Use(); + } + + //update marquee rect: + float left = Mathf.Min(startPos.x,currentPos.x); + float right = Mathf.Max(startPos.x,currentPos.x); + float bottom = Mathf.Min(startPos.y,currentPos.y); + float top = Mathf.Max(startPos.y,currentPos.y); + + marquee = new Rect(left, bottom, right - left, top - bottom); + + } + + break; + + case EventType.MouseUp: + + if (GUIUtility.hotControl == controlID){ + + dragging = false; + + for(int i = 0; i < positions.Length; i++){ + + // skip not selectable particles: + switch(selectBackfaces){ + case ObiParticleActorEditor.FaceCulling.Back: if (!facingCamera[i]) continue; break; + case ObiParticleActorEditor.FaceCulling.Front: if (facingCamera[i]) continue; break; + } + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax){ + selectionStatus[i] = true; + selectionStatusChanged = true; + } + + } + + GUIUtility.hotControl = 0; + Event.current.Use(); + } + + break; + + case EventType.Repaint: + + Handles.matrix = Matrix4x4.identity; + + if(dragging){ + GUISkin oldSkin = GUI.skin; + GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); + Handles.BeginGUI(); + GUI.Box (new Rect (marquee.xMin, marquee.yMin, marquee.width, marquee.height),""); + Handles.EndGUI(); + GUI.skin = oldSkin; + } + + Handles.matrix = cachedMatrix; + + break; + + } + + return selectionStatusChanged; + } + + + public static bool ParticleBrush(Vector3[] positions, + ObiParticleActorEditor.FaceCulling selectBackfaces, + bool[] facingCamera, + float radius, + Action strokeStart, + Action,bool> particlesAffected, + Action strokeEnd, + Texture2D brushImage){ + + Matrix4x4 cachedMatrix = Handles.matrix; + + int controlID = GUIUtility.GetControlID(particleBrushHash,FocusType.Passive); + bool selectionStatusChanged = false; + + List affectedParticles = new List(); + + switch (Event.current.GetTypeForControl(controlID)){ + + case EventType.MouseDown: + + if (Event.current.button != 0 || (Event.current.modifiers & ~EventModifiers.Shift) != EventModifiers.None) break; + + GUIUtility.hotControl = controlID; + startPos = Event.current.mousePosition; + + for(int i = 0; i < positions.Length; i++){ + + // skip not selectable particles: + switch(selectBackfaces){ + case ObiParticleActorEditor.FaceCulling.Back: if (!facingCamera[i]) continue; break; + case ObiParticleActorEditor.FaceCulling.Front: if (facingCamera[i]) continue; break; + } + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + // get distance from mouse position to particle position: + float sqrDistance = Vector2.SqrMagnitude(startPos-pos); + + if (sqrDistance < radius*radius){ + affectedParticles.Add(new ParticleStampInfo(i,sqrDistance)); + } + + } + + if (affectedParticles.Count > 0){ + selectionStatusChanged = true; + if (strokeStart != null) strokeStart(); + if (particlesAffected != null) particlesAffected(affectedParticles,(Event.current.modifiers & EventModifiers.Shift) != 0); + } + + Event.current.Use(); + + break; + + case EventType.MouseMove: + SceneView.RepaintAll(); + break; + + case EventType.MouseDrag: + + if (GUIUtility.hotControl == controlID){ + + currentPos = Event.current.mousePosition; + dragging = true; + + for(int i = 0; i < positions.Length; i++){ + + // skip not selectable particles: + switch(selectBackfaces){ + case ObiParticleActorEditor.FaceCulling.Back: if (!facingCamera[i]) continue; break; + case ObiParticleActorEditor.FaceCulling.Front: if (facingCamera[i]) continue; break; + } + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + // get distance from mouse position to particle position: + float sqrDistance = Vector2.SqrMagnitude(currentPos-pos); + + if (sqrDistance < radius*radius){ + affectedParticles.Add(new ParticleStampInfo(i,sqrDistance)); + } + + } + + if (affectedParticles.Count > 0){ + selectionStatusChanged = true; + if (particlesAffected != null) particlesAffected(affectedParticles,(Event.current.modifiers & EventModifiers.Shift) != 0); + } + + Event.current.Use(); + + } + + break; + + case EventType.MouseUp: + + if (GUIUtility.hotControl == controlID){ + + dragging = false; + + GUIUtility.hotControl = 0; + Event.current.Use(); + if (strokeEnd != null) strokeEnd(); + } + + break; + + case EventType.Repaint: + + Handles.matrix = Matrix4x4.identity; + + Handles.BeginGUI(); + GUI.DrawTexture (new Rect (Event.current.mousePosition.x - radius, + Event.current.mousePosition.y - radius, + radius*2, + radius*2),brushImage); + Handles.EndGUI(); + + Handles.matrix = cachedMatrix; + + break; + + } + + return selectionStatusChanged; + } + +} +} + diff --git a/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs.meta b/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs.meta new file mode 100644 index 0000000..326248b --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiClothParticleHandles.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4f2c71cce41db4c9b86c3a7be9bd88e6 +timeCreated: 1441947257 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs b/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs new file mode 100644 index 0000000..a9a61d3 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs @@ -0,0 +1,46 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiCollider assets. + */ + + [CustomEditor(typeof(ObiCollider2D)), CanEditMultipleObjects] + public class ObiCollider2DEditor : Editor + { + + ObiCollider2D collider; + + public void OnEnable(){ + collider = (ObiCollider2D)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + EditorGUI.BeginChangeCheck(); + ObiCollisionMaterial material = EditorGUILayout.ObjectField("Collision material",collider.CollisionMaterial, typeof(ObiCollisionMaterial), false) as ObiCollisionMaterial; + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(collider, "Set collision material"); + collider.CollisionMaterial = material; + } + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs.meta new file mode 100644 index 0000000..661c71c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiCollider2DEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3250daec788eb43c59740d0e88676a36 +timeCreated: 1509619490 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs b/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs new file mode 100644 index 0000000..5b03abe --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs @@ -0,0 +1,33 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiCollider assets. + */ + + [CustomEditor(typeof(ObiCollider)), CanEditMultipleObjects] + public class ObiColliderEditor : Editor + { + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs.meta new file mode 100644 index 0000000..0373df8 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiColliderEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7c99a0a8358754501b3c8089185b0e6f +timeCreated: 1502034385 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs b/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs new file mode 100644 index 0000000..05ae172 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs @@ -0,0 +1,66 @@ +using UnityEngine; +using UnityEditor; +using System; + +namespace Obi +{ + + [CustomPropertyDrawer(typeof(Oni.ConstraintParameters))] + public class ObiConstraintParametersDrawer : PropertyDrawer + { + public static float padding = 4; + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + float propHeight = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + + // Remove the "Constraint Parameters" trailing in the label: + string shortenedLabel = label.text.Remove(label.text.Length-22); + + EditorGUI.BeginProperty(position, label, property); + + SerializedProperty enabled = property.FindPropertyRelative("enabled"); + Rect contRect = new Rect(position.x+padding, position.y+padding, position.width-padding*2, propHeight); + + // Draw a box around the parameters: + GUI.enabled = enabled.boolValue; + GUI.Box(position,"",EditorStyles.helpBox); + GUI.enabled = true; + + // Draw main constraint toggle: + enabled.boolValue = EditorGUI.ToggleLeft(contRect, shortenedLabel, enabled.boolValue); + + if (enabled.boolValue){ + + Rect evalRect = new Rect(position.x+padding, position.y+propHeight+padding, position.width-padding*2, propHeight); + Rect iterRect = new Rect(position.x+padding, position.y+propHeight*2+padding, position.width-padding*2, propHeight); + Rect sorRect = new Rect(position.x+padding, position.y+propHeight*3+padding, position.width-padding*2, EditorGUIUtility.singleLineHeight); + + EditorGUI.indentLevel++; + Rect evalCtrl = EditorGUI.PrefixLabel(evalRect,new GUIContent("Evaluation"),EditorStyles.miniLabel); + EditorGUI.PropertyField(evalCtrl, property.FindPropertyRelative("evaluationOrder"),GUIContent.none); + + Rect iterCtrl = EditorGUI.PrefixLabel(iterRect,new GUIContent("Iterations"),EditorStyles.miniLabel); + EditorGUI.PropertyField(iterCtrl, property.FindPropertyRelative("iterations"),GUIContent.none); + + Rect sorCtrl = EditorGUI.PrefixLabel(sorRect,new GUIContent("Relaxation"),EditorStyles.miniLabel); + EditorGUI.PropertyField(sorCtrl, property.FindPropertyRelative("SORFactor"),GUIContent.none); + EditorGUI.indentLevel--; + + } + + EditorGUI.EndProperty(); + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + SerializedProperty enabled = property.FindPropertyRelative("enabled"); + if (enabled.boolValue) + return EditorGUIUtility.singleLineHeight*4 + EditorGUIUtility.standardVerticalSpacing*3 + padding*2; + else + return EditorGUIUtility.singleLineHeight + padding*2; + } + } + +} + diff --git a/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs.meta b/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs.meta new file mode 100644 index 0000000..ec24a96 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiConstraintParametersDrawer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bc70cbc4838a4467687180e4d555b069 +timeCreated: 1515057027 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs new file mode 100644 index 0000000..2f9bf5a --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs @@ -0,0 +1,43 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiDistanceConstraints component. + */ + + [CustomEditor(typeof(ObiDistanceConstraints)), CanEditMultipleObjects] + public class ObiDistanceConstraintsEditor : Editor + { + + ObiDistanceConstraints constraints; + + public void OnEnable(){ + constraints = (ObiDistanceConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + } + +} + diff --git a/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs.meta new file mode 100644 index 0000000..234b87e --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDistanceConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bc8fc1e1b237246c8a8911a01a9a02af +timeCreated: 1444768883 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs b/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs new file mode 100644 index 0000000..c8d62d9 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs @@ -0,0 +1,190 @@ +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Collections; + +namespace Obi{ + [CustomEditor(typeof(ObiDistanceField))] + public class ObiDistanceFieldEditor : Editor + { + + ObiDistanceField distanceField; + + PreviewHelpers previewHelper; + Vector2 previewDir; + Material previewMaterial; + + Mesh previewMesh; + Texture3D volumeTexture; + + protected EditorCoroutine routine; + + [MenuItem("Assets/Create/Obi/Obi Distance Field")] + public static void CreateDistanceField () + { + ObiEditorUtils.CreateAsset (); + } + + private void UpdatePreview(){ + + CleanupPreview(); + + if (distanceField.InputMesh != null){ + + previewMesh = CreateMeshForBounds(distanceField.FieldBounds); + previewMesh.hideFlags = HideFlags.HideAndDontSave; + + volumeTexture = distanceField.GetVolumeTexture(64); + volumeTexture.hideFlags = HideFlags.HideAndDontSave; + + previewMaterial = Resources.Load("DistanceFieldPreview"); + previewMaterial.SetTexture("_Volume",volumeTexture); + previewMaterial.SetVector("_AABBMin",-distanceField.FieldBounds.extents); + previewMaterial.SetVector("_AABBMax",distanceField.FieldBounds.extents); + } + + } + + private void CleanupPreview(){ + GameObject.DestroyImmediate(previewMesh); + GameObject.DestroyImmediate(volumeTexture); + } + + public void OnEnable(){ + distanceField = (ObiDistanceField) target; + previewHelper = new PreviewHelpers(); + UpdatePreview(); + } + + public void OnDisable(){ + EditorUtility.ClearProgressBar(); + previewHelper.Cleanup(); + CleanupPreview(); + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + GUI.enabled = (distanceField.InputMesh != null); + if (GUILayout.Button("Generate")){ + // Start a coroutine job in the editor. + CoroutineJob job = new CoroutineJob(); + routine = EditorCoroutine.StartCoroutine( job.Start( distanceField.Generate())); + EditorUtility.SetDirty(target); + } + GUI.enabled = true; + + // Show job progress: + EditorCoroutine.ShowCoroutineProgressBar("Generating distance field",routine); + + //If the generation routine has been completed, release it and update volumetric preview: + if (routine != null && routine.IsDone){ + routine = null; + UpdatePreview(); + } + + int nodeCount = (distanceField.nodes != null ? distanceField.nodes.Length : 0); + float resolution = distanceField.FieldBounds.size.x / distanceField.EffectiveSampleSize; + EditorGUILayout.HelpBox("Nodes: "+ nodeCount+"\n"+ + "Size in memory: "+ (nodeCount * 0.052f).ToString("0.#") +" kB\n"+ + "Compressed to: " + (nodeCount / Mathf.Pow(resolution,3) * 100).ToString("0.##") + "%",MessageType.Info); + + if (GUI.changed) + serializedObject.ApplyModifiedProperties(); + + } + + public override bool HasPreviewGUI(){ + return true; + } + + public override void OnInteractivePreviewGUI(Rect region, GUIStyle background) + { + previewDir = PreviewHelpers.Drag2D(previewDir, region); + + if (Event.current.type != EventType.Repaint || previewMesh == null) + { + return; + } + + Quaternion quaternion = Quaternion.Euler(this.previewDir.y, 0f, 0f) * Quaternion.Euler(0f, this.previewDir.x, 0f) * Quaternion.Euler(0, 120, -20f); + + previewHelper.BeginPreview(region, background); + + Bounds bounds = previewMesh.bounds; + float magnitude = Mathf.Sqrt(bounds.extents.sqrMagnitude); + float num = 4f * magnitude; + previewHelper.m_Camera.transform.position = -Vector3.forward * num; + previewHelper.m_Camera.transform.rotation = Quaternion.identity; + previewHelper.m_Camera.nearClipPlane = num - magnitude * 1.1f; + previewHelper.m_Camera.farClipPlane = num + magnitude * 1.1f; + + // Compute matrix to rotate the mesh around the center of its bounds: + Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero,quaternion,Vector3.one) * Matrix4x4.TRS(-bounds.center,Quaternion.identity,Vector3.one); + + Graphics.DrawMesh(previewMesh, matrix, previewMaterial,1, previewHelper.m_Camera, 0); + + Texture texture = previewHelper.EndPreview(); + GUI.DrawTexture(region, texture, ScaleMode.StretchToFill, true); + + } + + /** + * Creates a solid mesh from some Bounds. This is used to display the distance field volumetric preview. + */ + private Mesh CreateMeshForBounds(Bounds b){ + Mesh m = new Mesh(); + + /** Indices of bounds corners: + + Y + 2 6 + +------+ + 3 .'| 7 .'| + +---+--+' | + | | | | + | +--+---+ X + | .' 0 | .' 4 + +------+' + Z 1 5 + + */ + Vector3[] vertices = new Vector3[8]{ + b.center + new Vector3(-b.extents.x,-b.extents.y,-b.extents.z), //0 + b.center + new Vector3(-b.extents.x,-b.extents.y,b.extents.z), //1 + b.center + new Vector3(-b.extents.x,b.extents.y,-b.extents.z), //2 + b.center + new Vector3(-b.extents.x,b.extents.y,b.extents.z), //3 + b.center + new Vector3(b.extents.x,-b.extents.y,-b.extents.z), //4 + b.center + new Vector3(b.extents.x,-b.extents.y,b.extents.z), //5 + b.center + new Vector3(b.extents.x,b.extents.y,-b.extents.z), //6 + b.center + new Vector3(b.extents.x,b.extents.y,b.extents.z) //7 + }; + int[] triangles = new int[36]{ + 2,3,7, + 6,2,7, + + 7,5,4, + 6,7,4, + + 3,1,5, + 7,3,5, + + 2,0,3, + 3,0,1, + + 6,4,2, + 2,4,0, + + 4,5,0, + 5,1,0 + }; + + m.vertices = vertices; + m.triangles = triangles; + return m; + } + } +} diff --git a/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs.meta new file mode 100644 index 0000000..60e8555 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDistanceFieldEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5d47dd3a8215841aca1fe5b272cb24f2 +timeCreated: 1507046737 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs b/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs new file mode 100644 index 0000000..f805a6d --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs @@ -0,0 +1,72 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; + +namespace Obi{ +public class ObiDraggableIcon { + + public static bool Draw(bool selected, int id, ref Vector2 position, Color color){ + + Texture texture = Resources.Load("Particle"); + + int controlID = GUIUtility.GetControlID(id,FocusType.Passive); + + // select vertex on mouse click: + switch (Event.current.GetTypeForControl(controlID)){ + + case EventType.MouseDown: + + Rect area = new Rect (position.x-texture.height*0.5f, position.y-texture.height*0.5f, texture.height*2, texture.height*2); + + if (area.Contains(Event.current.mousePosition)){ + selected = true; + GUIUtility.hotControl = controlID; + Event.current.Use(); + }else if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Command) == 0){ + + selected = false; + + } + + break; + + case EventType.MouseDrag: + + if (GUIUtility.hotControl == controlID){ + + position = Event.current.mousePosition; + GUI.changed = true; + + Event.current.Use(); + + } + + break; + + case EventType.MouseUp: + + if (GUIUtility.hotControl == controlID){ + + GUIUtility.hotControl = 0; + Event.current.Use(); + + } + + break; + + case EventType.Repaint: + + Color oldColor = GUI.color; + GUI.color = color; + Rect rect = new Rect (position.x-texture.height*0.5f, position.y-texture.height*0.5f, texture.height, texture.height); + GUI.DrawTextureWithTexCoords (rect,texture,new Rect(selected?0.5f:0,0,0.5f,1)); + GUI.color = oldColor; + + break; + + } + + return selected; + } +} +} diff --git a/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs.meta b/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs.meta new file mode 100644 index 0000000..76328d6 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiDraggableIcon.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ee98c43b347d64b2fadd361cf7bc6bc0 +timeCreated: 1464077097 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs b/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs new file mode 100644 index 0000000..31c1a3b --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs @@ -0,0 +1,43 @@ +using System; +using UnityEngine; +using UnityEditor; +using System.IO; + +namespace Obi{ + + public class ObiEditorUtils + { + public static float GaussianBrushProfile(float distance, float ro){ + // maxradius = 15: + return Mathf.Exp(-(distance*distance*225)/(2*ro*ro)); + } + + /** + * This makes it easy to create, name and place unique new ScriptableObject asset files. + */ + public static void CreateAsset () where T : ScriptableObject + { + T asset = ScriptableObject.CreateInstance (); + + string path = AssetDatabase.GetAssetPath (Selection.activeObject); + if (path == "") + { + path = "Assets"; + } + else if (Path.GetExtension (path) != "") + { + path = path.Replace (Path.GetFileName (AssetDatabase.GetAssetPath (Selection.activeObject)), ""); + } + + string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath (path + "/New " + typeof(T).ToString() + ".asset"); + + AssetDatabase.CreateAsset (asset, assetPathAndName); + + AssetDatabase.SaveAssets (); + EditorUtility.FocusProjectWindow (); + Selection.activeObject = asset; + } + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs.meta b/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs.meta new file mode 100644 index 0000000..582e664 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEditorUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 57c936f7a4f99456d944beed51c5b935 +timeCreated: 1452817402 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs b/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs new file mode 100644 index 0000000..85bae40 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs @@ -0,0 +1,127 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiEmitter components. + * Allows particle emission and constraint edition. + * + * Selection: + * + * - To select a particle, left-click on it. + * - You can select multiple particles by holding shift while clicking. + * - To deselect all particles, click anywhere on the object except a particle. + * + * Constraints: + * + * - To edit particle constraints, select the particles you wish to edit. + * - Constraints affecting any of the selected particles will appear in the inspector. + * - To add a new pin constraint to the selected particle(s), click on "Add Pin Constraint". + * + */ + [CustomEditor(typeof(ObiEmitter)), CanEditMultipleObjects] + public class ObiEmitterEditor : ObiParticleActorEditor + { + + [MenuItem("GameObject/3D Object/Obi/Obi Emitter",false,4)] + static void CreateObiCloth() + { + GameObject c = new GameObject("Obi Emitter"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Emitter"); + c.AddComponent(); + //c.AddComponent(); + c.AddComponent(); + } + + [MenuItem("GameObject/3D Object/Obi/Obi Emitter (with solver)",false,5)] + static void CreateObiClothWithSolver() + { + + GameObject c = new GameObject("Obi Emitter"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Emitter"); + ObiEmitter em = c.AddComponent(); + //c.AddComponent(); + c.AddComponent(); + + ObiSolver solver = c.AddComponent(); + em.Solver = solver; + + } + + ObiEmitter emitter; + + public override void OnEnable(){ + base.OnEnable(); + emitter = (ObiEmitter)target; + } + + public override void OnDisable(){ + base.OnDisable(); + EditorUtility.ClearProgressBar(); + } + + public override void UpdateParticleEditorInformation(){ + + for(int i = 0; i < emitter.positions.Length; i++) + { + wsPositions[i] = emitter.GetParticlePosition(i); + facingCamera[i] = true; + } + + } + + protected override void SetPropertyValue(ParticleProperty property,int index, float value){ + if (index >= 0 && index < emitter.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass: + emitter.invMasses[index] = 1.0f / Mathf.Max(value,0.00001f); + break; + } + } + } + + protected override float GetPropertyValue(ParticleProperty property, int index){ + if (index >= 0 && index < emitter.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass:{ + return 1.0f/emitter.invMasses[index]; + } + } + } + return 0; + } + + public override void OnInspectorGUI() { + + serializedObject.Update(); + + /*GUI.enabled = emitter.Initialized; + EditorGUI.BeginChangeCheck(); + editMode = GUILayout.Toggle(editMode,new GUIContent("Edit particles",EditorGUIUtility.Load("Obi/EditParticles.psd") as Texture2D),"LargeButton"); + if (EditorGUI.EndChangeCheck()){ + SceneView.RepaintAll(); + } + GUI.enabled = true;*/ + + EditorGUILayout.HelpBox("Active particles:"+ emitter.ActiveParticles,MessageType.Info); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + emitter.UpdateParticlePhases(); //TODO: only do this when changing material. + serializedObject.ApplyModifiedProperties(); + } + + } + + } +} + + + + diff --git a/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs.meta new file mode 100644 index 0000000..bfa9677 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEmitterEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24cd061104b2a4ee8b6cad1ee89b453b +timeCreated: 1455682262 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs b/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs new file mode 100644 index 0000000..58d31a0 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs @@ -0,0 +1,64 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiEmitterMaterial assets. + */ + + [CustomEditor(typeof(ObiEmitterMaterial),true), CanEditMultipleObjects] + public class ObiEmitterMaterialEditor : Editor + { + + [MenuItem("Assets/Create/Obi/Obi Emitter Material Fluid")] + public static void CreateObiEmitterMaterialFluid () + { + ObiEditorUtils.CreateAsset (); + } + + [MenuItem("Assets/Create/Obi/Obi Emitter Material Granular")] + public static void CreateObiEmitterMaterialGranular () + { + ObiEditorUtils.CreateAsset (); + } + + ObiEmitterMaterial material; + + public void OnEnable(){ + material = (ObiEmitterMaterial)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + ObiEmitterMaterial.MaterialChanges changes = ObiEmitterMaterial.MaterialChanges.PER_MATERIAL_DATA | ObiEmitterMaterial.MaterialChanges.PER_PARTICLE_DATA; + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + EditorGUILayout.HelpBox("Particle mass (kg):\n"+ + "2D:"+material.GetParticleMass(Oni.SolverParameters.Mode.Mode2D)+"\n"+ + "3D;"+material.GetParticleMass(Oni.SolverParameters.Mode.Mode3D)+"\n\n"+ + "Particle size:\n"+ + "2D:"+material.GetParticleSize(Oni.SolverParameters.Mode.Mode2D)+"\n"+ + "3D;"+material.GetParticleSize(Oni.SolverParameters.Mode.Mode3D),MessageType.Info); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + material.CommitChanges(changes); + + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs.meta new file mode 100644 index 0000000..bd78adf --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiEmitterMaterialEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 61b290d9a12b0494d95f8802dce735ed +timeCreated: 1470137927 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs b/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs new file mode 100644 index 0000000..4d3f671 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs @@ -0,0 +1,1057 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; + +namespace Obi{ + + /** + * Custom inspector for ObiActor components. + * Allows particle selection and constraint edition. + * + * Selection: + * + * - To select a particle, left-click on it. + * - You can select multiple particles by holding shift while clicking. + * - To deselect all particles, click anywhere on the object except a particle. + * + * Constraints: + * + * - To edit particle constraints, select the particles you wish to edit. + * - Constraints affecting any of the selected particles will appear in the inspector. + * - To add a new pin constraint to the selected particle(s), click on "Add Pin Constraint". + * + */ + [CustomEditor(typeof(ObiActor)), CanEditMultipleObjects] + public abstract class ObiParticleActorEditor : Editor + { + + protected List particlePropertyNames; + + public class ParticleProperty + { + public int Value { get; set; } + + public const int Mass = 0; + public const int Radius = 1; + public const int Layer = 2; + + public ParticleProperty (int value) + { + Value = value; + } + + public static implicit operator int(ParticleProperty cType) + { + return cType.Value; + } + + public static implicit operator ParticleProperty (int value) + { + return new ParticleProperty (value); + } + } + + public enum PaintBrushType{ + Gaussian, + Pencil, + Smooth + } + + public enum FaceCulling{ + Off, + Back, + Front + } + + public enum TextureChannel{ + Red = 0, + Green = 1, + Blue = 2, + Alpha = 3, + } + + ObiActor actor; + Mesh particlesMesh; + protected EditorCoroutine routine; + + public static bool editMode = false; + public static bool selectionBrush = false; + public static bool paintBrush = false; + public static bool textureProperties = false; + public static PaintBrushType paintMode = PaintBrushType.Gaussian; + + public ParticleProperty currentProperty = ParticleProperty.Mass; + + static Gradient valueGradient = new Gradient(); + + static protected FaceCulling faceCulling = FaceCulling.Back; + Rect uirect; + + //Property edition related: + static int lastSelectedParticle = 0; + static float newProperty = 0; + + static bool autoRangeDraw = true; + static float maxRangeValue = Single.MinValue; + static float minRangeValue = Single.MaxValue; + + static protected float minPropertyValue = 0; + static protected float maxPropertyValue = 10; + + //Brush related: + static protected float brushRadius = 50; + static protected float brushOpacity = 1; + static protected float brushModulation = 0.1f; + static protected bool selectionMask = false; + + // Texture property stuff: + Texture2D propertyTexture; + TextureChannel textureChannel; + + //Selection related: + static protected int selectedCount = 0; + + //Editor playback related: + static protected bool isPlaying = false; + static protected float lastFrameTime = 0.0f; + static protected float accumulatedTime = 0.0f; + + protected Vector3 camup; + protected Vector3 camright; + protected Vector3 camforward; + + //Additional GUI styles: + static protected GUIStyle separatorLine; + + //Additional status info for all particles: + static public bool[] selectionStatus = new bool[0]; + static protected bool[] facingCamera = new bool[0]; + static protected float[] sqrDistanceToCamera = new float[0]; + static protected int[] sortedIndices = new int[0]; + static protected Vector3[] wsPositions = new Vector3[0]; + + public static int SelectedParticleCount{ + get{return selectedCount;} + } + + public virtual void OnEnable(){ + + actor = (ObiActor)target; + + particlePropertyNames = new List(){"Mass","Radius","Phase"}; + + if (actor.Solver) + actor.Solver.RequireRenderablePositions(); + + particlesMesh = new Mesh(); + particlesMesh.hideFlags = HideFlags.HideAndDontSave; + + SetupValuesGradient(); + + separatorLine = new GUIStyle(EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene).box); + separatorLine.normal.background = Resources.Load("SeparatorLine"); + separatorLine.border = new RectOffset(3,3,0,0); + separatorLine.fixedHeight = 3; + separatorLine.stretchWidth = true; + + EditorApplication.update += Update; + EditorApplication.playmodeStateChanged += OnPlayModeStateChanged; + + } + + public virtual void OnDisable(){ + + if (actor.Solver) + actor.Solver.RelinquishRenderablePositions(); + + GameObject.DestroyImmediate(particlesMesh); + EditorApplication.update -= Update; + EditorApplication.playmodeStateChanged -= OnPlayModeStateChanged; + EditorUtility.ClearProgressBar(); + } + + public void OnDestroy() + { + if ( Application.isEditor ) + { + if(target == null) + actor.DestroyRequiredComponents(); + } + } + + private void SetupValuesGradient(){ + + GradientColorKey[] gck = new GradientColorKey[2]; + gck[0].color = Color.grey*0.7f; + gck[0].time = 0.0f; + gck[1].color = Color.white; + gck[1].time = 1.0f; + + GradientAlphaKey[] gak = new GradientAlphaKey[2]; + gak[0].alpha = 1.0f; + gak[0].time = 0.0f; + gak[1].alpha = 1.0f; + gak[1].time = 1.0f; + + valueGradient.SetKeys(gck,gak); + } + + private void ResizeParticleArrays(){ + + if (actor.positions != null){ + + // Reinitialize particle property min/max values if needed: + if (selectionStatus.Length != actor.positions.Length){ + ParticlePropertyChanged(); + } + + Array.Resize(ref selectionStatus,actor.positions.Length); + Array.Resize(ref facingCamera,actor.positions.Length); + Array.Resize(ref sqrDistanceToCamera,actor.positions.Length); + Array.Resize(ref sortedIndices,actor.positions.Length); + Array.Resize(ref wsPositions,actor.positions.Length); + + } + + } + + public static Material particleMaterial; + public static Material radiiMaterial; + static void CreateParticleMaterials() { + if (!particleMaterial) { + particleMaterial = Resources.Load("EditorParticle"); + } + if (!radiiMaterial) { + radiiMaterial = Resources.Load("EditorParticleRadius"); + } + } + + public void OnSceneGUI(){ + + if (!editMode) + return; + + CreateParticleMaterials(); + + ResizeParticleArrays(); + + if (!actor.Initialized) return; + + if (Camera.current != null){ + + camup = Camera.current.transform.up; + camright = Camera.current.transform.right; + camforward = Camera.current.transform.forward; + } + + if (Event.current.type == EventType.Repaint){ + + // Update camera facing status and world space positions array: + UpdateParticleEditorInformation(); + + // Generate sorted indices for back-to-front rendering: + for(int i = 0; i < sortedIndices.Length; i++) + sortedIndices[i] = i; + + Array.Sort(sortedIndices, (a,b) => sqrDistanceToCamera[b].CompareTo(sqrDistanceToCamera[a])); + + // Draw custom actor stuff. + DrawActorInfo(); + + } + + // Draw tool handles: + if (Camera.current != null){ + + if (paintBrush){ + if (ObiClothParticleHandles.ParticleBrush(wsPositions,faceCulling,facingCamera,brushRadius, + ()=>{ + // As RecordObject diffs with the end of the current frame, + // and this is a multi-frame operation, we need to use RegisterCompleteObjectUndo instead. + Undo.RegisterCompleteObjectUndo(actor, "Paint particles"); + }, + PaintbrushStampCallback, + ()=>{ + EditorUtility.SetDirty(actor); + }, + Resources.Load("BrushHandle"))){ + ParticlePropertyChanged(); + } + }else if (selectionBrush){ + if (ObiClothParticleHandles.ParticleBrush(wsPositions,faceCulling,facingCamera,brushRadius,null, + (List stampInfo,bool modified)=>{ + foreach(ParticleStampInfo info in stampInfo){ + if (actor.active[info.index]) + selectionStatus[info.index] = !modified; + } + },null, + Resources.Load("BrushHandle"))){ + SelectionChanged(); + } + }else{ + if (ObiClothParticleHandles.ParticleSelector(wsPositions,selectionStatus,faceCulling,facingCamera)){ + SelectionChanged(); + } + } + } + + // Sceneview GUI: + Handles.BeginGUI(); + + GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); + + if (Event.current.type == EventType.Repaint){ + uirect = GUILayout.Window(0,uirect,DrawUIWindow,"Particle editor"); + uirect.x = Screen.width/EditorGUIUtility.pixelsPerPoint - uirect.width - 10; //10 and 28 are magic values, since Screen size is not exactly right. + uirect.y = Screen.height/EditorGUIUtility.pixelsPerPoint - uirect.height - 28; + } + + GUILayout.Window(0,uirect,DrawUIWindow,"Particle editor"); + + Handles.EndGUI(); + + } + + private void ForceWindowRelayout(){ + uirect.Set(0,0,0,0); + } + + public static bool IsParticleVisible(int index){ + switch(faceCulling){ + case FaceCulling.Back: return facingCamera[index]; + case FaceCulling.Front: return !facingCamera[index]; + default: return true; + } + } + + protected void DrawParticles(){ + + if (!particleMaterial.SetPass(0)) + return; + + //because each vertex needs to be drawn as a quad. + int particlesPerDrawcall = Constants.maxVertsPerMesh/4; + int drawcallCount = actor.positions.Length / particlesPerDrawcall + 1; + particlesPerDrawcall = Mathf.Min(particlesPerDrawcall,actor.positions.Length); + + int i = 0; + + for (int m = 0; m < drawcallCount; ++m){ + + //Draw all cloth vertices: + particlesMesh.Clear(); + Vector3[] vertices = new Vector3[particlesPerDrawcall * 4]; + Vector2[] uv = new Vector2[particlesPerDrawcall * 4]; + Color[] colors = new Color[particlesPerDrawcall * 4]; + int[] triangles = new int[particlesPerDrawcall * 6]; + + for(int particlesDrawn = 0; i < actor.positions.Length && particlesDrawn < particlesPerDrawcall; ++i, ++particlesDrawn) + { + int sortedIndex = sortedIndices[i]; + + // skip particles not facing the camera, or inactive ones: + if (!actor.active[sortedIndex] || !IsParticleVisible(sortedIndex)) continue; + + int i4 = i*4; + int i41 = i4+1; + int i42 = i4+2; + int i43 = i4+3; + int i6 = i*6; + + // get particle size in screen space: + float size = HandleUtility.GetHandleSize(wsPositions[sortedIndex])*0.05f; + + // get particle color: + Color color; + + if (selectionMask && !selectionStatus[sortedIndex]) + color = Color.gray; + else{ + if (actor.invMasses[sortedIndex] == 0){ + color = Color.red; + }else{ + color = Color.blue; + } + } + + color.a = facingCamera[sortedIndex] ? 1:0.5f; + + uv[i4] = new Vector2(0.5f,1); + uv[i41] = new Vector2(0,1); + uv[i42] = Vector3.zero; + uv[i43] = new Vector2(0.5f,0); + + // highlight the particle if its selected: + if (selectionStatus[sortedIndex]){ + uv[i4] = new Vector2(1,1); + uv[i41] = new Vector2(0.5f,1); + uv[i42] = new Vector3(0.5f,0); + uv[i43] = new Vector2(1,0); + } + + vertices[i4] = wsPositions[sortedIndex] + camup*size + camright*size; + vertices[i41] = wsPositions[sortedIndex] + camup*size - camright*size; + vertices[i42] = wsPositions[sortedIndex] - camup*size - camright*size; + vertices[i43] = wsPositions[sortedIndex] - camup*size + camright*size; + + colors[i4] = color; + colors[i41] = color; + colors[i42] = color; + colors[i43] = color; + + triangles[i6] = i42; + triangles[i6+1] = i41; + triangles[i6+2] = i4; + triangles[i6+3] = i43; + triangles[i6+4] = i42; + triangles[i6+5] = i4; + + } + + particlesMesh.vertices = vertices; + particlesMesh.triangles = triangles; + particlesMesh.uv = uv; + particlesMesh.colors = colors; + + Graphics.DrawMeshNow(particlesMesh,Matrix4x4.identity); + } + } + + protected void DrawParticleRadii(){ + + if (currentProperty == ParticleProperty.Radius){ + + if (!radiiMaterial.SetPass(0)) + return; + + //because each vertex needs to be drawn as a quad. + int particlesPerDrawcall = Constants.maxVertsPerMesh/4; + int drawcallCount = actor.positions.Length / particlesPerDrawcall + 1; + particlesPerDrawcall = Mathf.Min(particlesPerDrawcall,actor.positions.Length); + + int i = 0; + + for (int m = 0; m < drawcallCount; ++m){ + + //Draw all cloth vertices: + particlesMesh.Clear(); + Vector3[] vertices = new Vector3[particlesPerDrawcall * 4]; + Vector2[] uv = new Vector2[particlesPerDrawcall * 4]; + Color[] colors = new Color[particlesPerDrawcall * 4]; + int[] triangles = new int[particlesPerDrawcall * 6]; + + for(int particlesDrawn = 0; i < actor.positions.Length && particlesDrawn < particlesPerDrawcall; ++i, ++particlesDrawn) + { + int sortedIndex = sortedIndices[i]; + + // skip particles not facing the camera, inactive and unselected ones: + if (!actor.active[sortedIndex] || + !selectionStatus[sortedIndex] || + !IsParticleVisible(sortedIndex)) continue; + + int i4 = i*4; + int i41 = i4+1; + int i42 = i4+2; + int i43 = i4+3; + int i6 = i*6; + + // get particle size in screen space: + float size = actor.solidRadii[sortedIndex]; + + // get particle color: + Color color = Color.white; + + color.a = facingCamera[sortedIndex] ? 1:0.5f; + + uv[i4] = new Vector2(1,1); + uv[i41] = new Vector2(0,1); + uv[i42] = Vector3.zero; + uv[i43] = new Vector2(1,0); + + vertices[i4] = wsPositions[sortedIndex] + camup*size + camright*size; + vertices[i41] = wsPositions[sortedIndex] + camup*size - camright*size; + vertices[i42] = wsPositions[sortedIndex] - camup*size - camright*size; + vertices[i43] = wsPositions[sortedIndex] - camup*size + camright*size; + + colors[i4] = color; + colors[i41] = color; + colors[i42] = color; + colors[i43] = color; + + triangles[i6] = i42; + triangles[i6+1] = i41; + triangles[i6+2] = i4; + triangles[i6+3] = i43; + triangles[i6+4] = i42; + triangles[i6+5] = i4; + + + } + particlesMesh.vertices = vertices; + particlesMesh.triangles = triangles; + particlesMesh.uv = uv; + particlesMesh.colors = colors; + + Graphics.DrawMeshNow(particlesMesh,Matrix4x4.identity); + } + + } + + } + + public virtual void UpdateParticleEditorInformation(){ + + for(int i = 0; i < actor.positions.Length; i++) + { + if (actor.active[i]){ + wsPositions[i] = actor.transform.TransformPoint(actor.positions[i]); + facingCamera[i] = true; + } + } + + } + + private void SelectionChanged(){ + + // Find out how many selected particles we have: + selectedCount = 0; + for(int i = 0; i < selectionStatus.Length; i++){ + if (actor.active[i] && selectionStatus[i]){ + selectedCount++; + lastSelectedParticle = i; + } + } + + // Set initial property value: + newProperty = GetPropertyValue(currentProperty,lastSelectedParticle); + + Repaint(); + + } + + /** + * Called when the currenty edited property of any particle as changed. + */ + protected void ParticlePropertyChanged(){ + + if (autoRangeDraw){ + + maxRangeValue = Single.MinValue; + minRangeValue = Single.MaxValue; + + for(int i = 0; i < actor.invMasses.Length; i++){ + + //Skip inactive and fixed particles: + if (!actor.active[i]) continue; + + // Skip fixed particles, if the current property is mass: + if (currentProperty == ParticleProperty.Mass && actor.invMasses[i] == 0) continue; + + float value = GetPropertyValue(currentProperty,i); + maxRangeValue = Mathf.Max(maxRangeValue,value); + minRangeValue = Mathf.Min(minRangeValue,value); + + } + + }else{ + + maxRangeValue = maxPropertyValue; + minRangeValue = minPropertyValue; + + } + + UpdatePropertyInSolver(); + + } + + protected abstract void SetPropertyValue(ParticleProperty property, int index, float value); + + protected abstract float GetPropertyValue(ParticleProperty property, int index); + + protected virtual void UpdatePropertyInSolver(){ + + switch(currentProperty){ + case ParticleProperty.Mass: + actor.PushDataToSolver(ParticleData.INV_MASSES); + break; + case ParticleProperty.Radius: + actor.PushDataToSolver(ParticleData.SOLID_RADII); + break; + case ParticleProperty.Layer: + actor.PushDataToSolver(ParticleData.PHASES); + break; + } + + } + + protected Color GetPropertyValueGradient(float value){ + if (!Mathf.Approximately(minRangeValue, maxRangeValue)) + return valueGradient.Evaluate(Mathf.InverseLerp(minRangeValue,maxRangeValue,value)); + else return valueGradient.Evaluate(0); + } + + protected virtual void DrawActorInfo(){ + DrawParticleRadii(); + DrawParticles(); + } + + /** + * Callback called for each paintbrush stamp (each time the user drags the mouse, and when he first clicks down). + */ + private void PaintbrushStampCallback(List stampInfo, bool modified){ + + // Average and particle count for SMOOTH mode. + float averageValue = 0; + int numParticles = 0; + + foreach(ParticleStampInfo info in stampInfo){ + + // Skip unselected particles, if selection mask is on. + if (selectionMask && !selectionStatus[info.index]) continue; + + switch(paintMode){ + case PaintBrushType.Gaussian: + case PaintBrushType.Pencil: + + float currentValue = GetPropertyValue(currentProperty,info.index); + float profile = (paintMode == PaintBrushType.Pencil) ? brushModulation : + ObiEditorUtils.GaussianBrushProfile(Mathf.Sqrt(info.sqrDistanceToMouse)/brushRadius,4) * brushModulation; + + if (modified){ + SetPropertyValue(currentProperty,info.index,currentValue + profile * (currentValue - newProperty) * brushOpacity); + }else{ + SetPropertyValue(currentProperty,info.index,currentValue - profile * (currentValue - newProperty) * brushOpacity); + } + break; + case PaintBrushType.Smooth: + averageValue += GetPropertyValue(currentProperty,info.index); + numParticles++; + break; + } + + } + + if (paintMode == PaintBrushType.Smooth){ + averageValue /= numParticles; + foreach(ParticleStampInfo info in stampInfo){ + + // Skip unselected particles, if selection mask is on. + if (selectionMask && !selectionStatus[info.index]) continue; + + float currentValue = GetPropertyValue(currentProperty,info.index); + float profile = ObiEditorUtils.GaussianBrushProfile(Mathf.Sqrt(info.sqrDistanceToMouse)/brushRadius,4) * brushModulation; + + if (modified){ //Sharpen + SetPropertyValue(currentProperty,info.index,currentValue + profile * (currentValue - averageValue) * brushOpacity); + }else{ //Smooth + SetPropertyValue(currentProperty,info.index,currentValue - profile * (currentValue - averageValue) * brushOpacity); + } + } + } + + } + + void DrawPlaybackControls(){ + + //------------------------------- + //Playback functions + //------------------------------- + + GUI.enabled = !EditorApplication.isPlaying; + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button(new GUIContent(Resources.Load("RewindButton"),"Rewind"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + + isPlaying = false; + + + if (actor.InSolver){ + actor.RemoveFromSolver(null); + actor.Solver.ResetSimulationTime(); + } + + actor.ResetActor(); + accumulatedTime = 0; + } + + if (GUILayout.Button(new GUIContent(Resources.Load("StopButton"),"Stop"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + isPlaying = false; + } + + if (GUILayout.Button(new GUIContent(Resources.Load("PlayButton"),"Play"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + + if (!actor.InSolver) + actor.AddToSolver(null); + + lastFrameTime = Time.realtimeSinceStartup; + isPlaying = true; + + } + + if (GUILayout.Button(new GUIContent(Resources.Load("StepButton"),"Step forward"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + + isPlaying = false; + + if (!actor.InSolver) + actor.AddToSolver(null); + + if (actor.InSolver){ + actor.Solver.AccumulateSimulationTime(Time.fixedDeltaTime); + actor.Solver.UpdateColliders(); + actor.Solver.SimulateStep(Time.fixedDeltaTime); + actor.Solver.EndFrame(Time.fixedDeltaTime); + } + + } + + GUILayout.EndHorizontal(); + + GUI.enabled = true; + + } + + void DrawSelectionControls(){ + + //GUILayout.Label(selectedCount+" particle(s) selected"); + + GUILayout.BeginHorizontal(); + if (GUILayout.Button(new GUIContent(Resources.Load("InvertButton") ,"Invert selection"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + for(int i = 0; i < selectionStatus.Length; i++){ + if (actor.active[i]) + selectionStatus[i] = !selectionStatus[i]; + } + SelectionChanged(); + } + + GUI.enabled = selectedCount > 0; + if (GUILayout.Button(new GUIContent(Resources.Load("ClearButton") ,"Clear selection"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + for(int i = 0; i < selectionStatus.Length; i++) + selectionStatus[i] = false; + SelectionChanged(); + } + GUI.enabled = true; + + if (GUILayout.Button(new GUIContent(Resources.Load("InvertPinButton") ,"Select fixed"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + for(int i = 0; i < actor.invMasses.Length; i++){ + if (actor.active[i] && actor.invMasses[i] == 0) + selectionStatus[i] = true; + } + SelectionChanged(); + } + + EditorGUI.BeginChangeCheck(); + selectionBrush = GUILayout.Toggle(selectionBrush,new GUIContent(Resources.Load("Paint_brush_icon") ,"Selection brush"),GUI.skin.FindStyle("Button"),GUILayout.MaxHeight(24),GUILayout.Width(42)); + if (EditorGUI.EndChangeCheck()){ + if (selectionBrush){ + paintBrush = false; + } + ForceWindowRelayout(); + } + + GUILayout.EndHorizontal(); + + if (selectionBrush){ + GUILayout.BeginHorizontal(); + GUILayout.Label("Radius"); + brushRadius = EditorGUILayout.Slider(brushRadius,5,200); + GUILayout.EndHorizontal(); + } + } + + void DrawPropertyControls(){ + + GUILayout.BeginHorizontal(); + + // Property dropdown: + EditorGUI.BeginChangeCheck(); + currentProperty = (ParticleProperty) EditorGUILayout.Popup(currentProperty,particlePropertyNames.ToArray()); + if (EditorGUI.EndChangeCheck()){ + newProperty = GetPropertyValue(currentProperty,lastSelectedParticle); + ParticlePropertyChanged(); + } + + // Property value: + EditorGUI.showMixedValue = false; + float selectionProperty = GetPropertyValue(currentProperty,lastSelectedParticle); + for(int i = 0; i < selectionStatus.Length; i++){ + if (selectionStatus[i] && !Mathf.Approximately(GetPropertyValue(currentProperty,i), selectionProperty)){ + EditorGUI.showMixedValue = true; + } + } + + EditorGUI.BeginChangeCheck(); + newProperty = EditorGUILayout.FloatField(newProperty,GUILayout.Width(88)); + if (EditorGUI.EndChangeCheck()){ + + // If we are not in paint mode, allow instant change of particle properties: + if (!paintBrush){ + Undo.RecordObject(actor, "Set particle property"); + for(int i = 0; i < selectionStatus.Length; i++){ + if (!selectionStatus[i]) continue; + SetPropertyValue(currentProperty,i,newProperty); + } + ParticlePropertyChanged(); + } + } + + EditorGUI.showMixedValue = false; + + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button(new GUIContent(Resources.Load("FillButton") ,"Fill property value"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + Undo.RecordObject(actor, "Property fill"); + for(int i = 0; i < selectionStatus.Length; i++){ + // Skip unselected particles, if selection mask is on. + if (selectionMask && !selectionStatus[i]) continue; + + SetPropertyValue(currentProperty,i,newProperty); + } + ParticlePropertyChanged(); + } + + selectionMask = GUILayout.Toggle(selectionMask,new GUIContent(Resources.Load("MaskButton") ,"Selection mask"),GUI.skin.FindStyle("Button"),GUILayout.MaxHeight(24),GUILayout.Width(42)); + + EditorGUI.BeginChangeCheck(); + textureProperties = GUILayout.Toggle(textureProperties,new GUIContent(Resources.Load("TextureButton")),GUI.skin.FindStyle("Button"),GUILayout.MaxHeight(24),GUILayout.Width(42)); + if (EditorGUI.EndChangeCheck()){ + if (textureProperties){ + paintBrush = false; + } + ForceWindowRelayout(); + } + + EditorGUI.BeginChangeCheck(); + paintBrush = GUILayout.Toggle(paintBrush,new GUIContent(Resources.Load("PaintButton") ,"Paint brush"),GUI.skin.FindStyle("Button"),GUILayout.MaxHeight(24),GUILayout.Width(42)); + if (EditorGUI.EndChangeCheck()){ + if (paintBrush){ + selectionBrush = false; + textureProperties = false; + } + ForceWindowRelayout(); + } + + GUILayout.EndHorizontal(); + + if (paintBrush){ + + GUILayout.BeginHorizontal(); + if (GUILayout.Toggle(paintMode == PaintBrushType.Gaussian,new GUIContent(Resources.Load("GaussianButton") ,"Soft brush"),GUI.skin.FindStyle("ButtonLeft"),GUILayout.MaxHeight(28))) + paintMode = PaintBrushType.Gaussian; + if (GUILayout.Toggle(paintMode == PaintBrushType.Pencil,new GUIContent(Resources.Load("PencilButton") ,"Pencil"),GUI.skin.FindStyle("ButtonMid"),GUILayout.MaxHeight(28))) + paintMode = PaintBrushType.Pencil; + if (GUILayout.Toggle(paintMode == PaintBrushType.Smooth,new GUIContent(Resources.Load("SmoothButton") ,"Smooth"),GUI.skin.FindStyle("ButtonRight"),GUILayout.MaxHeight(28))) + paintMode = PaintBrushType.Smooth; + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Radius"); + brushRadius = EditorGUILayout.Slider(brushRadius,5,200); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Opacity"); + brushOpacity = EditorGUILayout.Slider(brushOpacity,0,1); + GUILayout.EndHorizontal(); + + EditorGUI.BeginChangeCheck(); + + // auto range visualization: + autoRangeDraw = GUILayout.Toggle(autoRangeDraw,"Auto range visualization"); + + if (!autoRangeDraw){ + GUILayout.BeginHorizontal(); + GUILayout.Label("Min"); + GUILayout.FlexibleSpace(); + minPropertyValue = EditorGUILayout.FloatField(minPropertyValue,GUILayout.Width(EditorGUIUtility.fieldWidth)); + GUILayout.FlexibleSpace(); + GUILayout.Label("Max"); + GUILayout.FlexibleSpace(); + maxPropertyValue = EditorGUILayout.FloatField(maxPropertyValue,GUILayout.Width(EditorGUIUtility.fieldWidth)); + GUILayout.EndHorizontal(); + } + + if (EditorGUI.EndChangeCheck()){ + ParticlePropertyChanged(); + ForceWindowRelayout(); + } + } + + if (textureProperties){ + GUILayout.BeginHorizontal(); + float oldLabelWidth = EditorGUIUtility.labelWidth; + EditorGUIUtility.labelWidth = 40; + GUILayout.Label("Source"); + propertyTexture = (Texture2D)EditorGUILayout.ObjectField("",propertyTexture, typeof(Texture2D),false); + EditorGUIUtility.labelWidth = oldLabelWidth; + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Source channel"); + GUILayout.FlexibleSpace(); + textureChannel = (TextureChannel) EditorGUILayout.EnumPopup(textureChannel); + GUILayout.EndHorizontal(); + + EditorGUI.BeginChangeCheck(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Min value"); + GUILayout.FlexibleSpace(); + minPropertyValue = EditorGUILayout.FloatField(minPropertyValue,GUILayout.Width(EditorGUIUtility.fieldWidth)); + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + GUILayout.Label("Max value"); + GUILayout.FlexibleSpace(); + maxPropertyValue = EditorGUILayout.FloatField(maxPropertyValue,GUILayout.Width(EditorGUIUtility.fieldWidth)); + GUILayout.EndHorizontal(); + + if (GUILayout.Button("Load property")){ + Undo.RecordObject(actor, "Load particle property"); + if (!actor.ReadParticlePropertyFromTexture(propertyTexture,(int i,Color color) =>{ + if (!selectionMask || selectionStatus[i]) + SetPropertyValue(currentProperty,i,minPropertyValue + color[(int)textureChannel] * (maxPropertyValue - minPropertyValue)); + })){ + EditorUtility.DisplayDialog("Invalid texture","The texture is either null or not readable.","Ok"); + } + ParticlePropertyChanged(); + } + + // auto range visualization: + autoRangeDraw = GUILayout.Toggle(autoRangeDraw,"Auto range visualization"); + + if (EditorGUI.EndChangeCheck()){ + ParticlePropertyChanged(); + } + } + + + } + + void DrawFixControls(){ + + GUILayout.BeginHorizontal(); + + GUI.enabled = selectedCount > 0; + + if (GUILayout.Button(new GUIContent(Resources.Load("PinButton") ,"Fix selected"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + Undo.RecordObject(actor, "Fix particles"); + for(int i = 0; i < selectionStatus.Length; i++){ + if (selectionStatus[i]){ + if (actor.invMasses[i] != 0){ + SetPropertyValue(ParticleProperty.Mass,i,Mathf.Infinity); + newProperty = GetPropertyValue(currentProperty,i); + actor.velocities[i] = Vector3.zero; + } + } + } + actor.PushDataToSolver(ParticleData.INV_MASSES | ParticleData.VELOCITIES); + } + + if (GUILayout.Button(new GUIContent(Resources.Load("UnpinButton") ,"Unfix selected"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + Undo.RecordObject(actor, "Unfix particles"); + for(int i = 0; i < selectionStatus.Length; i++){ + if (selectionStatus[i]){ + if (actor.invMasses[i] == 0){ + SetPropertyValue(ParticleProperty.Mass,i,1); + newProperty = GetPropertyValue(currentProperty,i); + } + } + } + actor.PushDataToSolver(ParticleData.INV_MASSES); + } + + if (GUILayout.Button(new GUIContent(Resources.Load("HandleButton") ,"Create handle"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + + // Create the handle: + GameObject c = new GameObject("Obi Handle"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Particle Handle"); + ObiParticleHandle handle = c.AddComponent(); + handle.Actor = actor; + + // Calculate position of handle from average of particle positions: + Vector3 average = Vector3.zero; + for(int i = 0; i < selectionStatus.Length; i++){ + if (selectionStatus[i]){ + average += wsPositions[i]; + } + } + + c.transform.position = average / selectedCount; + + // Add the selected particles to the handle: + for(int i = 0; i < selectionStatus.Length; i++){ + if (selectionStatus[i]){ + handle.AddParticle(i,wsPositions[i],actor.invMasses[i]); + } + } + + } + GUI.enabled = true; + + if (GUILayout.Button(new GUIContent(Resources.Load("BackfacesButton") ,"Show backfaces"),GUI.skin.FindStyle("Button"),GUILayout.MaxHeight(24),GUILayout.Width(42))){ + faceCulling = (FaceCulling) (((int)faceCulling + 1)%3); + } + GUILayout.EndHorizontal(); + } + + /** + * Draws a window with cloth tools: + */ + void DrawUIWindow(int windowID) { + + DrawPlaybackControls(); + + GUILayout.Box("",separatorLine); + + DrawSelectionControls(); + + GUILayout.Box("",separatorLine); + + DrawFixControls(); + + GUILayout.Box("",separatorLine); + + DrawPropertyControls(); + + } + + void OnPlayModeStateChanged() + { + //Prevent the user from going into play mode while we are doing stuff: + if (routine != null && !routine.IsDone && EditorApplication.isPlayingOrWillChangePlaymode) + { + EditorApplication.isPlaying = false; + } + } + + void Update () { + + if (isPlaying && actor.InSolver){ + + float deltaTime = Mathf.Min(Time.realtimeSinceStartup - lastFrameTime, Time.maximumDeltaTime); + + accumulatedTime += deltaTime; + actor.Solver.AccumulateSimulationTime(deltaTime); + actor.Solver.UpdateColliders(); + + while (accumulatedTime >= Time.fixedDeltaTime){ + actor.Solver.SimulateStep(Time.fixedDeltaTime); + accumulatedTime -= Time.fixedDeltaTime; + } + + actor.Solver.EndFrame(Time.fixedDeltaTime); + + lastFrameTime = Time.realtimeSinceStartup; + } + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs.meta new file mode 100644 index 0000000..df1bb37 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleActorEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d21dc6912df23483a90c6911b1e059b5 +timeCreated: 1444458509 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs b/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs new file mode 100644 index 0000000..eb2d0b9 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs @@ -0,0 +1,142 @@ +using UnityEngine; +using UnityEditor; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + + [CustomEditor(typeof(ObiParticleBaker))] + public class ObiParticleBakerEditor : Editor + { + + [MenuItem("Component/Physics/Obi/Obi Particle Baker",false,0)] + static void AddObiParticleBaker() + { + foreach(Transform t in Selection.transforms) + Undo.AddComponent(t.gameObject); + } + + ObiParticleBaker baker; + SerializedProperty cache; + SerializedProperty frameSkip; + SerializedProperty fixedBakeFramerate; + SerializedProperty interpolate; + SerializedProperty loopPlayback; + SerializedProperty bakeOnAwake; + SerializedProperty playOnAwake; + + public void OnEnable(){ + baker = (ObiParticleBaker) target; + cache = serializedObject.FindProperty("cache"); + frameSkip = serializedObject.FindProperty("frameSkip"); + fixedBakeFramerate = serializedObject.FindProperty("fixedBakeFramerate"); + interpolate = serializedObject.FindProperty("interpolate"); + loopPlayback = serializedObject.FindProperty("loopPlayback"); + bakeOnAwake = serializedObject.FindProperty("bakeOnAwake"); + playOnAwake = serializedObject.FindProperty("playOnAwake"); + } + + public void OnDisable(){ + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + EditorGUILayout.PropertyField(cache); + + GUI.enabled = (baker.cache != null); + if (GUILayout.Button("Clear cache")){ + if (EditorUtility.DisplayDialog("Clear particle cache","Are you sure you want to clear this cache?","Ok","Cancel")){ + Undo.RecordObject(baker.cache, "Clear particle cache"); + baker.cache.Clear(); + } + } + GUI.enabled = true; + + EditorGUILayout.PropertyField(frameSkip); + EditorGUILayout.PropertyField(fixedBakeFramerate); + EditorGUILayout.PropertyField(interpolate); + EditorGUILayout.PropertyField(loopPlayback); + EditorGUILayout.PropertyField(bakeOnAwake); + if (bakeOnAwake.boolValue) + playOnAwake.boolValue = false; + EditorGUILayout.PropertyField(playOnAwake); + if (playOnAwake.boolValue) + bakeOnAwake.boolValue = false; + + EditorGUILayout.Space(); + + if (!baker.Baking){ + GUI.enabled = (baker.cache != null && baker.Playing); + EditorGUI.BeginChangeCheck(); + float newPlayhead = EditorGUILayout.Slider(baker.playhead,0,baker.cache != null?baker.cache.Duration:0); + if (EditorGUI.EndChangeCheck()){ + baker.playhead = newPlayhead; + } + GUI.enabled = (baker.cache != null); + }else{ + EditorGUILayout.LabelField("Cache time: " + baker.playhead); + } + + GUI.enabled = (baker.cache != null); + + EditorGUILayout.BeginHorizontal(); + + if (!baker.Baking){ + if (GUILayout.Button(new GUIContent("Bake",Resources.Load("RecButton") ))){ + baker.Baking = true; + } + }else{ + if (GUILayout.Button(new GUIContent("Stop Bake",Resources.Load("StopRecButton")))){ + baker.Baking = false; + } + } + + if (!baker.Playing){ + if (GUILayout.Button(new GUIContent("Play",Resources.Load("PlayButton") ))){ + baker.Playing = true; + } + }else{ + if (GUILayout.Button(new GUIContent("Stop",Resources.Load("StopButton")))){ + baker.Playing = false; + } + } + + if (!baker.Paused){ + if (GUILayout.Button(new GUIContent("Pause",Resources.Load("PauseButton")))){ + baker.Paused = true; + } + }else{ + if (GUILayout.Button(new GUIContent("Resume",Resources.Load("StepButton") ))){ + baker.Paused = false; + } + } + + EditorGUILayout.EndHorizontal(); + + GUI.enabled = true; + + Color oldColor = GUI.color; + + if (baker.Baking){ + GUI.color = Color.red; + EditorGUILayout.HelpBox("Baking...",MessageType.None); + } + + if (baker.Playing){ + GUI.color = Color.green; + EditorGUILayout.HelpBox("Playing...",MessageType.None); + } + + GUI.color = oldColor; + + if (GUI.changed) + serializedObject.ApplyModifiedProperties(); + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs.meta new file mode 100644 index 0000000..03e3e28 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleBakerEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d7b641d86802c4446962d13449463bd5 +timeCreated: 1458199813 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs b/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs new file mode 100644 index 0000000..9f80013 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs @@ -0,0 +1,55 @@ +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + [CustomEditor(typeof(ObiParticleCache))] + public class ObiParticleCacheEditor : Editor + { + + ObiParticleCache cache; + SerializedProperty localSpace; + + [MenuItem("Assets/Create/Obi/Obi Particle Cache")] + public static void CreateObiParticleCache () + { + ObiEditorUtils.CreateAsset (); + } + + public void OnEnable(){ + cache = (ObiParticleCache) target; + localSpace = serializedObject.FindProperty("localSpace"); + } + + public void OnDisable(){ + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + EditorGUILayout.PropertyField(localSpace); + + if (GUILayout.Button("Clear")){ + if (EditorUtility.DisplayDialog("Clear particle cache","Are you sure you want to clear this cache?","Ok","Cancel")){ + Undo.RecordObject(cache, "Clear particle cache"); + cache.Clear(); + } + } + + // Print topology info: + EditorGUILayout.HelpBox("Duration:"+ cache.Duration + "\n"+ + "Frames:"+ cache.FrameCount +"\n"+ + "Size in memory (kb):"+ cache.SizeInBytes()*0.001f,MessageType.Info); + + if (GUI.changed) + serializedObject.ApplyModifiedProperties(); + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs.meta new file mode 100644 index 0000000..1df1314 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleCacheEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 840aed8140ffe41fb8766a83bb0220ed +timeCreated: 1458198777 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs b/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs new file mode 100644 index 0000000..1ebaf15 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs @@ -0,0 +1,43 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiParticleHandle component. + */ + + [CustomEditor(typeof(ObiParticleHandle)), CanEditMultipleObjects] + public class ObiParticleRendererEditor : Editor + { + + ObiParticleHandle renderer; + + public void OnEnable(){ + renderer = (ObiParticleHandle)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + renderer.Actor = EditorGUILayout.ObjectField("Actor",renderer.Actor, typeof(ObiActor), true) as ObiActor; + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + } + + } + + } + +} + diff --git a/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs.meta new file mode 100644 index 0000000..3e7b0a5 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleHandleEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: be9d75f2a2b424cddb07f932da36ec65 +timeCreated: 1464044081 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs b/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs new file mode 100644 index 0000000..ad55d06 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs @@ -0,0 +1,50 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiParticleRenderer component. + */ + + [CustomEditor(typeof(ObiParticleRenderer)), CanEditMultipleObjects] + public class ObiParticleHandleEditor : Editor + { + + [MenuItem("Component/Physics/Obi/Obi Particle Renderer",false,0)] + static void AddObiParticleRenderer() + { + foreach(Transform t in Selection.transforms) + Undo.AddComponent(t.gameObject); + } + + [MenuItem("GameObject/3D Object/Obi/Utils/Obi Particle Renderer",false)] + static void CreateObiParticleRenderer() + { + GameObject c = new GameObject("Obi Particle Renderer"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Particle Renderer"); + c.AddComponent(); + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + } + + } + + } + +} + diff --git a/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs.meta new file mode 100644 index 0000000..e249bdb --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiParticleRendererEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2a7e6fcc51ab349e687aa6ca5bdf6739 +timeCreated: 1463090765 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs new file mode 100644 index 0000000..b049f0a --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs @@ -0,0 +1,194 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Custom inspector for ObiPinConstraints component. + */ + + [CustomEditor(typeof(ObiPinConstraints)), CanEditMultipleObjects] + public class ObiPinConstraintsEditor : Editor + { + + ObiPinConstraints constraints; + + public void OnEnable(){ + constraints = (ObiPinConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Get the particle actor editor to retrieve selected particles: + ObiParticleActorEditor[] editors = (ObiParticleActorEditor[])Resources.FindObjectsOfTypeAll(typeof(ObiParticleActorEditor)); + + // If there's any particle actor editor active, we can show pin constraints: + if (editors.Length >0) + { + + List selectedPins = new List(); + List removedPins = new List(); + + if (constraints.GetFirstBatch() != null){ + + ObiPinConstraintBatch batch = constraints.GetFirstBatch(); + + // Get the list of pin constraints from the selected particles: + for (int i = 0; i < batch.ConstraintCount; i++){ + + int particleIndex = batch.pinIndices[i]; + + if (particleIndex >= 0 && particleIndex < ObiParticleActorEditor.selectionStatus.Length && + ObiParticleActorEditor.selectionStatus[particleIndex]){ + + selectedPins.Add(i); + + } + } + + if (selectedPins.Count > 0){ + + //Iterate over all constraints: + foreach (int i in selectedPins){ + + GUILayout.BeginVertical("box"); + + GUILayout.BeginHorizontal(); + + EditorGUI.BeginChangeCheck(); + bool allowSceneObjects = !EditorUtility.IsPersistent(target); + batch.pinBodies[i] = EditorGUILayout.ObjectField("Pinned to:",batch.pinBodies[i],typeof(ObiColliderBase),allowSceneObjects) as ObiColliderBase; + + // Calculate initial pin offset value after changing the rigidbody. + if (EditorGUI.EndChangeCheck() && batch.pinBodies[i] != null){ + batch.pinOffsets[i] = batch.pinBodies[i].transform.InverseTransformPoint(constraints.Actor.GetParticlePosition(batch.pinIndices[i])); + } + + Color oldColor = GUI.color; + GUI.color = Color.red; + if (GUILayout.Button("X",GUILayout.Width(30))){ + // Mark this constraint to be removed outside of the loop. + removedPins.Add(i); + continue; + } + GUI.color = oldColor; + + GUILayout.EndHorizontal(); + + batch.pinOffsets[i] = EditorGUILayout.Vector3Field("Offset:",batch.pinOffsets[i]); + batch.pinBreakResistance[i] = EditorGUILayout.DelayedFloatField("Break Resistance:",batch.pinBreakResistance[i]); + + GUILayout.EndVertical(); + + } + + }else{ + EditorGUILayout.HelpBox("No pin constraints for the selected particles.",MessageType.Info); + } + + if (GUILayout.Button("Remove selected")){ + + for (int i = 0; i < batch.ConstraintCount; i++){ + int particleIndex = batch.pinIndices[i]; + + if (particleIndex >= 0 && particleIndex < ObiParticleActorEditor.selectionStatus.Length && + ObiParticleActorEditor.selectionStatus[particleIndex]){ + + removedPins.Add(i); + + } + } + } + + if (GUILayout.Button("Add Pin Constraint")){ + + Undo.RecordObject(constraints, "Add pin constraints"); + + bool wasInSolver = constraints.InSolver; + constraints.RemoveFromSolver(null); + + for(int i = 0; i < ObiParticleActorEditor.selectionStatus.Length; i++){ + if (ObiParticleActorEditor.selectionStatus[i]){ + batch.AddConstraint(i,null,Vector3.zero,0); + } + } + + if (wasInSolver) + constraints.AddToSolver(null); + } + + // Remove selected constraint outside of constraint listing loop: + if (removedPins.Count > 0){ + + Undo.RecordObject(constraints, "Remove pin constraints"); + + bool wasInSolver = constraints.InSolver; + constraints.RemoveFromSolver(null); + + // Remove from last to first, to avoid throwing off subsequent indices: + foreach(int i in removedPins.OrderByDescending(i => i)){ + batch.RemoveConstraint(i); + } + + if (wasInSolver) + constraints.AddToSolver(null); + + } + } + + } + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + /** + * Draws selected pin constraints in the scene view. + */ + public void OnSceneGUI(){ + + if (Event.current.type != EventType.Repaint || !ObiParticleActorEditor.editMode) return; + + // Get the particle actor editor to retrieve selected particles: + ObiParticleActorEditor[] editors = (ObiParticleActorEditor[])Resources.FindObjectsOfTypeAll(typeof(ObiParticleActorEditor)); + + // If there's any particle actor editor active, we can show pin constraints: + if (editors.Length > 0 && constraints.GetFirstBatch() != null) + { + + Handles.color = Color.cyan; + + ObiPinConstraintBatch batch = constraints.GetFirstBatch(); + + // Get the list of pin constraints from the selected particles: + foreach (int i in batch.ActiveConstraints){ + + if (batch.pinBodies[i] != null){ + + Vector3 pinPosition = batch.pinBodies[i].transform.TransformPoint(batch.pinOffsets[i]); + Handles.DrawDottedLine(constraints.Actor.GetParticlePosition(batch.pinIndices[i]),pinPosition,5); + Handles.SphereHandleCap(0,pinPosition,Quaternion.identity,HandleUtility.GetHandleSize(pinPosition)*0.1f,EventType.Repaint); + + } + } + } + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs.meta new file mode 100644 index 0000000..b5c84d6 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiPinConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9796ab28ec4dc4d4987bbc41a56f7b37 +timeCreated: 1450328281 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs b/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs new file mode 100644 index 0000000..fcdfcfb --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs @@ -0,0 +1,67 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiRopeExtruder component. + */ + + [CustomEditor(typeof(ObiRopeCursor)), CanEditMultipleObjects] + public class ObiRopeCursorEditor : Editor + { + + ObiRopeCursor cursor; + + public void OnEnable(){ + cursor = (ObiRopeCursor)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + + public void OnSceneGUI(){ + + if (Event.current.type == EventType.Repaint){ + + ObiRope rope = cursor.GetComponent(); + + ObiDistanceConstraintBatch distanceBatch = rope.DistanceConstraints.GetFirstBatch(); + + Handles.color = Color.yellow; + int constraint = rope.GetConstraintIndexAtNormalizedCoordinate(cursor.normalizedCoord); + Vector3 pos1 = rope.GetParticlePosition(distanceBatch.springIndices[constraint*2]); + Vector3 pos2 = rope.GetParticlePosition(distanceBatch.springIndices[constraint*2+1]); + + if (cursor.direction){ + Handles.DrawWireDisc(pos1,pos2-pos1,rope.thickness*2); + Vector3 direction = pos2-pos1; + if (direction != Vector3.zero) + Handles.ArrowHandleCap(0,pos1,Quaternion.LookRotation(direction),0.2f,EventType.Repaint); + }else{ + Handles.DrawWireDisc(pos2,pos1-pos2,rope.thickness*2); + Vector3 direction = pos1-pos2; + if (direction != Vector3.zero) + Handles.ArrowHandleCap(0,pos2,Quaternion.LookRotation(direction),0.2f,EventType.Repaint); + } + } + + } + + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs.meta new file mode 100644 index 0000000..7e614b6 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeCursorEditor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 22182c39c673c4dee9078fc74a4417f7 +labels: +- ObiRope +timeCreated: 1491822407 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs b/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs new file mode 100644 index 0000000..2cd395c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs @@ -0,0 +1,172 @@ +using UnityEditor; +using UnityEngine; +using UnityEditor.SceneManagement; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiRope components. + * Allows particle selection and constraint edition. + * + * Selection: + * + * - To select a particle, left-click on it. + * - You can select multiple particles by holding shift while clicking. + * - To deselect all particles, click anywhere on the object except a particle. + * + * Constraints: + * + * - To edit particle constraints, select the particles you wish to edit. + * - Constraints affecting any of the selected particles will appear in the inspector. + * - To add a new pin constraint to the selected particle(s), click on "Add Pin Constraint". + * + */ + [CustomEditor(typeof(ObiRope)), CanEditMultipleObjects] + public class ObiRopeEditor : ObiParticleActorEditor + { + + public class TearableRopeParticleProperty : ParticleProperty + { + public const int TearResistance = 3; + + public TearableRopeParticleProperty (int value) : base (value){} + } + + [MenuItem("Assets/Create/Obi/Obi Rope Section")] + public static void CreateObiRopeSection () + { + ObiEditorUtils.CreateAsset (); + } + + [MenuItem("GameObject/3D Object/Obi/Obi Rope (fully set up)",false,4)] + static void CreateObiRope() + { + GameObject c = new GameObject("Obi Rope"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Rope"); + ObiRope rope = c.AddComponent(); + ObiCatmullRomCurve path = c.AddComponent(); + ObiSolver solver = c.AddComponent(); + + rope.Solver = solver; + rope.section = Resources.Load("DefaultRopeSection"); + rope.ropePath = path; + } + + ObiRope rope; + + public override void OnEnable(){ + base.OnEnable(); + rope = (ObiRope)target; + + particlePropertyNames.AddRange(new string[]{"Tear Resistance"}); + } + + public override void OnDisable(){ + base.OnDisable(); + EditorUtility.ClearProgressBar(); + } + + public override void UpdateParticleEditorInformation(){ + + for(int i = 0; i < rope.positions.Length; i++) + { + wsPositions[i] = rope.GetParticlePosition(i); + facingCamera[i] = true; + } + + } + + protected override void SetPropertyValue(ParticleProperty property,int index, float value){ + if (index >= 0 && index < rope.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass: + rope.invMasses[index] = 1.0f / Mathf.Max(value,0.00001f); + break; + case ParticleProperty.Radius: + rope.solidRadii[index] = value; + break; + case ParticleProperty.Layer: + rope.phases[index] = Oni.MakePhase((int)value,rope.SelfCollisions?Oni.ParticlePhase.SelfCollide:0);; + break; + case TearableRopeParticleProperty.TearResistance: + rope.tearResistance[index] = value; + break; + } + } + } + + protected override float GetPropertyValue(ParticleProperty property, int index){ + if (index >= 0 && index < rope.invMasses.Length){ + switch(property){ + case ParticleProperty.Mass: + return 1.0f/rope.invMasses[index]; + case ParticleProperty.Radius: + return rope.solidRadii[index]; + case ParticleProperty.Layer: + return Oni.GetGroupFromPhase(rope.phases[index]); + case TearableRopeParticleProperty.TearResistance: + return rope.tearResistance[index]; + } + } + return 0; + } + + public override void OnInspectorGUI() { + + serializedObject.Update(); + + GUI.enabled = rope.Initialized; + EditorGUI.BeginChangeCheck(); + editMode = GUILayout.Toggle(editMode,new GUIContent("Edit particles",Resources.Load("EditParticles")),"LargeButton"); + if (EditorGUI.EndChangeCheck()){ + SceneView.RepaintAll(); + } + GUI.enabled = true; + + EditorGUILayout.LabelField("Status: "+ (rope.Initialized ? "Initialized":"Not initialized")); + + GUI.enabled = (rope.ropePath != null /*&& rope.Section != null*/); + if (GUILayout.Button("Initialize")){ + if (!rope.Initialized){ + CoroutineJob job = new CoroutineJob(); + routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + }else{ + if (EditorUtility.DisplayDialog("Actor initialization","Are you sure you want to re-initialize this actor?","Ok","Cancel")){ + CoroutineJob job = new CoroutineJob(); + routine = EditorCoroutine.StartCoroutine(job.Start(rope.GeneratePhysicRepresentationForMesh())); + EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); + } + } + } + GUI.enabled = true; + + GUI.enabled = rope.Initialized; + if (GUILayout.Button("Set Rest State")){ + Undo.RecordObject(rope, "Set rest state"); + rope.PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); + } + GUI.enabled = true; + + if (rope.ropePath == null){ + EditorGUILayout.HelpBox("Rope path spline is missing.",MessageType.Info); + } + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script","chainLinks"); + + // Progress bar: + EditorCoroutine.ShowCoroutineProgressBar("Generating physical representation...",routine); + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + } + + } + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs.meta new file mode 100644 index 0000000..6552937 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeEditor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: ce107aefb20744fe8a57a4b66f11223d +labels: +- ObiRope +timeCreated: 1452675534 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs b/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs new file mode 100644 index 0000000..965df44 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs @@ -0,0 +1,213 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiParticleRenderer component. + */ + + [CustomEditor(typeof(ObiRopeSection))] + public class ObiRopeSectionEditor : Editor + { + + ObiRopeSection section; + bool[] selected = new bool[0]; + + Color previewBck = new Color(0.2f,0.2f,0.2f,1); + Color previewLines = new Color(0.15f,0.15f,0.15f,1); + + public void OnEnable(){ + section = (ObiRopeSection)target; + } + + public override bool HasPreviewGUI(){ + return true; + } + + private void ResetSelection(){ + selected = new bool[section.Segments]; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + GUI.enabled = !EditorApplication.isPlaying; + GUILayout.Label("Presets"); + + GUILayout.BeginHorizontal(); + if (GUILayout.Button("4-segment circle")){ + Undo.RecordObject(section, "Set rope section preset"); + section.CirclePreset(4); + ResetSelection(); + } + + if (GUILayout.Button("8-segment circle")){ + Undo.RecordObject(section, "Set rope section preset"); + section.CirclePreset(8); + ResetSelection(); + } + GUILayout.EndHorizontal(); + + GUILayout.BeginHorizontal(); + if (GUILayout.Button("12-segment circle")){ + Undo.RecordObject(section, "Set rope section preset"); + section.CirclePreset(12); + ResetSelection(); + } + + if (GUILayout.Button("16-segment circle")){ + Undo.RecordObject(section, "Set rope section preset"); + section.CirclePreset(16); + ResetSelection(); + } + GUILayout.EndHorizontal(); + + GUILayout.Label("Tools"); + if (GUILayout.Button("Add vertex")){ + Undo.RecordObject(section, "Add rope vertex"); + section.vertices.Add(Vector2.zero); + } + + if (GUILayout.Button("Remove selected vertices")){ + Undo.RecordObject(section, "Remove rope vertices"); + for (int i = selected.Length-1; i > 0; --i){ + if (selected[i] && section.vertices.Count > 3) + section.vertices.RemoveAt(i); + } + // special cases: first vertex: + if (selected[0] && section.vertices.Count > 3){ + section.vertices.RemoveAt(0); + section.vertices[section.vertices.Count-1] = section.vertices[0]; + } + + ResetSelection(); + } + GUI.enabled = true; + + // Apply changes to the serializedProperty + if (GUI.changed){ + serializedObject.ApplyModifiedProperties(); + EditorUtility.SetDirty(target); + } + + } + + private void DrawSectionOutline(Rect region, Color color){ + // Draw segment lines: + Handles.BeginGUI( ); + Color oldColor = Handles.color; + Handles.color = color; + Vector3[] points = new Vector3[section.vertices.Count]; + for (int i = 0; i < section.vertices.Count; i++){ + points[i] = new Vector3(region.center.x + section.vertices[i].x * region.width * 0.5f, + region.center.y + section.vertices[i].y * region.height * 0.5f,0); + } + Handles.DrawAAPolyLine(points); + Handles.EndGUI(); + Handles.color = oldColor; + } + + private void DrawDrawingArea(Rect region){ + // Draw drawing area grid: + Handles.BeginGUI(); + Handles.DrawSolidRectangleWithOutline(region,previewBck,previewLines); + + Color oldColor = Handles.color; + Handles.color = previewLines; + + if (section.snapX > 5){ + float x = region.center.x; + while (x < region.xMax){ + Handles.DrawLine(new Vector3(x,region.yMin,0),new Vector3(x,region.yMax,0)); + x += section.snapX; + } + x = region.center.x - section.snapX; + while (x > region.xMin){ + Handles.DrawLine(new Vector3(x,region.yMin,0),new Vector3(x,region.yMax,0)); + x -= section.snapX; + } + } + + if (section.snapY > 5){ + float y = region.center.y; + while (y < region.yMax){ + Handles.DrawLine(new Vector3(region.xMin,y,0),new Vector3(region.xMax,y,0)); + y += section.snapY; + } + y = region.center.y - section.snapY; + while (y > region.yMin){ + Handles.DrawLine(new Vector3(region.xMin,y,0),new Vector3(region.xMax,y,0)); + y -= section.snapY; + } + } + + Handles.color = oldColor; + Handles.EndGUI(); + } + + public override void OnPreviewGUI(Rect region, GUIStyle background) + { + DrawSectionOutline(region, Color.red); + } + + public override void OnInteractivePreviewGUI(Rect region, GUIStyle background) + { + Array.Resize(ref selected,section.Segments); + + // Calculate drawing area rect: + Vector2 oldCenter = region.center; + if (region.width > region.height) + region.width = region.height; + if (region.height > region.width) + region.height = region.width; + + region.width -= 10; + region.height -= 15; + + region.center = oldCenter; + + // Draw background and lines: + DrawDrawingArea(region); + + // Draw the section outline: + DrawSectionOutline(region, Color.red); + + // Draw all draggable vertices: + for (int i = 0; i < section.Segments; i++){ + + float x = region.center.x + section.vertices[i].x * region.width * 0.5f; + float y = region.center.y + section.vertices[i].y * region.height * 0.5f; + Vector2 pos = new Vector2(x,y); + + bool oldSelection = selected[i]; + Vector2 olsPos = pos; + selected[i] = ObiDraggableIcon.Draw(selected[i],i,ref pos,Color.red); + + if (selected[i] != oldSelection) + this.Repaint(); + + if (pos != olsPos){ + + pos.x = Mathf.Clamp(ObiRopeSection.SnapTo(pos.x - region.center.x,section.snapX,5) / (region.width * 0.5f),-1,1); + pos.y = Mathf.Clamp(ObiRopeSection.SnapTo(pos.y - region.center.y,section.snapY,5) / (region.height * 0.5f),-1,1); + section.vertices[i] = pos; + if (i == 0) + section.vertices[section.Segments] = pos; + + EditorUtility.SetDirty(target); + } + } + + } + + } + +} + diff --git a/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs.meta new file mode 100644 index 0000000..a4baa3f --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiRopeSectionEditor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: b2b3e49c1da7c4d3181338882086157b +labels: +- ObiRope +timeCreated: 1464073302 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs b/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs new file mode 100644 index 0000000..3684e2d --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs @@ -0,0 +1,90 @@ +using UnityEditor; +using UnityEngine; +using UnityEditorInternal; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Custom inspector for ObiSolver components. + * Allows particle selection and constraint edition. + * + * Selection: + * + * - To select a particle, left-click on it. + * - You can select multiple particles by holding shift while clicking. + * - To deselect all particles, click anywhere on the object except a particle. + * + * Constraints: + * + * - To edit particle constraints, select the particles you wish to edit. + * - Constraints affecting any of the selected particles will appear in the inspector. + * - To add a new pin constraint to the selected particle(s), click on "Add Pin Constraint". + * + */ + [CustomEditor(typeof(ObiSolver)), CanEditMultipleObjects] + public class ObiSolverEditor : Editor + { + + [MenuItem("GameObject/3D Object/Obi/Obi Solver",false,0)] + static void CreateObiSolver() + { + GameObject c = new GameObject("Obi Solver"); + Undo.RegisterCreatedObjectUndo(c,"Create Obi Solver"); + c.AddComponent(); + } + + [MenuItem("Assets/Create/Obi/Obi Collision Material")] + public static void CreateObiCollisionMaterial () + { + ObiEditorUtils.CreateAsset (); + } + + ObiSolver solver; + + public void OnEnable(){ + solver = (ObiSolver)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + int oldMaxParticles = solver.maxParticles; + + EditorGUILayout.HelpBox("Used particles:"+ solver.AllocParticleCount,MessageType.Info); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + if (oldMaxParticles != solver.maxParticles){ + solver.Initialize(); + } + + solver.UpdateParameters(); + + } + + } + + [DrawGizmo (GizmoType.InSelectionHierarchy | GizmoType.Selected)] + static void DrawGizmoForSolver(ObiSolver solver, GizmoType gizmoType) { + + if ((gizmoType & GizmoType.InSelectionHierarchy) != 0) { + + Gizmos.color = new Color(1,1,1,0.5f); + Bounds bounds = solver.Bounds; + Gizmos.DrawWireCube(bounds.center, bounds.size); + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs.meta new file mode 100644 index 0000000..07e52a9 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiSolverEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d776094922a7647ccb5194d08e93ceaf +timeCreated: 1444024856 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs b/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs new file mode 100644 index 0000000..e2928ba --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs @@ -0,0 +1,183 @@ +using UnityEngine; +using UnityEditor; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +public class ObiSplineHandles +{ + + static int splineSelectorHash = "ObiSplineSelectorHash".GetHashCode(); + + static Vector2 startPos; + static Vector2 currentPos; + static bool dragging = false; + static Rect marquee; + + public static bool SplineCPSelector(Vector3[] positions, + bool[] selectionStatus){ + + Matrix4x4 cachedMatrix = Handles.matrix; + + int controlID = GUIUtility.GetControlID(splineSelectorHash,FocusType.Passive); + int selectedCPIndex = -1; + bool selectionStatusChanged = false; + + // select vertex on mouse click: + switch (Event.current.GetTypeForControl(controlID)){ + + case EventType.MouseDown: { + + if ((Event.current.modifiers & EventModifiers.Control) == 0 && + (HandleUtility.nearestControl != controlID || Event.current.button != 0)) break; + + startPos = Event.current.mousePosition; + marquee.Set(0,0,0,0); + + // If the user is pressing shift, accumulate selection. + if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){ + for(int i = 0; i < selectionStatus.Length; i++) + selectionStatus[i] = false; + } + + // If the user is holding down control, dont allow selection of other objects and use marquee tool. + if ((Event.current.modifiers & EventModifiers.Control) != 0) + GUIUtility.hotControl = controlID; + + float minSqrDistance = System.Single.MaxValue; + + for(int i = 0; i < positions.Length; i++){ + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + // get distance from mouse position to particle position: + float sqrDistance = Vector2.SqrMagnitude(startPos-pos); + + // check if this control point is closer to the cursor that any previously considered point. + if (sqrDistance < 100 && sqrDistance < minSqrDistance){ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle. + minSqrDistance = sqrDistance; + selectedCPIndex = i; + } + + } + + if (selectedCPIndex >= 0){ // toggle particle selection status. + + selectionStatus[selectedCPIndex] = !selectionStatus[selectedCPIndex]; + selectionStatusChanged = true; + + // Prevent spline deselection if we have selected a particle: + GUIUtility.hotControl = controlID; + Event.current.Use(); + + } + else if (Event.current.modifiers == EventModifiers.None){ // deselect all particles: + for(int i = 0; i < selectionStatus.Length; i++) + selectionStatus[i] = false; + + selectionStatusChanged = true; + } + + } break; + + case EventType.MouseDrag: + + if (GUIUtility.hotControl == controlID){ + + currentPos = Event.current.mousePosition; + if (!dragging && Vector2.Distance(startPos, currentPos) > 5) { + dragging = true; + }else{ + GUIUtility.hotControl = controlID; + Event.current.Use(); + } + + //update marquee rect: + float left = Mathf.Min(startPos.x,currentPos.x); + float right = Mathf.Max(startPos.x,currentPos.x); + float bottom = Mathf.Min(startPos.y,currentPos.y); + float top = Mathf.Max(startPos.y,currentPos.y); + + marquee = new Rect(left, bottom, right - left, top - bottom); + + } + + break; + + case EventType.MouseUp: + + if (GUIUtility.hotControl == controlID){ + + dragging = false; + + for(int i = 0; i < positions.Length; i++){ + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + if (pos.x > marquee.xMin && pos.x < marquee.xMax && pos.y > marquee.yMin && pos.y < marquee.yMax){ + selectionStatus[i] = true; + selectionStatusChanged = true; + } + + } + + GUIUtility.hotControl = 0; + Event.current.Use(); + } + + break; + + case EventType.Repaint: + + Handles.matrix = Matrix4x4.identity; + + if(dragging){ + GUISkin oldSkin = GUI.skin; + GUI.skin = EditorGUIUtility.GetBuiltinSkin(EditorSkin.Scene); + Handles.BeginGUI(); + GUI.Box (new Rect (marquee.xMin, marquee.yMin, marquee.width, marquee.height),""); + Handles.EndGUI(); + GUI.skin = oldSkin; + } + + Handles.matrix = cachedMatrix; + + break; + + + case EventType.Layout:{ + Handles.matrix = Matrix4x4.identity; + + float minSqrDistance = System.Single.MaxValue; + + for(int i = 0; i < positions.Length; i++){ + + // get particle position in gui space: + Vector2 pos = HandleUtility.WorldToGUIPoint(positions[i]); + + // get distance from mouse position to particle position: + float sqrDistance = Vector2.SqrMagnitude(Event.current.mousePosition-pos); + + // check if this control point is closer to the cursor that any previously considered point. + if (sqrDistance < 100 && sqrDistance < minSqrDistance){ //magic number 100 = 10*10, where 10 is min distance in pixels to select a particle. + minSqrDistance = sqrDistance; + } + + } + + HandleUtility.AddControl(controlID, Mathf.Sqrt(minSqrDistance) ); + Handles.matrix = cachedMatrix; + }break; + + } + + return selectionStatusChanged; + } + +} +} + diff --git a/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs.meta b/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs.meta new file mode 100644 index 0000000..ef3779c --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiSplineHandles.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a2710a3f697f740ccbee23f37d957a73 +timeCreated: 1454896892 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs b/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs new file mode 100644 index 0000000..86cd4dd --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs @@ -0,0 +1,241 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Custom inspector for ObiStitcher component. + */ + + [CustomEditor(typeof(ObiStitcher))] + public class ObiStitcherEditor : Editor + { + + ObiStitcher stitcher; + static public bool editing = false; + + static public Vector3 sewingToolHandle1 = Vector3.zero; + static public Vector3 sewingToolHandle2 = Vector3.one; + + static public bool[] selectionStatus = new bool[0]; + + public void OnEnable(){ + stitcher = (ObiStitcher)target; + + // initialize sewing tool to sensible values: + if (stitcher.Actor1 != null && stitcher.Actor2 != null){ + sewingToolHandle1 = stitcher.Actor1.transform.position; + sewingToolHandle2 = stitcher.Actor2.transform.position; + } + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + EditorGUI.BeginChangeCheck(); + ObiActor actor1 = EditorGUILayout.ObjectField("First actor",stitcher.Actor1, typeof(ObiActor),true) as ObiActor; + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(stitcher, "Set first actor"); + stitcher.Actor1 = actor1; + } + + EditorGUI.BeginChangeCheck(); + ObiActor actor2 = EditorGUILayout.ObjectField("Second actor",stitcher.Actor2, typeof(ObiActor),true) as ObiActor; + if (EditorGUI.EndChangeCheck()){ + Undo.RecordObject(stitcher, "Set second actor"); + stitcher.Actor2 = actor2; + } + + if (stitcher.Actor1 != null && stitcher.Actor2 != null && stitcher.Actor1.Solver != stitcher.Actor2.Solver){ + EditorGUILayout.HelpBox("Both actors must be managed by the same solver.",MessageType.Error); + } + + EditorGUILayout.HelpBox("Stitch count: " + stitcher.StitchCount,MessageType.None); + + // edit mode: + GUI.enabled = stitcher.Actor1 != null && stitcher.Actor2 != null; + editing = GUILayout.Toggle(editing,"Edit","LargeButton"); + + if (editing){ + + EditorGUILayout.HelpBox("Remember that when working with the sewing tool, you can use Unity's snap to vertex feature by pressing 'V' in your keyboard.",MessageType.Info); + + // Clear all stitches + if (GUILayout.Button("Clear all stitches")){ + if (EditorUtility.DisplayDialog("Clearing stitches","Are you sure you want to remove all stitches?","Ok","Cancel")){ + Undo.RecordObject(stitcher, "Clear all stitches"); + stitcher.Clear(); + } + } + + // Remove selected stitches + if (GUILayout.Button("Remove selected stitches")){ + + List removedStitches = new List(); + + for(int i = 0; i < selectionStatus.Length; ++i){ + if (selectionStatus[i]){ + removedStitches.Add(i); + selectionStatus[i] = false; + } + } + + if (removedStitches.Count > 0){ + + Undo.RecordObject(stitcher, "Remove stitches"); + + // Remove from last to first, to avoid throwing off subsequent indices: + foreach(int i in removedStitches.OrderByDescending(i => i)){ + stitcher.RemoveStitch(i); + } + } + } + + // Add stitch: + if (GUILayout.Button("Add Stitch")){ + Undo.RecordObject(stitcher, "Add stitch"); + + int particle1 = 0; + int particle2 = 0; + UseSewingTool(ref particle1, ref particle2); + + stitcher.AddStitch(particle1,particle2); + } + } + GUI.enabled = true; + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + stitcher.PushDataToSolver(ParticleData.NONE); + + } + + } + + public void UseSewingTool(ref int particle1, ref int particle2){ + + float minDistance = float.MaxValue; + + if (stitcher.Actor1 == stitcher.Actor2){ + float minDistance2 = float.MaxValue; + for (int i = 0; i < stitcher.Actor1.positions.Length;++i){ + Vector3 pos = stitcher.Actor1.GetParticlePosition(i); + float distance1 = (pos - sewingToolHandle1).sqrMagnitude; + float distance2 = (pos - sewingToolHandle2).sqrMagnitude; + if (distance1 < minDistance){ + minDistance = distance1; + particle1 = i; + } + if (distance2 < minDistance2){ + minDistance2 = distance2; + particle2 = i; + } + } + }else{ + + // find closest particle to each end of the sewing tool: + for (int i = 0; i < stitcher.Actor1.positions.Length;++i){ + Vector3 pos = stitcher.Actor1.GetParticlePosition(i); + float distance1 = (pos - sewingToolHandle1).sqrMagnitude; + float distance2 = (pos - sewingToolHandle2).sqrMagnitude; + float min = Mathf.Min(distance1,distance2); + if (min < minDistance){ + minDistance = min; + particle1 = i; + } + } + + minDistance = float.MaxValue; + for (int i = 0; i < stitcher.Actor2.positions.Length;++i){ + Vector3 pos = stitcher.Actor2.GetParticlePosition(i); + float distance1 = (pos - sewingToolHandle1).sqrMagnitude; + float distance2 = (pos - sewingToolHandle2).sqrMagnitude; + float min = Mathf.Min(distance1,distance2); + if (min < minDistance){ + minDistance = min; + particle2 = i; + } + } + } + } + + public void DrawSewingTool(){ + sewingToolHandle1 = Handles.FreeMoveHandle(sewingToolHandle1, Quaternion.identity,HandleUtility.GetHandleSize(sewingToolHandle1)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap); + sewingToolHandle2 = Handles.FreeMoveHandle(sewingToolHandle2, Quaternion.identity,HandleUtility.GetHandleSize(sewingToolHandle2)*0.05f,new Vector3(.5f,.5f,.5f),Handles.RectangleHandleCap); + Handles.DrawDottedLine(sewingToolHandle1,sewingToolHandle2,2); + } + + /** + * Draws selected stitches in the scene view and allows their selection. + */ + public void OnSceneGUI(){ + + Array.Resize(ref selectionStatus,stitcher.StitchCount); + + if (!editing) + return; + + DrawSewingTool(); + + if (stitcher.Actor1 != null && stitcher.Actor2 != null){ + + int controlID = GUIUtility.GetControlID("stitcher".GetHashCode(),FocusType.Passive); + float distanceToClosest = float.MaxValue; + int selectedIndex = -1; + int i = 0; + + foreach(ObiStitcher.Stitch stitch in stitcher.Stitches){ + + Vector3 pos1 = stitcher.Actor1.GetParticlePosition(stitch.particleIndex1); + Vector3 pos2 = stitcher.Actor2.GetParticlePosition(stitch.particleIndex2); + + switch (Event.current.GetTypeForControl(controlID)){ + case EventType.MouseDown: + + if (Event.current.button != 0) break; + + // If the user is pressing shift, accumulate selection. + if ((Event.current.modifiers & EventModifiers.Shift) == 0 && (Event.current.modifiers & EventModifiers.Alt) == 0){ + for(int j = 0; j < selectionStatus.Length; j++) + selectionStatus[j] = false; + } + + float distance = HandleUtility.DistanceToLine(pos1,pos2); + if (distance < 10 && distance < distanceToClosest){ + + distanceToClosest = distance; + selectedIndex = i; + + // Prevent deselection if we have selected a stitch: + GUIUtility.hotControl = controlID; + Event.current.Use(); + + } + break; + case EventType.Repaint: + Handles.color = selectionStatus[i]?Color.red:Color.green; + Handles.DrawDottedLine(pos1,pos2,2); + break; + } + ++i; + } + + if (selectedIndex >= 0){ + selectionStatus[selectedIndex] = !selectionStatus[selectedIndex]; + } + + } + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs.meta new file mode 100644 index 0000000..b0c18e2 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiStitcherEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7d360f36068814e1a9e2835455e6be61 +timeCreated: 1489407253 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs new file mode 100644 index 0000000..d585a75 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs @@ -0,0 +1,85 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiTetherConstraints component. + */ + + [CustomEditor(typeof(ObiTetherConstraints)), CanEditMultipleObjects] + public class ObiTetherConstraintsEditor : Editor + { + + ObiTetherConstraints constraints; + ObiActor.TetherType tetherType; + + public void OnEnable(){ + constraints = (ObiTetherConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + GUI.enabled = (constraints.Actor != null && constraints.Actor.Initialized); + + + GUILayout.BeginHorizontal(); + + if (GUILayout.Button("Generate Tethers")){ + + if (constraints.Actor != null){ + + Undo.RegisterCompleteObjectUndo(constraints, "Generate tethers"); + + constraints.RemoveFromSolver(null); + if (!constraints.Actor.GenerateTethers(tetherType)){ + Debug.LogWarning("Could not generate tethers. Make sure the actor has been properly initialized."); + } + constraints.AddToSolver(null); + } + } + + if (constraints.Actor is ObiRope) + tetherType = (ObiActor.TetherType)EditorGUILayout.EnumPopup(tetherType); + + GUILayout.EndHorizontal(); + + if (GUILayout.Button("Clear Tethers")){ + + if (constraints.Actor != null){ + + if (EditorUtility.DisplayDialog("Clear tethers","Are you sure you want to remove all tethers?","Ok","Cancel")){ + + Undo.RegisterCompleteObjectUndo(constraints, "Clear tethers"); + + constraints.RemoveFromSolver(null); + constraints.Actor.ClearTethers(); + constraints.AddToSolver(null); + + } + } + } + + GUI.enabled = true; + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + } +} + diff --git a/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs.meta new file mode 100644 index 0000000..88ec5f2 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiTetherConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cebb50377af8149fc82504bc29340be8 +timeCreated: 1449285050 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs b/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs new file mode 100644 index 0000000..5d5f5e2 --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs @@ -0,0 +1,41 @@ +using UnityEditor; +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Custom inspector for ObiVolumeConstraints component. + */ + + [CustomEditor(typeof(ObiVolumeConstraints)), CanEditMultipleObjects] + public class ObiVolumeConstraintsEditor : Editor + { + + ObiVolumeConstraints constraints; + + public void OnEnable(){ + constraints = (ObiVolumeConstraints)target; + } + + public override void OnInspectorGUI() { + + serializedObject.UpdateIfRequiredOrScript(); + + Editor.DrawPropertiesExcluding(serializedObject,"m_Script"); + + // Apply changes to the serializedProperty + if (GUI.changed){ + + serializedObject.ApplyModifiedProperties(); + + constraints.PushDataToSolver(); + + } + + } + + } +} diff --git a/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs.meta b/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs.meta new file mode 100644 index 0000000..790593e --- /dev/null +++ b/String Theory/Assets/Obi/Editor/ObiVolumeConstraintsEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9cc6aa164325a4c0c9fbbe75658062d7 +timeCreated: 1448569815 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Editor/PreviewHelpers.cs b/String Theory/Assets/Obi/Editor/PreviewHelpers.cs new file mode 100644 index 0000000..5ba601a --- /dev/null +++ b/String Theory/Assets/Obi/Editor/PreviewHelpers.cs @@ -0,0 +1,150 @@ +using System; +using UnityEditor; +using UnityEngine; + +namespace Obi{ + + class PreviewHelpers + { + + // Preview interaction related stuff: + static int sliderHash = "Slider".GetHashCode(); + public static Vector2 Drag2D(Vector2 scrollPosition, Rect position) + { + int controlID = GUIUtility.GetControlID(PreviewHelpers.sliderHash, FocusType.Passive); + Event current = Event.current; + switch (current.GetTypeForControl(controlID)) + { + case EventType.MouseDown: + if (position.Contains(current.mousePosition) && position.width > 50f) + { + GUIUtility.hotControl = controlID; + current.Use(); + EditorGUIUtility.SetWantsMouseJumping(1); + } + break; + case EventType.MouseUp: + if (GUIUtility.hotControl == controlID) + { + GUIUtility.hotControl = 0; + } + EditorGUIUtility.SetWantsMouseJumping(0); + break; + case EventType.MouseDrag: + if (GUIUtility.hotControl == controlID) + { + scrollPosition -= current.delta * (float)((!current.shift) ? 1 : 3) / Mathf.Min(position.width, position.height) * 140f; + scrollPosition.y = Mathf.Clamp(scrollPosition.y, -90f, 90f); + current.Use(); + GUI.changed = true; + } + break; + } + return scrollPosition; + } + + public Camera m_Camera; + public float m_CameraFieldOfView = 30f; + public Light[] m_Light = new Light[2]; + internal RenderTexture m_RenderTexture; + public PreviewHelpers() : this(false) + { + } + public PreviewHelpers(bool renderFullScene) + { + GameObject gameObject = EditorUtility.CreateGameObjectWithHideFlags("PreRenderCamera", HideFlags.HideAndDontSave, new Type[] + { + typeof(Camera) + }); + this.m_Camera = gameObject.GetComponent(); + this.m_Camera.fieldOfView = this.m_CameraFieldOfView; + this.m_Camera.cullingMask = 1 << 1; + this.m_Camera.enabled = false; + this.m_Camera.clearFlags = CameraClearFlags.SolidColor; + this.m_Camera.farClipPlane = 10f; + this.m_Camera.nearClipPlane = 1f; + this.m_Camera.backgroundColor = new Color(0.192156866f, 0.192156866f, 0.192156866f, 0); + this.m_Camera.renderingPath = RenderingPath.Forward; + this.m_Camera.useOcclusionCulling = false; + + for (int i = 0; i < 2; i++) + { + GameObject gameObject2 = EditorUtility.CreateGameObjectWithHideFlags("PreRenderLight", HideFlags.HideAndDontSave, new Type[] + { + typeof(Light) + }); + this.m_Light[i] = gameObject2.GetComponent(); + this.m_Light[i].type = LightType.Directional; + this.m_Light[i].intensity = 1f; + this.m_Light[i].enabled = false; + } + + this.m_Light[0].color = new Color(0.4f, 0.4f, 0.45f, 0f); + this.m_Light[1].transform.rotation = Quaternion.Euler(340f, 218f, 177f); + this.m_Light[1].color = new Color(0.4f, 0.4f, 0.45f, 0f) * 0.7f; + } + public void Cleanup() + { + if (this.m_Camera) + { + UnityEngine.Object.DestroyImmediate(this.m_Camera.gameObject, true); + } + if (this.m_RenderTexture) + { + UnityEngine.Object.DestroyImmediate(this.m_RenderTexture); + this.m_RenderTexture = null; + } + Light[] light = this.m_Light; + for (int i = 0; i < light.Length; i++) + { + Light light2 = light[i]; + if (light2) + { + UnityEngine.Object.DestroyImmediate(light2.gameObject, true); + } + } + } + + private void InitPreview(Rect r) + { + int num = (int)r.width; + int num2 = (int)r.height; + if (!this.m_RenderTexture || this.m_RenderTexture.width != num || this.m_RenderTexture.height != num2) + { + if (this.m_RenderTexture) + { + UnityEngine.Object.DestroyImmediate(this.m_RenderTexture); + this.m_RenderTexture = null; + } + float scaleFactor = this.GetScaleFactor((float)num, (float)num2); + this.m_RenderTexture = new RenderTexture((int)((float)num * scaleFactor), (int)((float)num2 * scaleFactor), 16); + this.m_RenderTexture.hideFlags = HideFlags.HideAndDontSave; + this.m_Camera.targetTexture = this.m_RenderTexture; + } + float num3 = (this.m_RenderTexture.width > 0) ? Mathf.Max(1f, (float)this.m_RenderTexture.height / (float)this.m_RenderTexture.width) : 1f; + this.m_Camera.fieldOfView = Mathf.Atan(num3 * Mathf.Tan(this.m_CameraFieldOfView * 0.5f * 0.0174532924f)) * 57.29578f * 2f; + + } + public float GetScaleFactor(float width, float height) + { + float a = Mathf.Max(Mathf.Min(width * 2f, 1024f), width) / width; + float b = Mathf.Max(Mathf.Min(height * 2f, 1024f), height) / height; + return Mathf.Min(a, b); + } + + public void BeginPreview(Rect r, GUIStyle previewBackground) + { + this.InitPreview(r); + if (previewBackground == null || previewBackground == GUIStyle.none) + { + return; + } + } + public Texture EndPreview() + { + m_Camera.Render(); + return this.m_RenderTexture; + } + + } +} diff --git a/String Theory/Assets/Obi/Editor/PreviewHelpers.cs.meta b/String Theory/Assets/Obi/Editor/PreviewHelpers.cs.meta new file mode 100644 index 0000000..8ff77ef --- /dev/null +++ b/String Theory/Assets/Obi/Editor/PreviewHelpers.cs.meta @@ -0,0 +1,12 @@ 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All rights reserved. + * + */ + +#ifndef Oni_ +#define Oni_ + +#include "Solver.h" +#include "HalfEdgeMesh.h" +#include "ParticleGrid.h" + +#if defined(__APPLE__) || defined(ANDROID) || defined(__linux__) + #define EXPORT __attribute__((visibility("default"))) +#else + #define EXPORT __declspec(dllexport) +#endif + +namespace Oni +{ + + struct ConstraintGroupParameters; + class ConstraintBatchBase; + class Collider; + class Rigidbody; + class TriangleSkinMap; + class DistanceField; + struct SphereShape; + struct BoxShape; + struct CapsuleShape; + struct HeightmapShape; + struct TriangleMeshShape; + struct CollisionMaterial; + struct ProfileInfo; + struct DFNode; + + // New API: + template + struct ObjHandle{ + std::shared_ptr ptr; + ObjHandle(T* obj):ptr(std::shared_ptr(obj)){} + std::shared_ptr operator->() const{ + return ptr; + } + }; + + extern "C" + { + + typedef ObjHandle ColliderHandle; + typedef ObjHandle ShapeHandle; + typedef ObjHandle RigidbodyHandle; + typedef ObjHandle CollisionMaterialHandle; + typedef ObjHandle DistanceFieldHandle; + + // Colliders ********************: + + EXPORT ColliderHandle* CreateCollider(); + EXPORT void DestroyCollider(ColliderHandle* collider); + + EXPORT ShapeHandle* CreateShape(const ShapeType shape); + EXPORT void DestroyShape(ShapeHandle* shape); + + EXPORT RigidbodyHandle* CreateRigidbody(); + EXPORT void DestroyRigidbody(RigidbodyHandle* rigidbody); + + EXPORT void UpdateCollider(ColliderHandle* collider, const ColliderAdaptor& adaptor); + EXPORT void UpdateShape(ShapeHandle* shape, const ShapeAdaptor& adaptor); + EXPORT void UpdateRigidbody(RigidbodyHandle* rigidbody, const RigidbodyAdaptor& adaptor); + + EXPORT void SetShapeDistanceField(ShapeHandle* shape, DistanceFieldHandle* distance_field); + + EXPORT void SetColliderShape(ColliderHandle* collider, ShapeHandle* shape); + EXPORT void SetColliderRigidbody(ColliderHandle* collider, RigidbodyHandle* rigidbody); + EXPORT void SetColliderMaterial(ColliderHandle* collider, CollisionMaterialHandle* material); + + EXPORT void GetRigidbodyVelocity(RigidbodyHandle* rigidbody, RigidbodyVelocityDelta& delta); + + // Distance fields ********************: + + EXPORT DistanceFieldHandle* CreateDistanceField(); + EXPORT void DestroyDistanceField(DistanceFieldHandle* df); + + EXPORT void StartBuildingDistanceField(DistanceFieldHandle* df,float max_error, + int max_depth, + Eigen::Vector3f* vertex_positions, + int* triangle_indices_, + int num_vertices, + int num_triangles); + + EXPORT bool ContinueBuildingDistanceField(DistanceFieldHandle* df); + + EXPORT float SampleDistanceField(DistanceFieldHandle* df, float x, float y, float z); + + EXPORT int GetDistanceFieldNodeCount(DistanceFieldHandle* df); + EXPORT void GetDistanceFieldNodes(DistanceFieldHandle* df, DFNode* nodes); + EXPORT void SetDistanceFieldNodes(DistanceFieldHandle* df, const DFNode* nodes, int num); + + // Collision materials *****************: + + EXPORT CollisionMaterialHandle* CreateCollisionMaterial(); + EXPORT void UpdateCollisionMaterial(CollisionMaterialHandle* material, const CollisionMaterial& adaptor); + EXPORT void DestroyCollisionMaterial(CollisionMaterialHandle* collider); + + // Solver ********************: + + EXPORT Solver* CreateSolver(int max_particles, int max_neighbours); + EXPORT void DestroySolver(Solver* solver); + + EXPORT void InitializeFrame(Solver* solver,const Vector4fUnaligned& position, const Vector4fUnaligned& scale, const QuaternionfUnaligned& rotation); + EXPORT void UpdateFrame(Solver* solver,const Vector4fUnaligned& position, const Vector4fUnaligned& scale, const QuaternionfUnaligned& rotation, float dt); + EXPORT void ApplyFrame(Solver* solver, float linear_velocity_scale, float angular_velocity_scale, float linear_inertia_scale,float angular_inertia_scale, float dt); + + EXPORT void AddCollider(ColliderHandle* collider); + EXPORT void RemoveCollider(ColliderHandle* collider); + + EXPORT void GetBounds(Solver* solver, Eigen::Vector3f& min, Eigen::Vector3f& max); + EXPORT int GetParticleGridSize(Solver* solver); + EXPORT void GetParticleGrid(Solver* solver, ParticleGrid::GridCell* cells); + + EXPORT void SetSolverParameters(Solver* solver, const SolverParameters* parameters); + EXPORT void GetSolverParameters(Solver* solver, SolverParameters* parameters); + + EXPORT void AddSimulationTime(Solver* solver, const float seconds); + EXPORT void ResetSimulationTime(Solver* solver); + EXPORT void UpdateSolver(Solver* solver, const unsigned int substeps,const float substep_seconds); + EXPORT void ApplyPositionInterpolation(Solver* solver,const float step_seconds); + EXPORT void UpdateSkeletalAnimation(Solver* solver); + + EXPORT int GetConstraintCount(Solver* solver, const Solver::ConstraintType type); + EXPORT void GetActiveConstraintIndices(Solver* solver, int* indices, int num, const Solver::ConstraintType type); + + EXPORT int SetActiveParticles(Solver* solver, const int* active, int num); + + EXPORT int SetParticlePhases(Solver* solver,const int* phases, int num, int dest_offset); + + EXPORT int SetParticlePositions(Solver* solver,const float* positions, int num, int dest_offset); + + EXPORT int GetParticlePositions(Solver* solver, float* positions, int num, int source_offset); + + EXPORT int SetParticleOrientations(Solver* solver,const float* orientations, int num, int dest_offset); + + EXPORT int GetParticleOrientations(Solver* solver, float* orientations, int num, int source_offset); + + EXPORT int SetRenderableParticlePositions(Solver* solver,const float* positions, int num, int dest_offset); + + EXPORT int GetRenderableParticlePositions(Solver* solver, float* positions, int num, int source_offset); + + EXPORT int SetParticleInverseMasses(Solver* solver, const float* inv_masses,int num, int dest_offset); + + EXPORT int SetParticleSolidRadii(Solver* solver, const float* radii,int num, int dest_offset); + + EXPORT int SetParticlePrincipalRadii(Solver* solver, const Vector2fUnaligned* radii,int num, int dest_offset); + + EXPORT int SetParticleVelocities(Solver* solver,const float* velocities, int num, int dest_offset); + + EXPORT int GetParticleVelocities(Solver* solver, float* velocities, int num, int source_offset); + + EXPORT int SetParticleAngularVelocities(Solver* solver,const float* velocities, int num, int dest_offset); + + EXPORT int GetParticleAngularVelocities(Solver* solver, float* velocities, int num, int source_offset); + + EXPORT void AddParticleExternalForces(Solver* solver, const Vector4fUnaligned* forces, int* indices, int num); + + EXPORT void AddParticleExternalForce(Solver* solver, const Vector4fUnaligned& force, int* indices, int num); + + EXPORT void AddParticleExternalTorques(Solver* solver, const Vector4fUnaligned* torques, int* indices, int num); + + EXPORT void AddParticleExternalTorque(Solver* solver, const Vector4fUnaligned& torque, int* indices, int num); + + EXPORT void AddParticleWinds(Solver* solver, const Vector4fUnaligned* wind, int* indices, int num); + + EXPORT void AddParticleWind(Solver* solver, const Vector4fUnaligned& wind, int* indices, int num); + + EXPORT int GetDeformableTriangleCount(Solver* solver); + + EXPORT void SetDeformableTriangles(Solver* solver, const int* indices, int num, int dest_offset); + + EXPORT int RemoveDeformableTriangles(Solver* solver, int num, int source_offset); + + EXPORT int GetParticleVorticities(Solver* solver, float* vorticities, int num, int source_offset); + + EXPORT int GetParticleDensities(Solver* solver, float* densities, int num, int source_offset); + + EXPORT int GetParticleAnisotropies(Solver* solver, Vector4fUnaligned* anisotropies, int num, int source_offset); + + EXPORT void SetConstraintGroupParameters(Solver* solver, const Solver::ConstraintType type, const ConstraintGroupParameters* parameters); + + EXPORT void GetConstraintGroupParameters(Solver* solver, const Solver::ConstraintType type, ConstraintGroupParameters* parameters); + + EXPORT void SetCollisionMaterials(Solver* solver, const CollisionMaterialHandle** materials, int* indices, int num); + + EXPORT int SetRestPositions(Solver* solver, const float* positions, int num, int dest_offset); + + EXPORT void SetFluidMaterials(Solver* solver, FluidMaterial* materials, int num, int dest_offset); + + EXPORT int SetFluidMaterialIndices(Solver* solver, const int* indices, int num, int dest_offset); + + // Meshes ********************: + + EXPORT Mesh* CreateDeformableMesh(Solver* solver, + HalfEdgeMesh* half_edge, + ConstraintBatchBase* skin_batch, + float world_to_local[16], + const int* particle_indices, + int vertex_capacity, + int vertex_count); + + EXPORT void DestroyDeformableMesh(Solver* solver,Mesh* mesh); + + EXPORT bool TearDeformableMeshAtVertex(Mesh* mesh,int vertex_index, + const Eigen::Vector3f* plane_point, + const Eigen::Vector3f* plane_normal, + int* updated_edges, + int& num_edges); + + EXPORT void SetDeformableMeshTBNUpdate(Mesh* mesh, const Mesh::NormalUpdate normal_update, bool skin_tangents); + + EXPORT void SetDeformableMeshTransform(Mesh* mesh,float world_to_local[16]); + + EXPORT void SetDeformableMeshSkinMap(Mesh* mesh, Mesh* source_mesh, TriangleSkinMap* map); + + EXPORT void SetDeformableMeshParticleIndices(Mesh* mesh,const int* indices); + + EXPORT void SetDeformableMeshData(Mesh* mesh,int* triangles, + Eigen::Vector3f* vertices, + Eigen::Vector3f* normals, + Vector4fUnaligned* tangents, + Vector4fUnaligned* colors, + Vector2fUnaligned* uv1, + Vector2fUnaligned* uv2, + Vector2fUnaligned* uv3, + Vector2fUnaligned* uv4); + + EXPORT void SetDeformableMeshAnimationData(Mesh* mesh, + float* bind_poses, + Mesh::BoneWeight* bone_weights, + int num_bones); + + EXPORT void SetDeformableMeshBoneTransforms(Mesh* mesh,float* bone_transforms); + + EXPORT void ForceDeformableMeshSkeletalSkinning(Mesh* mesh); + + // Batches ********************: + + EXPORT ConstraintBatchBase* CreateBatch(const Solver::ConstraintType type, bool cooked); + + EXPORT void DestroyBatch(ConstraintBatchBase* batch); + + EXPORT void AddBatch(Solver* solver, ConstraintBatchBase* batch, bool shares_particles); + + EXPORT void RemoveBatch(Solver* solver, ConstraintBatchBase* batch); + + EXPORT void EnableBatch(ConstraintBatchBase* batch, bool enabled); + + EXPORT int GetBatchConstraintCount(ConstraintBatchBase* batch); + + EXPORT int GetBatchConstraintForces(ConstraintBatchBase* batch, float* forces, int num, int source_offset); + + EXPORT int GetBatchPhaseCount(ConstraintBatchBase* batch); + + EXPORT void SetBatchPhaseSizes(ConstraintBatchBase* batch, int* phase_sizes, int num); + + EXPORT void GetBatchPhaseSizes(ConstraintBatchBase* batch, int* phase_sizes); + + EXPORT bool CookBatch(ConstraintBatchBase* batch); + + // Constraints ********************: + + EXPORT int SetActiveConstraints(ConstraintBatchBase* batch, const int* active, int num); + + EXPORT void SetDistanceConstraints(ConstraintBatchBase* batch, + const int* indices, + const float* restLengths, + const float* stiffnesses, + int num); + + EXPORT void GetDistanceConstraints(ConstraintBatchBase* batch, + int* indices, + float* rest_lengths, + float* stiffnesses); + + EXPORT void SetBendingConstraints(ConstraintBatchBase* batch, + const int* indices, + const float* rest_bends, + const float* bending_stiffnesses, + int num); + + EXPORT void GetBendingConstraints(ConstraintBatchBase* batch, + int* indices, + float* rest_bends, + float* bending_stiffnesses); + + EXPORT void SetSkinConstraints(ConstraintBatchBase* batch, + const int* indices, + const Vector4fUnaligned* skin_points, + const Vector4fUnaligned* skin_normals, + const float* radii_backstops, + const float* stiffnesses, + int num); + + EXPORT void GetSkinConstraints(ConstraintBatchBase* batch, + int* indices, + Vector4fUnaligned* skin_points, + Vector4fUnaligned* skin_normals, + float* radii_backstops, + float* stiffnesses); + + EXPORT void SetAerodynamicConstraints(ConstraintBatchBase* batch, + const int* triangle_indices, + const float* aerodynamic_coeffs, + int num); + + EXPORT void SetVolumeConstraints(ConstraintBatchBase* batch, + const int* triangle_indices, + const int* first_triangle, + const int* num_triangles, + const float* rest_volumes, + const float* pressure_stiffnesses, + int num); + + EXPORT void SetShapeMatchingConstraints(ConstraintBatchBase* batch, + const int* shape_indices, + const int* first_index, + const int* num_indices, + const float* shape_stiffness, + int num); + + EXPORT void CalculateRestShapeMatching(Solver* solver, ConstraintBatchBase* batch); + + EXPORT void SetTetherConstraints(ConstraintBatchBase* batch, + const int* indices, + const float* max_lenght_scales, + const float* stiffnesses, + int num); + + EXPORT void GetTetherConstraints(ConstraintBatchBase* batch, + int* indices, + float* max_lenght_scales, + float* stiffnesses); + + EXPORT void SetPinConstraints(ConstraintBatchBase* batch, + const int* indices, + const Vector4fUnaligned* pin_offsets, + const ColliderHandle** colliders, + const float* stiffnesses, + int num); + + EXPORT void SetStitchConstraints(ConstraintBatchBase* batch, + const int* indices, + const float* stiffnesses, + int num); + + // Collision data ********************: + + EXPORT void GetCollisionContacts(Solver* solver,Contact* contacts, int num); + + // Diffuse particles ********************: + + EXPORT void ClearDiffuseParticles(Solver* solver); + + EXPORT int SetDiffuseParticles(Solver* solver, const Vector4fUnaligned* positions, int num); + + EXPORT int GetDiffuseParticleVelocities(Solver* solver, Vector4fUnaligned* velocities, int num, int source_offset); + + EXPORT void SetDiffuseParticleNeighbourCounts(Solver* solver,int* neighbour_counts); + + // Skin maps ********************: + + EXPORT TriangleSkinMap* CreateTriangleSkinMap(); + + EXPORT void DestroyTriangleSkinMap(TriangleSkinMap* map); + + EXPORT void Bind(TriangleSkinMap* map, Mesh* source, Mesh* target, + const unsigned int* source_master_flags, + const unsigned int* target_slave_flags); + + EXPORT int GetSkinnedVertexCount(TriangleSkinMap* map); + + EXPORT void GetSkinInfo(TriangleSkinMap* map, + int* skin_indices, + int* source_tri_indices, + Eigen::Vector3f* bary_pos, + Eigen::Vector3f* bary_nrm, + Eigen::Vector3f* bary_tan); + + EXPORT void SetSkinInfo(TriangleSkinMap* map, + const int* skin_indices, + const int* source_tri_indices, + const Eigen::Vector3f* bary_pos, + const Eigen::Vector3f* bary_nrm, + const Eigen::Vector3f* bary_tan, + int num); + + // Tasks ********************: + + EXPORT void WaitForAllTasks(); + + EXPORT void ClearTasks(); + + // Profiling ****************: + + EXPORT int GetMaxSystemConcurrency(); + + EXPORT void SignalFrameStart(); + + EXPORT double SignalFrameEnd(); + + EXPORT void EnableProfiler(bool enabled); + + EXPORT int GetProfilingInfoCount(); + + EXPORT void GetProfilingInfo(ProfileInfo* info, int count); + } + +} + +#endif diff --git a/String Theory/Assets/Obi/Plugins/iOS/Oni.h.meta b/String Theory/Assets/Obi/Plugins/iOS/Oni.h.meta new file mode 100644 index 0000000..9fb7a53 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/iOS/Oni.h.meta @@ -0,0 +1,55 @@ +fileFormatVersion: 2 +guid: 03646faf401f74c9e8e73b6365c17f63 +timeCreated: 1454288671 +licenseType: Store +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Android: + enabled: 0 + settings: + CPU: AnyCPU + Any: + enabled: 0 + settings: {} + Editor: + enabled: 0 + settings: + CPU: AnyCPU + DefaultValueInitialized: true + OS: AnyOS + Linux: + enabled: 0 + settings: + CPU: x86 + Linux64: + enabled: 0 + settings: + CPU: x86_64 + OSXIntel: + enabled: 0 + settings: + CPU: AnyCPU + OSXIntel64: + enabled: 0 + settings: + CPU: AnyCPU + Win: + enabled: 0 + settings: + CPU: AnyCPU + Win64: + enabled: 0 + settings: + CPU: AnyCPU + iOS: + enabled: 1 + settings: + CompileFlags: + FrameworkDependencies: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h b/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h new file mode 100644 index 0000000..c680304 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h @@ -0,0 +1,72 @@ +/* + * OniHelpers.h + * Oni + * + * Created by José María Méndez González on 21/9/15. + * Copyright (c) 2015 ArK. All rights reserved. + * + */ + +#ifndef OniHelpers_ +#define OniHelpers_ + +#include "Dense" +#include "HalfEdgeMesh.h" + +#if defined(__APPLE__) || defined(ANDROID) || defined(__linux__) + #define EXPORT __attribute__((visibility("default"))) +#else + #define EXPORT __declspec(dllexport) +#endif + +namespace Oni +{ + extern "C" + { + + EXPORT int MakePhase(int group, int flags); + EXPORT int GetGroupFromPhase(int phase); + + /** + * Calculates the rest bend factor for a bending constraint between 3 particles. + * @param coordinates an array of 9 floats: x,y,z of the first particle, x,y,z of the second particle, x,y,z of the third (central) particle. + */ + EXPORT float BendingConstraintRest(float* coordinates); + + EXPORT HalfEdgeMesh* CreateHalfEdgeMesh(); + + EXPORT void DestroyHalfEdgeMesh(HalfEdgeMesh* mesh); + EXPORT void GetHalfEdgeMeshInfo(HalfEdgeMesh* mesh, HalfEdgeMesh::MeshInformation* mesh_info); + + EXPORT void CalculatePrimitiveCounts(HalfEdgeMesh* mesh, + Eigen::Vector3f* vertices, + int* triangles, + int vertex_count, + int triangle_count); + + EXPORT void Generate(HalfEdgeMesh* mesh, + Eigen::Vector3f* vertices, + int* triangles, + int vertex_count, + int triangle_count, + float* scale); + + EXPORT void SetHalfEdges(HalfEdgeMesh* mesh,HalfEdgeMesh::HalfEdge* half_edges, int count); + EXPORT void SetVertices(HalfEdgeMesh* mesh,HalfEdgeMesh::Vertex* vertices, int count); + EXPORT void SetFaces(HalfEdgeMesh* mesh,HalfEdgeMesh::Face* faces, int count); + + EXPORT void SetNormals(HalfEdgeMesh* mesh,Eigen::Vector3f* normals); + EXPORT void SetTangents(HalfEdgeMesh* mesh,Vector4fUnaligned* tangents); + EXPORT void SetInverseOrientations(HalfEdgeMesh* mesh,QuaternionfUnaligned* orientations); + EXPORT void SetVisualMap(HalfEdgeMesh* mesh,int* map); + + EXPORT int GetHalfEdgeCount(HalfEdgeMesh* mesh); + EXPORT int GetVertexCount(HalfEdgeMesh* mesh); + EXPORT int GetFaceCount(HalfEdgeMesh* mesh); + + EXPORT void GetPointCloudAnisotropy(Eigen::Vector3f* points,int count,float max_anisotropy,float radius,QuaternionfUnaligned& orientation,Eigen::Vector3f& principal_values); + } + +} + +#endif diff --git a/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h.meta b/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h.meta new file mode 100644 index 0000000..42125a6 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/iOS/OniHelpers.h.meta @@ -0,0 +1,55 @@ +fileFormatVersion: 2 +guid: 4f88b733d928048638365465e86b8f3b +timeCreated: 1454288671 +licenseType: Store +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Android: + enabled: 0 + settings: + CPU: AnyCPU + Any: + enabled: 0 + settings: {} + Editor: + enabled: 0 + settings: + CPU: AnyCPU + DefaultValueInitialized: true + OS: AnyOS + Linux: + enabled: 0 + settings: + CPU: x86 + Linux64: + enabled: 0 + settings: + CPU: x86_64 + OSXIntel: + enabled: 0 + settings: + CPU: AnyCPU + OSXIntel64: + enabled: 0 + settings: + CPU: AnyCPU + Win: + enabled: 0 + settings: + CPU: AnyCPU + Win64: + enabled: 0 + settings: + CPU: AnyCPU + iOS: + enabled: 1 + settings: + CompileFlags: + FrameworkDependencies: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/iOS/libOni.a b/String Theory/Assets/Obi/Plugins/iOS/libOni.a new file mode 100644 index 0000000..0020ec0 Binary files /dev/null and b/String Theory/Assets/Obi/Plugins/iOS/libOni.a differ diff --git a/String Theory/Assets/Obi/Plugins/iOS/libOni.a.meta b/String Theory/Assets/Obi/Plugins/iOS/libOni.a.meta new file mode 100644 index 0000000..46696f2 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/iOS/libOni.a.meta @@ -0,0 +1,27 @@ +fileFormatVersion: 2 +guid: 480286a2338ca4cb6a36110dcd0614f4 +timeCreated: 1518104273 +licenseType: Store +PluginImporter: + serializedVersion: 2 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + data: + first: + Any: + second: + enabled: 1 + settings: {} + data: + first: + Editor: Editor + second: + enabled: 0 + settings: + DefaultValueInitialized: true + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle.meta new file mode 100644 index 0000000..b80280a --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle.meta @@ -0,0 +1,75 @@ +fileFormatVersion: 2 +guid: 06f3792ad8cae406793dd40d66b45653 +folderAsset: yes +timeCreated: 1482772424 +licenseType: Store +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + isOverridable: 0 + platformData: + Android: + enabled: 0 + settings: + CPU: ARMv7 + Any: + enabled: 0 + settings: + Exclude Android: 1 + Exclude Editor: 0 + Exclude Linux: 1 + Exclude Linux64: 1 + Exclude LinuxUniversal: 1 + Exclude OSXIntel: 0 + Exclude OSXIntel64: 0 + Exclude OSXUniversal: 0 + Exclude WebGL: 0 + Exclude Win: 1 + Exclude Win64: 1 + Exclude iOS: 1 + Editor: + enabled: 1 + settings: + CPU: AnyCPU + DefaultValueInitialized: true + OS: OSX + Linux: + enabled: 0 + settings: + CPU: x86 + Linux64: + enabled: 0 + settings: + CPU: x86_64 + OSXIntel: + enabled: 1 + settings: + CPU: AnyCPU + OSXIntel64: + enabled: 1 + settings: + CPU: AnyCPU + OSXUniversal: + enabled: 1 + settings: {} + WebGL: + enabled: 1 + settings: {} + Win: + enabled: 0 + settings: + CPU: AnyCPU + Win64: + enabled: 0 + settings: + CPU: AnyCPU + iOS: + enabled: 0 + settings: + CompileFlags: + FrameworkDependencies: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents.meta new file mode 100644 index 0000000..b433236 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ac34b2fa1350449cf83653084980d679 +folderAsset: yes +timeCreated: 1482772424 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist new file mode 100644 index 0000000..463c6bf --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist @@ -0,0 +1,46 @@ + + + + + BuildMachineOSBuild + 16D32 + CFBundleDevelopmentRegion + en + CFBundleExecutable + Oni + CFBundleIdentifier + com.Ark.Oni + CFBundleInfoDictionaryVersion + 6.0 + CFBundleName + Oni + CFBundlePackageType + BNDL + CFBundleShortVersionString + 1.0 + CFBundleSignature + ???? + CFBundleSupportedPlatforms + + MacOSX + + CFBundleVersion + 1 + DTCompiler + com.apple.compilers.llvm.clang.1_0 + DTPlatformBuild + 8E3004b + DTPlatformVersion + GM + DTSDKBuild + 16E185 + DTSDKName + macosx10.12 + DTXcode + 0833 + DTXcodeBuild + 8E3004b + NSHumanReadableCopyright + Copyright © 2016 Ark. All rights reserved. + + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist.meta new file mode 100644 index 0000000..9b56684 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Info.plist.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c4eed20a9040442449472e130f38febf +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS.meta new file mode 100644 index 0000000..2167ae2 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8b4508700d04f44babe15a4c207e7027 +folderAsset: yes +timeCreated: 1482772424 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni new file mode 100644 index 0000000..e7cb49a Binary files /dev/null and b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni differ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni.meta new file mode 100644 index 0000000..6ea5566 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/MacOS/Oni.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a9edd7014ac74d7e8f4e6ad0b6fa504 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources.meta new file mode 100644 index 0000000..35c2f98 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 257a4a37bb60842f49aa3041b78cfd15 +folderAsset: yes +timeCreated: 1527868680 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt new file mode 100644 index 0000000..9eb502b --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt @@ -0,0 +1,19 @@ +include(RegexUtils) +test_escape_string_as_regex() + +file(GLOB Eigen_directory_files "*") + +escape_string_as_regex(ESCAPED_CMAKE_CURRENT_SOURCE_DIR "${CMAKE_CURRENT_SOURCE_DIR}") + +foreach(f ${Eigen_directory_files}) + if(NOT f MATCHES "\\.txt" AND NOT f MATCHES "${ESCAPED_CMAKE_CURRENT_SOURCE_DIR}/[.].+" AND NOT f MATCHES "${ESCAPED_CMAKE_CURRENT_SOURCE_DIR}/src") + list(APPEND Eigen_directory_files_to_install ${f}) + endif() +endforeach(f ${Eigen_directory_files}) + +install(FILES + ${Eigen_directory_files_to_install} + DESTINATION ${INCLUDE_INSTALL_DIR}/Eigen COMPONENT Devel + ) + +install(DIRECTORY src DESTINATION ${INCLUDE_INSTALL_DIR}/Eigen COMPONENT Devel FILES_MATCHING PATTERN "*.h") diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt.meta new file mode 100644 index 0000000..8af5e7e --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CMakeLists.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a4eb9f74c95a458f87bd62e6927a20f +timeCreated: 1528213616 +licenseType: Store +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky new file mode 100644 index 0000000..369d1f5 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky @@ -0,0 +1,41 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_CHOLESKY_MODULE_H +#define EIGEN_CHOLESKY_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup Cholesky_Module Cholesky module + * + * + * + * This module provides two variants of the Cholesky decomposition for selfadjoint (hermitian) matrices. + * Those decompositions are also accessible via the following methods: + * - MatrixBase::llt() + * - MatrixBase::ldlt() + * - SelfAdjointView::llt() + * - SelfAdjointView::ldlt() + * + * \code + * #include + * \endcode + */ + +#include "src/Cholesky/LLT.h" +#include "src/Cholesky/LDLT.h" +#ifdef EIGEN_USE_LAPACKE +#include "src/misc/lapacke.h" +#include "src/Cholesky/LLT_LAPACKE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_CHOLESKY_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky.meta new file mode 100644 index 0000000..4c049b1 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Cholesky.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 65aaa96ecef29497d97889e5a760c262 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport new file mode 100644 index 0000000..bed8924 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport @@ -0,0 +1,48 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_CHOLMODSUPPORT_MODULE_H +#define EIGEN_CHOLMODSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +extern "C" { + #include +} + +/** \ingroup Support_modules + * \defgroup CholmodSupport_Module CholmodSupport module + * + * This module provides an interface to the Cholmod library which is part of the suitesparse package. + * It provides the two following main factorization classes: + * - class CholmodSupernodalLLT: a supernodal LLT Cholesky factorization. + * - class CholmodDecomposiiton: a general L(D)LT Cholesky factorization with automatic or explicit runtime selection of the underlying factorization method (supernodal or simplicial). + * + * For the sake of completeness, this module also propose the two following classes: + * - class CholmodSimplicialLLT + * - class CholmodSimplicialLDLT + * Note that these classes does not bring any particular advantage compared to the built-in + * SimplicialLLT and SimplicialLDLT factorization classes. + * + * \code + * #include + * \endcode + * + * In order to use this module, the cholmod headers must be accessible from the include paths, and your binary must be linked to the cholmod library and its dependencies. + * The dependencies depend on how cholmod has been compiled. + * For a cmake based project, you can use our FindCholmod.cmake module to help you in this task. + * + */ + +#include "src/CholmodSupport/CholmodSupport.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_CHOLMODSUPPORT_MODULE_H + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport.meta new file mode 100644 index 0000000..5131fa3 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/CholmodSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fc57e933b9fe64ea99915af346c0bc46 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core new file mode 100644 index 0000000..8255815 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core @@ -0,0 +1,512 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2008 Gael Guennebaud +// Copyright (C) 2007-2011 Benoit Jacob +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_CORE_H +#define EIGEN_CORE_H + +// first thing Eigen does: stop the compiler from committing suicide +#include "src/Core/util/DisableStupidWarnings.h" + +// Handle NVCC/CUDA/SYCL +#if defined(__CUDACC__) || defined(__SYCL_DEVICE_ONLY__) + // Do not try asserts on CUDA and SYCL! + #ifndef EIGEN_NO_DEBUG + #define EIGEN_NO_DEBUG + #endif + + #ifdef EIGEN_INTERNAL_DEBUGGING + #undef EIGEN_INTERNAL_DEBUGGING + #endif + + #ifdef EIGEN_EXCEPTIONS + #undef EIGEN_EXCEPTIONS + #endif + + // All functions callable from CUDA code must be qualified with __device__ + #ifdef __CUDACC__ + // Do not try to vectorize on CUDA and SYCL! + #ifndef EIGEN_DONT_VECTORIZE + #define EIGEN_DONT_VECTORIZE + #endif + + #define EIGEN_DEVICE_FUNC __host__ __device__ + // We need math_functions.hpp to ensure that that EIGEN_USING_STD_MATH macro + // works properly on the device side + #include + #else + #define EIGEN_DEVICE_FUNC + #endif + +#else + #define EIGEN_DEVICE_FUNC + +#endif + +// When compiling CUDA device code with NVCC, pull in math functions from the +// global namespace. In host mode, and when device doee with clang, use the +// std versions. +#if defined(__CUDA_ARCH__) && defined(__NVCC__) + #define EIGEN_USING_STD_MATH(FUNC) using ::FUNC; +#else + #define EIGEN_USING_STD_MATH(FUNC) using std::FUNC; +#endif + +#if (defined(_CPPUNWIND) || defined(__EXCEPTIONS)) && !defined(__CUDA_ARCH__) && !defined(EIGEN_EXCEPTIONS) && !defined(EIGEN_USE_SYCL) + #define EIGEN_EXCEPTIONS +#endif + +#ifdef EIGEN_EXCEPTIONS + #include +#endif + +// then include this file where all our macros are defined. It's really important to do it first because +// it's where we do all the alignment settings (platform detection and honoring the user's will if he +// defined e.g. EIGEN_DONT_ALIGN) so it needs to be done before we do anything with vectorization. +#include "src/Core/util/Macros.h" + +// Disable the ipa-cp-clone optimization flag with MinGW 6.x or newer (enabled by default with -O3) +// See http://eigen.tuxfamily.org/bz/show_bug.cgi?id=556 for details. +#if EIGEN_COMP_MINGW && EIGEN_GNUC_AT_LEAST(4,6) + #pragma GCC optimize ("-fno-ipa-cp-clone") +#endif + +#include + +// this include file manages BLAS and MKL related macros +// and inclusion of their respective header files +#include "src/Core/util/MKL_support.h" + +// if alignment is disabled, then disable vectorization. Note: EIGEN_MAX_ALIGN_BYTES is the proper check, it takes into +// account both the user's will (EIGEN_MAX_ALIGN_BYTES,EIGEN_DONT_ALIGN) and our own platform checks +#if EIGEN_MAX_ALIGN_BYTES==0 + #ifndef EIGEN_DONT_VECTORIZE + #define EIGEN_DONT_VECTORIZE + #endif +#endif + +#if EIGEN_COMP_MSVC + #include // for _aligned_malloc -- need it regardless of whether vectorization is enabled + #if (EIGEN_COMP_MSVC >= 1500) // 2008 or later + // Remember that usage of defined() in a #define is undefined by the standard. + // a user reported that in 64-bit mode, MSVC doesn't care to define _M_IX86_FP. + #if (defined(_M_IX86_FP) && (_M_IX86_FP >= 2)) || EIGEN_ARCH_x86_64 + #define EIGEN_SSE2_ON_MSVC_2008_OR_LATER + #endif + #endif +#else + // Remember that usage of defined() in a #define is undefined by the standard + #if (defined __SSE2__) && ( (!EIGEN_COMP_GNUC) || EIGEN_COMP_ICC || EIGEN_GNUC_AT_LEAST(4,2) ) + #define EIGEN_SSE2_ON_NON_MSVC_BUT_NOT_OLD_GCC + #endif +#endif + +#ifndef EIGEN_DONT_VECTORIZE + + #if defined (EIGEN_SSE2_ON_NON_MSVC_BUT_NOT_OLD_GCC) || defined(EIGEN_SSE2_ON_MSVC_2008_OR_LATER) + + // Defines symbols for compile-time detection of which instructions are + // used. + // EIGEN_VECTORIZE_YY is defined if and only if the instruction set YY is used + #define EIGEN_VECTORIZE + #define EIGEN_VECTORIZE_SSE + #define EIGEN_VECTORIZE_SSE2 + + // Detect sse3/ssse3/sse4: + // gcc and icc defines __SSE3__, ... + // there is no way to know about this on msvc. You can define EIGEN_VECTORIZE_SSE* if you + // want to force the use of those instructions with msvc. + #ifdef __SSE3__ + #define EIGEN_VECTORIZE_SSE3 + #endif + #ifdef __SSSE3__ + #define EIGEN_VECTORIZE_SSSE3 + #endif + #ifdef __SSE4_1__ + #define EIGEN_VECTORIZE_SSE4_1 + #endif + #ifdef __SSE4_2__ + #define EIGEN_VECTORIZE_SSE4_2 + #endif + #ifdef __AVX__ + #define EIGEN_VECTORIZE_AVX + #define EIGEN_VECTORIZE_SSE3 + #define EIGEN_VECTORIZE_SSSE3 + #define EIGEN_VECTORIZE_SSE4_1 + #define EIGEN_VECTORIZE_SSE4_2 + #endif + #ifdef __AVX2__ + #define EIGEN_VECTORIZE_AVX2 + #endif + #ifdef __FMA__ + #define EIGEN_VECTORIZE_FMA + #endif + #if defined(__AVX512F__) && defined(EIGEN_ENABLE_AVX512) + #define EIGEN_VECTORIZE_AVX512 + #define EIGEN_VECTORIZE_AVX2 + #define EIGEN_VECTORIZE_AVX + #define EIGEN_VECTORIZE_FMA + #ifdef __AVX512DQ__ + #define EIGEN_VECTORIZE_AVX512DQ + #endif + #endif + + // include files + + // This extern "C" works around a MINGW-w64 compilation issue + // https://sourceforge.net/tracker/index.php?func=detail&aid=3018394&group_id=202880&atid=983354 + // In essence, intrin.h is included by windows.h and also declares intrinsics (just as emmintrin.h etc. below do). + // However, intrin.h uses an extern "C" declaration, and g++ thus complains of duplicate declarations + // with conflicting linkage. The linkage for intrinsics doesn't matter, but at that stage the compiler doesn't know; + // so, to avoid compile errors when windows.h is included after Eigen/Core, ensure intrinsics are extern "C" here too. + // notice that since these are C headers, the extern "C" is theoretically needed anyways. + extern "C" { + // In theory we should only include immintrin.h and not the other *mmintrin.h header files directly. + // Doing so triggers some issues with ICC. However old gcc versions seems to not have this file, thus: + #if EIGEN_COMP_ICC >= 1110 + #include + #else + #include + #include + #include + #ifdef EIGEN_VECTORIZE_SSE3 + #include + #endif + #ifdef EIGEN_VECTORIZE_SSSE3 + #include + #endif + #ifdef EIGEN_VECTORIZE_SSE4_1 + #include + #endif + #ifdef EIGEN_VECTORIZE_SSE4_2 + #include + #endif + #if defined(EIGEN_VECTORIZE_AVX) || defined(EIGEN_VECTORIZE_AVX512) + #include + #endif + #endif + } // end extern "C" + #elif defined __VSX__ + #define EIGEN_VECTORIZE + #define EIGEN_VECTORIZE_VSX + #include + // We need to #undef all these ugly tokens defined in + // => use __vector instead of vector + #undef bool + #undef vector + #undef pixel + #elif defined __ALTIVEC__ + #define EIGEN_VECTORIZE + #define EIGEN_VECTORIZE_ALTIVEC + #include + // We need to #undef all these ugly tokens defined in + // => use __vector instead of vector + #undef bool + #undef vector + #undef pixel + #elif (defined __ARM_NEON) || (defined __ARM_NEON__) + #define EIGEN_VECTORIZE + #define EIGEN_VECTORIZE_NEON + #include + #elif (defined __s390x__ && defined __VEC__) + #define EIGEN_VECTORIZE + #define EIGEN_VECTORIZE_ZVECTOR + #include + #endif +#endif + +#if defined(__F16C__) && !defined(EIGEN_COMP_CLANG) + // We can use the optimized fp16 to float and float to fp16 conversion routines + #define EIGEN_HAS_FP16_C +#endif + +#if defined __CUDACC__ + #define EIGEN_VECTORIZE_CUDA + #include + #if defined __CUDACC_VER__ && __CUDACC_VER__ >= 70500 + #define EIGEN_HAS_CUDA_FP16 + #endif +#endif + +#if defined EIGEN_HAS_CUDA_FP16 + #include + #include +#endif + +#if (defined _OPENMP) && (!defined EIGEN_DONT_PARALLELIZE) + #define EIGEN_HAS_OPENMP +#endif + +#ifdef EIGEN_HAS_OPENMP +#include +#endif + +// MSVC for windows mobile does not have the errno.h file +#if !(EIGEN_COMP_MSVC && EIGEN_OS_WINCE) && !EIGEN_COMP_ARM +#define EIGEN_HAS_ERRNO +#endif + +#ifdef EIGEN_HAS_ERRNO +#include +#endif +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include // for CHAR_BIT +// for min/max: +#include + +// for std::is_nothrow_move_assignable +#ifdef EIGEN_INCLUDE_TYPE_TRAITS +#include +#endif + +// for outputting debug info +#ifdef EIGEN_DEBUG_ASSIGN +#include +#endif + +// required for __cpuid, needs to be included after cmath +#if EIGEN_COMP_MSVC && EIGEN_ARCH_i386_OR_x86_64 && !EIGEN_OS_WINCE + #include +#endif + +/** \brief Namespace containing all symbols from the %Eigen library. */ +namespace Eigen { + +inline static const char *SimdInstructionSetsInUse(void) { +#if defined(EIGEN_VECTORIZE_AVX512) + return "AVX512, FMA, AVX2, AVX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2"; +#elif defined(EIGEN_VECTORIZE_AVX) + return "AVX SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2"; +#elif defined(EIGEN_VECTORIZE_SSE4_2) + return "SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2"; +#elif defined(EIGEN_VECTORIZE_SSE4_1) + return "SSE, SSE2, SSE3, SSSE3, SSE4.1"; +#elif defined(EIGEN_VECTORIZE_SSSE3) + return "SSE, SSE2, SSE3, SSSE3"; +#elif defined(EIGEN_VECTORIZE_SSE3) + return "SSE, SSE2, SSE3"; +#elif defined(EIGEN_VECTORIZE_SSE2) + return "SSE, SSE2"; +#elif defined(EIGEN_VECTORIZE_ALTIVEC) + return "AltiVec"; +#elif defined(EIGEN_VECTORIZE_VSX) + return "VSX"; +#elif defined(EIGEN_VECTORIZE_NEON) + return "ARM NEON"; +#elif defined(EIGEN_VECTORIZE_ZVECTOR) + return "S390X ZVECTOR"; +#else + return "None"; +#endif +} + +} // end namespace Eigen + +#if defined EIGEN2_SUPPORT_STAGE40_FULL_EIGEN3_STRICTNESS || defined EIGEN2_SUPPORT_STAGE30_FULL_EIGEN3_API || defined EIGEN2_SUPPORT_STAGE20_RESOLVE_API_CONFLICTS || defined EIGEN2_SUPPORT_STAGE10_FULL_EIGEN2_API || defined EIGEN2_SUPPORT +// This will generate an error message: +#error Eigen2-support is only available up to version 3.2. Please go to "http://eigen.tuxfamily.org/index.php?title=Eigen2" for further information +#endif + +// we use size_t frequently and we'll never remember to prepend it with std:: everytime just to +// ensure QNX/QCC support +using std::size_t; +// gcc 4.6.0 wants std:: for ptrdiff_t +using std::ptrdiff_t; + +/** \defgroup Core_Module Core module + * This is the main module of Eigen providing dense matrix and vector support + * (both fixed and dynamic size) with all the features corresponding to a BLAS library + * and much more... + * + * \code + * #include + * \endcode + */ + +#include "src/Core/util/Constants.h" +#include "src/Core/util/Meta.h" +#include "src/Core/util/ForwardDeclarations.h" +#include "src/Core/util/StaticAssert.h" +#include "src/Core/util/XprHelper.h" +#include "src/Core/util/Memory.h" + +#include "src/Core/NumTraits.h" +#include "src/Core/MathFunctions.h" +#include "src/Core/GenericPacketMath.h" +#include "src/Core/MathFunctionsImpl.h" + +#if defined EIGEN_VECTORIZE_AVX512 + #include "src/Core/arch/SSE/PacketMath.h" + #include "src/Core/arch/AVX/PacketMath.h" + #include "src/Core/arch/AVX512/PacketMath.h" + #include "src/Core/arch/AVX512/MathFunctions.h" +#elif defined EIGEN_VECTORIZE_AVX + // Use AVX for floats and doubles, SSE for integers + #include "src/Core/arch/SSE/PacketMath.h" + #include "src/Core/arch/SSE/Complex.h" + #include "src/Core/arch/SSE/MathFunctions.h" + #include "src/Core/arch/AVX/PacketMath.h" + #include "src/Core/arch/AVX/MathFunctions.h" + #include "src/Core/arch/AVX/Complex.h" + #include "src/Core/arch/AVX/TypeCasting.h" +#elif defined EIGEN_VECTORIZE_SSE + #include "src/Core/arch/SSE/PacketMath.h" + #include "src/Core/arch/SSE/MathFunctions.h" + #include "src/Core/arch/SSE/Complex.h" + #include "src/Core/arch/SSE/TypeCasting.h" +#elif defined(EIGEN_VECTORIZE_ALTIVEC) || defined(EIGEN_VECTORIZE_VSX) + #include "src/Core/arch/AltiVec/PacketMath.h" + #include "src/Core/arch/AltiVec/MathFunctions.h" + #include "src/Core/arch/AltiVec/Complex.h" +#elif defined EIGEN_VECTORIZE_NEON + #include "src/Core/arch/NEON/PacketMath.h" + #include "src/Core/arch/NEON/MathFunctions.h" + #include "src/Core/arch/NEON/Complex.h" +#elif defined EIGEN_VECTORIZE_ZVECTOR + #include "src/Core/arch/ZVector/PacketMath.h" + #include "src/Core/arch/ZVector/MathFunctions.h" + #include "src/Core/arch/ZVector/Complex.h" +#endif + +// Half float support +#include "src/Core/arch/CUDA/Half.h" +#include "src/Core/arch/CUDA/PacketMathHalf.h" +#include "src/Core/arch/CUDA/TypeCasting.h" + +#if defined EIGEN_VECTORIZE_CUDA + #include "src/Core/arch/CUDA/PacketMath.h" + #include "src/Core/arch/CUDA/MathFunctions.h" +#endif + +#include "src/Core/arch/Default/Settings.h" + +#include "src/Core/functors/TernaryFunctors.h" +#include "src/Core/functors/BinaryFunctors.h" +#include "src/Core/functors/UnaryFunctors.h" +#include "src/Core/functors/NullaryFunctors.h" +#include "src/Core/functors/StlFunctors.h" +#include "src/Core/functors/AssignmentFunctors.h" + +// Specialized functors to enable the processing of complex numbers +// on CUDA devices +#include "src/Core/arch/CUDA/Complex.h" + +#include "src/Core/DenseCoeffsBase.h" +#include "src/Core/DenseBase.h" +#include "src/Core/MatrixBase.h" +#include "src/Core/EigenBase.h" + +#include "src/Core/Product.h" +#include "src/Core/CoreEvaluators.h" +#include "src/Core/AssignEvaluator.h" + +#ifndef EIGEN_PARSED_BY_DOXYGEN // work around Doxygen bug triggered by Assign.h r814874 + // at least confirmed with Doxygen 1.5.5 and 1.5.6 + #include "src/Core/Assign.h" +#endif + +#include "src/Core/ArrayBase.h" +#include "src/Core/util/BlasUtil.h" +#include "src/Core/DenseStorage.h" +#include "src/Core/NestByValue.h" + +// #include "src/Core/ForceAlignedAccess.h" + +#include "src/Core/ReturnByValue.h" +#include "src/Core/NoAlias.h" +#include "src/Core/PlainObjectBase.h" +#include "src/Core/Matrix.h" +#include "src/Core/Array.h" +#include "src/Core/CwiseTernaryOp.h" +#include "src/Core/CwiseBinaryOp.h" +#include "src/Core/CwiseUnaryOp.h" +#include "src/Core/CwiseNullaryOp.h" +#include "src/Core/CwiseUnaryView.h" +#include "src/Core/SelfCwiseBinaryOp.h" +#include "src/Core/Dot.h" +#include "src/Core/StableNorm.h" +#include "src/Core/Stride.h" +#include "src/Core/MapBase.h" +#include "src/Core/Map.h" +#include "src/Core/Ref.h" +#include "src/Core/Block.h" +#include "src/Core/VectorBlock.h" +#include "src/Core/Transpose.h" +#include "src/Core/DiagonalMatrix.h" +#include "src/Core/Diagonal.h" +#include "src/Core/DiagonalProduct.h" +#include "src/Core/Redux.h" +#include "src/Core/Visitor.h" +#include "src/Core/Fuzzy.h" +#include "src/Core/IO.h" +#include "src/Core/Swap.h" +#include "src/Core/CommaInitializer.h" +#include "src/Core/GeneralProduct.h" +#include "src/Core/Solve.h" +#include "src/Core/Inverse.h" +#include "src/Core/SolverBase.h" +#include "src/Core/PermutationMatrix.h" +#include "src/Core/Transpositions.h" +#include "src/Core/TriangularMatrix.h" +#include "src/Core/SelfAdjointView.h" +#include "src/Core/products/GeneralBlockPanelKernel.h" +#include "src/Core/products/Parallelizer.h" +#include "src/Core/ProductEvaluators.h" +#include "src/Core/products/GeneralMatrixVector.h" +#include "src/Core/products/GeneralMatrixMatrix.h" +#include "src/Core/SolveTriangular.h" +#include "src/Core/products/GeneralMatrixMatrixTriangular.h" +#include "src/Core/products/SelfadjointMatrixVector.h" +#include "src/Core/products/SelfadjointMatrixMatrix.h" +#include "src/Core/products/SelfadjointProduct.h" +#include "src/Core/products/SelfadjointRank2Update.h" +#include "src/Core/products/TriangularMatrixVector.h" +#include "src/Core/products/TriangularMatrixMatrix.h" +#include "src/Core/products/TriangularSolverMatrix.h" +#include "src/Core/products/TriangularSolverVector.h" +#include "src/Core/BandMatrix.h" +#include "src/Core/CoreIterators.h" +#include "src/Core/ConditionEstimator.h" + +#include "src/Core/BooleanRedux.h" +#include "src/Core/Select.h" +#include "src/Core/VectorwiseOp.h" +#include "src/Core/Random.h" +#include "src/Core/Replicate.h" +#include "src/Core/Reverse.h" +#include "src/Core/ArrayWrapper.h" + +#ifdef EIGEN_USE_BLAS +#include "src/Core/products/GeneralMatrixMatrix_BLAS.h" +#include "src/Core/products/GeneralMatrixVector_BLAS.h" +#include "src/Core/products/GeneralMatrixMatrixTriangular_BLAS.h" +#include "src/Core/products/SelfadjointMatrixMatrix_BLAS.h" +#include "src/Core/products/SelfadjointMatrixVector_BLAS.h" +#include "src/Core/products/TriangularMatrixMatrix_BLAS.h" +#include "src/Core/products/TriangularMatrixVector_BLAS.h" +#include "src/Core/products/TriangularSolverMatrix_BLAS.h" +#endif // EIGEN_USE_BLAS + +#ifdef EIGEN_USE_MKL_VML +#include "src/Core/Assign_MKL.h" +#endif + +#include "src/Core/GlobalFunctions.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_CORE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core.meta new file mode 100644 index 0000000..b9f231a --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Core.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9543c6a38d8984afe849c4fd5936ca67 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense new file mode 100644 index 0000000..5768910 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense @@ -0,0 +1,7 @@ +#include "Core" +#include "LU" +#include "Cholesky" +#include "QR" +#include "SVD" +#include "Geometry" +#include "Eigenvalues" diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense.meta new file mode 100644 index 0000000..c0723f0 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Dense.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dee2792bb02604570b520f1867ba5c0d +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen new file mode 100644 index 0000000..654c8dc --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen @@ -0,0 +1,2 @@ +#include "Dense" +#include "Sparse" diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen.meta new file mode 100644 index 0000000..ef131c5 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigen.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a23a1e856183245c5ba38ce424208ae4 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues new file mode 100644 index 0000000..009e529 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues @@ -0,0 +1,57 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_EIGENVALUES_MODULE_H +#define EIGEN_EIGENVALUES_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include "Cholesky" +#include "Jacobi" +#include "Householder" +#include "LU" +#include "Geometry" + +/** \defgroup Eigenvalues_Module Eigenvalues module + * + * + * + * This module mainly provides various eigenvalue solvers. + * This module also provides some MatrixBase methods, including: + * - MatrixBase::eigenvalues(), + * - MatrixBase::operatorNorm() + * + * \code + * #include + * \endcode + */ + +#include "src/misc/RealSvd2x2.h" +#include "src/Eigenvalues/Tridiagonalization.h" +#include "src/Eigenvalues/RealSchur.h" +#include "src/Eigenvalues/EigenSolver.h" +#include "src/Eigenvalues/SelfAdjointEigenSolver.h" +#include "src/Eigenvalues/GeneralizedSelfAdjointEigenSolver.h" +#include "src/Eigenvalues/HessenbergDecomposition.h" +#include "src/Eigenvalues/ComplexSchur.h" +#include "src/Eigenvalues/ComplexEigenSolver.h" +#include "src/Eigenvalues/RealQZ.h" +#include "src/Eigenvalues/GeneralizedEigenSolver.h" +#include "src/Eigenvalues/MatrixBaseEigenvalues.h" +#ifdef EIGEN_USE_LAPACKE +#include "src/misc/lapacke.h" +#include "src/Eigenvalues/RealSchur_LAPACKE.h" +#include "src/Eigenvalues/ComplexSchur_LAPACKE.h" +#include "src/Eigenvalues/SelfAdjointEigenSolver_LAPACKE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_EIGENVALUES_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues.meta new file mode 100644 index 0000000..ec122d0 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Eigenvalues.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 87acb2138a9b245bebc69fc6951c31a5 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry new file mode 100644 index 0000000..716d529 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry @@ -0,0 +1,62 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_GEOMETRY_MODULE_H +#define EIGEN_GEOMETRY_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include "SVD" +#include "LU" +#include + +/** \defgroup Geometry_Module Geometry module + * + * This module provides support for: + * - fixed-size homogeneous transformations + * - translation, scaling, 2D and 3D rotations + * - \link Quaternion quaternions \endlink + * - cross products (\ref MatrixBase::cross, \ref MatrixBase::cross3) + * - orthognal vector generation (\ref MatrixBase::unitOrthogonal) + * - some linear components: \link ParametrizedLine parametrized-lines \endlink and \link Hyperplane hyperplanes \endlink + * - \link AlignedBox axis aligned bounding boxes \endlink + * - \link umeyama least-square transformation fitting \endlink + * + * \code + * #include + * \endcode + */ + +#include "src/Geometry/OrthoMethods.h" +#include "src/Geometry/EulerAngles.h" + +#include "src/Geometry/Homogeneous.h" +#include "src/Geometry/RotationBase.h" +#include "src/Geometry/Rotation2D.h" +#include "src/Geometry/Quaternion.h" +#include "src/Geometry/AngleAxis.h" +#include "src/Geometry/Transform.h" +#include "src/Geometry/Translation.h" +#include "src/Geometry/Scaling.h" +#include "src/Geometry/Hyperplane.h" +#include "src/Geometry/ParametrizedLine.h" +#include "src/Geometry/AlignedBox.h" +#include "src/Geometry/Umeyama.h" + +// Use the SSE optimized version whenever possible. At the moment the +// SSE version doesn't compile when AVX is enabled +#if defined EIGEN_VECTORIZE_SSE && !defined EIGEN_VECTORIZE_AVX +#include "src/Geometry/arch/Geometry_SSE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_GEOMETRY_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry.meta new file mode 100644 index 0000000..1fede7c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Geometry.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ec61ce4e49d974de6b2bd558ec15a90f +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder new file mode 100644 index 0000000..89cd81b --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder @@ -0,0 +1,30 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_HOUSEHOLDER_MODULE_H +#define EIGEN_HOUSEHOLDER_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup Householder_Module Householder module + * This module provides Householder transformations. + * + * \code + * #include + * \endcode + */ + +#include "src/Householder/Householder.h" +#include "src/Householder/HouseholderSequence.h" +#include "src/Householder/BlockHouseholder.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_HOUSEHOLDER_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder.meta new file mode 100644 index 0000000..5cc1d48 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Householder.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 19c15e5f491c14ef7a1ae902bce3769b +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers new file mode 100644 index 0000000..957d575 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers @@ -0,0 +1,48 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_ITERATIVELINEARSOLVERS_MODULE_H +#define EIGEN_ITERATIVELINEARSOLVERS_MODULE_H + +#include "SparseCore" +#include "OrderingMethods" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** + * \defgroup IterativeLinearSolvers_Module IterativeLinearSolvers module + * + * This module currently provides iterative methods to solve problems of the form \c A \c x = \c b, where \c A is a squared matrix, usually very large and sparse. + * Those solvers are accessible via the following classes: + * - ConjugateGradient for selfadjoint (hermitian) matrices, + * - LeastSquaresConjugateGradient for rectangular least-square problems, + * - BiCGSTAB for general square matrices. + * + * These iterative solvers are associated with some preconditioners: + * - IdentityPreconditioner - not really useful + * - DiagonalPreconditioner - also called Jacobi preconditioner, work very well on diagonal dominant matrices. + * - IncompleteLUT - incomplete LU factorization with dual thresholding + * + * Such problems can also be solved using the direct sparse decomposition modules: SparseCholesky, CholmodSupport, UmfPackSupport, SuperLUSupport. + * + \code + #include + \endcode + */ + +#include "src/IterativeLinearSolvers/SolveWithGuess.h" +#include "src/IterativeLinearSolvers/IterativeSolverBase.h" +#include "src/IterativeLinearSolvers/BasicPreconditioners.h" +#include "src/IterativeLinearSolvers/ConjugateGradient.h" +#include "src/IterativeLinearSolvers/LeastSquareConjugateGradient.h" +#include "src/IterativeLinearSolvers/BiCGSTAB.h" +#include "src/IterativeLinearSolvers/IncompleteLUT.h" +#include "src/IterativeLinearSolvers/IncompleteCholesky.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_ITERATIVELINEARSOLVERS_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers.meta new file mode 100644 index 0000000..9bff112 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/IterativeLinearSolvers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 742c974b278b64ebbb0cad9ed6232f4d +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi new file mode 100644 index 0000000..17c1d78 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi @@ -0,0 +1,33 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_JACOBI_MODULE_H +#define EIGEN_JACOBI_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup Jacobi_Module Jacobi module + * This module provides Jacobi and Givens rotations. + * + * \code + * #include + * \endcode + * + * In addition to listed classes, it defines the two following MatrixBase methods to apply a Jacobi or Givens rotation: + * - MatrixBase::applyOnTheLeft() + * - MatrixBase::applyOnTheRight(). + */ + +#include "src/Jacobi/Jacobi.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_JACOBI_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi.meta new file mode 100644 index 0000000..91e4f81 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Jacobi.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c1b8499c05c434efd9e8fd539b095722 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU new file mode 100644 index 0000000..6f6c556 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU @@ -0,0 +1,46 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_LU_MODULE_H +#define EIGEN_LU_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup LU_Module LU module + * This module includes %LU decomposition and related notions such as matrix inversion and determinant. + * This module defines the following MatrixBase methods: + * - MatrixBase::inverse() + * - MatrixBase::determinant() + * + * \code + * #include + * \endcode + */ + +#include "src/misc/Kernel.h" +#include "src/misc/Image.h" +#include "src/LU/FullPivLU.h" +#include "src/LU/PartialPivLU.h" +#ifdef EIGEN_USE_LAPACKE +#include "src/misc/lapacke.h" +#include "src/LU/PartialPivLU_LAPACKE.h" +#endif +#include "src/LU/Determinant.h" +#include "src/LU/InverseImpl.h" + +// Use the SSE optimized version whenever possible. At the moment the +// SSE version doesn't compile when AVX is enabled +#if defined EIGEN_VECTORIZE_SSE && !defined EIGEN_VECTORIZE_AVX + #include "src/LU/arch/Inverse_SSE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_LU_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU.meta new file mode 100644 index 0000000..b042273 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/LU.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1d2d8d45149a7446fa103611a15f638a +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport new file mode 100644 index 0000000..85c41bf --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport @@ -0,0 +1,35 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_METISSUPPORT_MODULE_H +#define EIGEN_METISSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +extern "C" { +#include +} + + +/** \ingroup Support_modules + * \defgroup MetisSupport_Module MetisSupport module + * + * \code + * #include + * \endcode + * This module defines an interface to the METIS reordering package (http://glaros.dtc.umn.edu/gkhome/views/metis). + * It can be used just as any other built-in method as explained in \link OrderingMethods_Module here. \endlink + */ + + +#include "src/MetisSupport/MetisSupport.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_METISSUPPORT_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport.meta new file mode 100644 index 0000000..7364642 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/MetisSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 98bd7b0d11896499091aaf2c6eaea36f +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods new file mode 100644 index 0000000..d8ea361 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods @@ -0,0 +1,73 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_ORDERINGMETHODS_MODULE_H +#define EIGEN_ORDERINGMETHODS_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** + * \defgroup OrderingMethods_Module OrderingMethods module + * + * This module is currently for internal use only + * + * It defines various built-in and external ordering methods for sparse matrices. + * They are typically used to reduce the number of elements during + * the sparse matrix decomposition (LLT, LU, QR). + * Precisely, in a preprocessing step, a permutation matrix P is computed using + * those ordering methods and applied to the columns of the matrix. + * Using for instance the sparse Cholesky decomposition, it is expected that + * the nonzeros elements in LLT(A*P) will be much smaller than that in LLT(A). + * + * + * Usage : + * \code + * #include + * \endcode + * + * A simple usage is as a template parameter in the sparse decomposition classes : + * + * \code + * SparseLU > solver; + * \endcode + * + * \code + * SparseQR > solver; + * \endcode + * + * It is possible as well to call directly a particular ordering method for your own purpose, + * \code + * AMDOrdering ordering; + * PermutationMatrix perm; + * SparseMatrix A; + * //Fill the matrix ... + * + * ordering(A, perm); // Call AMD + * \endcode + * + * \note Some of these methods (like AMD or METIS), need the sparsity pattern + * of the input matrix to be symmetric. When the matrix is structurally unsymmetric, + * Eigen computes internally the pattern of \f$A^T*A\f$ before calling the method. + * If your matrix is already symmetric (at leat in structure), you can avoid that + * by calling the method with a SelfAdjointView type. + * + * \code + * // Call the ordering on the pattern of the lower triangular matrix A + * ordering(A.selfadjointView(), perm); + * \endcode + */ + +#ifndef EIGEN_MPL2_ONLY +#include "src/OrderingMethods/Amd.h" +#endif + +#include "src/OrderingMethods/Ordering.h" +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_ORDERINGMETHODS_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods.meta new file mode 100644 index 0000000..717264c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/OrderingMethods.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7d319dcde045f4e4f9c03bfc7d2ed904 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport new file mode 100644 index 0000000..de3a63b --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport @@ -0,0 +1,48 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_PASTIXSUPPORT_MODULE_H +#define EIGEN_PASTIXSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +extern "C" { +#include +#include +} + +#ifdef complex +#undef complex +#endif + +/** \ingroup Support_modules + * \defgroup PaStiXSupport_Module PaStiXSupport module + * + * This module provides an interface to the PaSTiX library. + * PaSTiX is a general \b supernodal, \b parallel and \b opensource sparse solver. + * It provides the two following main factorization classes: + * - class PastixLLT : a supernodal, parallel LLt Cholesky factorization. + * - class PastixLDLT: a supernodal, parallel LDLt Cholesky factorization. + * - class PastixLU : a supernodal, parallel LU factorization (optimized for a symmetric pattern). + * + * \code + * #include + * \endcode + * + * In order to use this module, the PaSTiX headers must be accessible from the include paths, and your binary must be linked to the PaSTiX library and its dependencies. + * The dependencies depend on how PaSTiX has been compiled. + * For a cmake based project, you can use our FindPaSTiX.cmake module to help you in this task. + * + */ + +#include "src/PaStiXSupport/PaStiXSupport.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_PASTIXSUPPORT_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport.meta new file mode 100644 index 0000000..99da550 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PaStiXSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1e53a496e382a4210966acfbee60b948 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport new file mode 100644 index 0000000..340edf5 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport @@ -0,0 +1,35 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_PARDISOSUPPORT_MODULE_H +#define EIGEN_PARDISOSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include + +/** \ingroup Support_modules + * \defgroup PardisoSupport_Module PardisoSupport module + * + * This module brings support for the Intel(R) MKL PARDISO direct sparse solvers. + * + * \code + * #include + * \endcode + * + * In order to use this module, the MKL headers must be accessible from the include paths, and your binary must be linked to the MKL library and its dependencies. + * See this \ref TopicUsingIntelMKL "page" for more information on MKL-Eigen integration. + * + */ + +#include "src/PardisoSupport/PardisoSupport.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_PARDISOSUPPORT_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport.meta new file mode 100644 index 0000000..6eb8315 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/PardisoSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3895a5b75ab7845b2a99ae5f1d3afa3f +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR new file mode 100644 index 0000000..80838e3 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR @@ -0,0 +1,47 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_QR_MODULE_H +#define EIGEN_QR_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include "Cholesky" +#include "Jacobi" +#include "Householder" + +/** \defgroup QR_Module QR module + * + * + * + * This module provides various QR decompositions + * This module also provides some MatrixBase methods, including: + * - MatrixBase::householderQr() + * - MatrixBase::colPivHouseholderQr() + * - MatrixBase::fullPivHouseholderQr() + * + * \code + * #include + * \endcode + */ + +#include "src/QR/HouseholderQR.h" +#include "src/QR/FullPivHouseholderQR.h" +#include "src/QR/ColPivHouseholderQR.h" +#include "src/QR/CompleteOrthogonalDecomposition.h" +#ifdef EIGEN_USE_LAPACKE +#include "src/misc/lapacke.h" +#include "src/QR/HouseholderQR_LAPACKE.h" +#include "src/QR/ColPivHouseholderQR_LAPACKE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_QR_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR.meta new file mode 100644 index 0000000..2a6af2c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QR.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: de198181b7d4b470087748df48caa9c3 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc new file mode 100644 index 0000000..4044d5a --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc @@ -0,0 +1,40 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_QTMALLOC_MODULE_H +#define EIGEN_QTMALLOC_MODULE_H + +#include "Core" + +#if (!EIGEN_MALLOC_ALREADY_ALIGNED) + +#include "src/Core/util/DisableStupidWarnings.h" + +void *qMalloc(size_t size) +{ + return Eigen::internal::aligned_malloc(size); +} + +void qFree(void *ptr) +{ + Eigen::internal::aligned_free(ptr); +} + +void *qRealloc(void *ptr, size_t size) +{ + void* newPtr = Eigen::internal::aligned_malloc(size); + memcpy(newPtr, ptr, size); + Eigen::internal::aligned_free(ptr); + return newPtr; +} + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif + +#endif // EIGEN_QTMALLOC_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc.meta new file mode 100644 index 0000000..9b81622 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/QtAlignedMalloc.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2ccacb0f5a2624d1c8310bd247e772ad +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport new file mode 100644 index 0000000..f70390c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport @@ -0,0 +1,34 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPQRSUPPORT_MODULE_H +#define EIGEN_SPQRSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include "SuiteSparseQR.hpp" + +/** \ingroup Support_modules + * \defgroup SPQRSupport_Module SuiteSparseQR module + * + * This module provides an interface to the SPQR library, which is part of the suitesparse package. + * + * \code + * #include + * \endcode + * + * In order to use this module, the SPQR headers must be accessible from the include paths, and your binary must be linked to the SPQR library and its dependencies (Cholmod, AMD, COLAMD,...). + * For a cmake based project, you can use our FindSPQR.cmake and FindCholmod.Cmake modules + * + */ + +#include "src/CholmodSupport/CholmodSupport.h" +#include "src/SPQRSupport/SuiteSparseQRSupport.h" + +#endif diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport.meta new file mode 100644 index 0000000..7586fa9 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SPQRSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 160b9349777ef42fca08052b03e7dc2c +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD new file mode 100644 index 0000000..86143c2 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD @@ -0,0 +1,47 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SVD_MODULE_H +#define EIGEN_SVD_MODULE_H + +#include "QR" +#include "Householder" +#include "Jacobi" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup SVD_Module SVD module + * + * + * + * This module provides SVD decomposition for matrices (both real and complex). + * Two decomposition algorithms are provided: + * - JacobiSVD implementing two-sided Jacobi iterations is numerically very accurate, fast for small matrices, but very slow for larger ones. + * - BDCSVD implementing a recursive divide & conquer strategy on top of an upper-bidiagonalization which remains fast for large problems. + * These decompositions are accessible via the respective classes and following MatrixBase methods: + * - MatrixBase::jacobiSvd() + * - MatrixBase::bdcSvd() + * + * \code + * #include + * \endcode + */ + +#include "src/misc/RealSvd2x2.h" +#include "src/SVD/UpperBidiagonalization.h" +#include "src/SVD/SVDBase.h" +#include "src/SVD/JacobiSVD.h" +#include "src/SVD/BDCSVD.h" +#if defined(EIGEN_USE_LAPACKE) && !defined(EIGEN_USE_LAPACKE_STRICT) +#include "src/misc/lapacke.h" +#include "src/SVD/JacobiSVD_LAPACKE.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_SVD_MODULE_H +/* vim: set filetype=cpp et sw=2 ts=2 ai: */ diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD.meta new file mode 100644 index 0000000..cc29f2b --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SVD.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 047500607a4d14c8297b905d263a80e4 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse new file mode 100644 index 0000000..a2ef7a6 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse @@ -0,0 +1,34 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPARSE_MODULE_H +#define EIGEN_SPARSE_MODULE_H + +/** \defgroup Sparse_Module Sparse meta-module + * + * Meta-module including all related modules: + * - \ref SparseCore_Module + * - \ref OrderingMethods_Module + * - \ref SparseCholesky_Module + * - \ref SparseLU_Module + * - \ref SparseQR_Module + * - \ref IterativeLinearSolvers_Module + * + \code + #include + \endcode + */ + +#include "SparseCore" +#include "OrderingMethods" +#include "SparseCholesky" +#include "SparseLU" +#include "SparseQR" +#include "IterativeLinearSolvers" + +#endif // EIGEN_SPARSE_MODULE_H + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse.meta new file mode 100644 index 0000000..b76e86d --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/Sparse.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ec906d6cf68cf4ff28a8b918442caec5 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky new file mode 100644 index 0000000..b6a320c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky @@ -0,0 +1,45 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2008-2013 Gael Guennebaud +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPARSECHOLESKY_MODULE_H +#define EIGEN_SPARSECHOLESKY_MODULE_H + +#include "SparseCore" +#include "OrderingMethods" + +#include "src/Core/util/DisableStupidWarnings.h" + +/** + * \defgroup SparseCholesky_Module SparseCholesky module + * + * This module currently provides two variants of the direct sparse Cholesky decomposition for selfadjoint (hermitian) matrices. + * Those decompositions are accessible via the following classes: + * - SimplicialLLt, + * - SimplicialLDLt + * + * Such problems can also be solved using the ConjugateGradient solver from the IterativeLinearSolvers module. + * + * \code + * #include + * \endcode + */ + +#ifdef EIGEN_MPL2_ONLY +#error The SparseCholesky module has nothing to offer in MPL2 only mode +#endif + +#include "src/SparseCholesky/SimplicialCholesky.h" + +#ifndef EIGEN_MPL2_ONLY +#include "src/SparseCholesky/SimplicialCholesky_impl.h" +#endif + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_SPARSECHOLESKY_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky.meta new file mode 100644 index 0000000..05f0294 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCholesky.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4cc03ac71d2904e88b91d8f61582d5c9 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore new file mode 100644 index 0000000..76966c4 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore @@ -0,0 +1,69 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPARSECORE_MODULE_H +#define EIGEN_SPARSECORE_MODULE_H + +#include "Core" + +#include "src/Core/util/DisableStupidWarnings.h" + +#include +#include +#include +#include +#include + +/** + * \defgroup SparseCore_Module SparseCore module + * + * This module provides a sparse matrix representation, and basic associated matrix manipulations + * and operations. + * + * See the \ref TutorialSparse "Sparse tutorial" + * + * \code + * #include + * \endcode + * + * This module depends on: Core. + */ + +#include "src/SparseCore/SparseUtil.h" +#include "src/SparseCore/SparseMatrixBase.h" +#include "src/SparseCore/SparseAssign.h" +#include "src/SparseCore/CompressedStorage.h" +#include "src/SparseCore/AmbiVector.h" +#include "src/SparseCore/SparseCompressedBase.h" +#include "src/SparseCore/SparseMatrix.h" +#include "src/SparseCore/SparseMap.h" +#include "src/SparseCore/MappedSparseMatrix.h" +#include "src/SparseCore/SparseVector.h" +#include "src/SparseCore/SparseRef.h" +#include "src/SparseCore/SparseCwiseUnaryOp.h" +#include "src/SparseCore/SparseCwiseBinaryOp.h" +#include "src/SparseCore/SparseTranspose.h" +#include "src/SparseCore/SparseBlock.h" +#include "src/SparseCore/SparseDot.h" +#include "src/SparseCore/SparseRedux.h" +#include "src/SparseCore/SparseView.h" +#include "src/SparseCore/SparseDiagonalProduct.h" +#include "src/SparseCore/ConservativeSparseSparseProduct.h" +#include "src/SparseCore/SparseSparseProductWithPruning.h" +#include "src/SparseCore/SparseProduct.h" +#include "src/SparseCore/SparseDenseProduct.h" +#include "src/SparseCore/SparseSelfAdjointView.h" +#include "src/SparseCore/SparseTriangularView.h" +#include "src/SparseCore/TriangularSolver.h" +#include "src/SparseCore/SparsePermutation.h" +#include "src/SparseCore/SparseFuzzy.h" +#include "src/SparseCore/SparseSolverBase.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_SPARSECORE_MODULE_H + diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore.meta new file mode 100644 index 0000000..9dc7719 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseCore.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8576ce183711c4473980563374ab8643 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU new file mode 100644 index 0000000..38b38b5 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU @@ -0,0 +1,46 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2012 Désiré Nuentsa-Wakam +// Copyright (C) 2012 Gael Guennebaud +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPARSELU_MODULE_H +#define EIGEN_SPARSELU_MODULE_H + +#include "SparseCore" + +/** + * \defgroup SparseLU_Module SparseLU module + * This module defines a supernodal factorization of general sparse matrices. + * The code is fully optimized for supernode-panel updates with specialized kernels. + * Please, see the documentation of the SparseLU class for more details. + */ + +// Ordering interface +#include "OrderingMethods" + +#include "src/SparseLU/SparseLU_gemm_kernel.h" + +#include "src/SparseLU/SparseLU_Structs.h" +#include "src/SparseLU/SparseLU_SupernodalMatrix.h" +#include "src/SparseLU/SparseLUImpl.h" +#include "src/SparseCore/SparseColEtree.h" +#include "src/SparseLU/SparseLU_Memory.h" +#include "src/SparseLU/SparseLU_heap_relax_snode.h" +#include "src/SparseLU/SparseLU_relax_snode.h" +#include "src/SparseLU/SparseLU_pivotL.h" +#include "src/SparseLU/SparseLU_panel_dfs.h" +#include "src/SparseLU/SparseLU_kernel_bmod.h" +#include "src/SparseLU/SparseLU_panel_bmod.h" +#include "src/SparseLU/SparseLU_column_dfs.h" +#include "src/SparseLU/SparseLU_column_bmod.h" +#include "src/SparseLU/SparseLU_copy_to_ucol.h" +#include "src/SparseLU/SparseLU_pruneL.h" +#include "src/SparseLU/SparseLU_Utils.h" +#include "src/SparseLU/SparseLU.h" + +#endif // EIGEN_SPARSELU_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU.meta new file mode 100644 index 0000000..635ca90 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseLU.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8fa40e8dcbc6e4b26be0ee3fe429e905 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR new file mode 100644 index 0000000..a6f3b7f --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR @@ -0,0 +1,37 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SPARSEQR_MODULE_H +#define EIGEN_SPARSEQR_MODULE_H + +#include "SparseCore" +#include "OrderingMethods" +#include "src/Core/util/DisableStupidWarnings.h" + +/** \defgroup SparseQR_Module SparseQR module + * \brief Provides QR decomposition for sparse matrices + * + * This module provides a simplicial version of the left-looking Sparse QR decomposition. + * The columns of the input matrix should be reordered to limit the fill-in during the + * decomposition. Built-in methods (COLAMD, AMD) or external methods (METIS) can be used to this end. + * See the \link OrderingMethods_Module OrderingMethods\endlink module for the list + * of built-in and external ordering methods. + * + * \code + * #include + * \endcode + * + * + */ + +#include "OrderingMethods" +#include "src/SparseCore/SparseColEtree.h" +#include "src/SparseQR/SparseQR.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR.meta new file mode 100644 index 0000000..3f30113 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SparseQR.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27e360a0f6c5d4613a40c93ec48c9647 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque new file mode 100644 index 0000000..be3a7f8 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque @@ -0,0 +1,27 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2009 Gael Guennebaud +// Copyright (C) 2009 Hauke Heibel +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_STDDEQUE_MODULE_H +#define EIGEN_STDDEQUE_MODULE_H + +#include "Core" +#include + +#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 /* MSVC auto aligns in 64 bit builds */ + +#define EIGEN_DEFINE_STL_DEQUE_SPECIALIZATION(...) + +#else + +#include "src/StlSupport/StdDeque.h" + +#endif + +#endif // EIGEN_STDDEQUE_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque.meta new file mode 100644 index 0000000..cbff091 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdDeque.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d9d1c83c63158469ba97ee66f1abf1e5 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList new file mode 100644 index 0000000..07ba129 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList @@ -0,0 +1,26 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2009 Hauke Heibel +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_STDLIST_MODULE_H +#define EIGEN_STDLIST_MODULE_H + +#include "Core" +#include + +#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 /* MSVC auto aligns in 64 bit builds */ + +#define EIGEN_DEFINE_STL_LIST_SPECIALIZATION(...) + +#else + +#include "src/StlSupport/StdList.h" + +#endif + +#endif // EIGEN_STDLIST_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList.meta new file mode 100644 index 0000000..559003c --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdList.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0cd4b9448d7b7449d822e8fa87399aec +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector new file mode 100644 index 0000000..fdfc377 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector @@ -0,0 +1,27 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// Copyright (C) 2009 Gael Guennebaud +// Copyright (C) 2009 Hauke Heibel +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_STDVECTOR_MODULE_H +#define EIGEN_STDVECTOR_MODULE_H + +#include "Core" +#include + +#if EIGEN_COMP_MSVC && EIGEN_OS_WIN64 /* MSVC auto aligns in 64 bit builds */ + +#define EIGEN_DEFINE_STL_VECTOR_SPECIALIZATION(...) + +#else + +#include "src/StlSupport/StdVector.h" + +#endif + +#endif // EIGEN_STDVECTOR_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector.meta new file mode 100644 index 0000000..04620a9 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/StdVector.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e8dfdbad1d2154ecfa3a9f8031d7fcd7 +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport new file mode 100644 index 0000000..59312a8 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport @@ -0,0 +1,64 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_SUPERLUSUPPORT_MODULE_H +#define EIGEN_SUPERLUSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +#ifdef EMPTY +#define EIGEN_EMPTY_WAS_ALREADY_DEFINED +#endif + +typedef int int_t; +#include +#include +#include + +// slu_util.h defines a preprocessor token named EMPTY which is really polluting, +// so we remove it in favor of a SUPERLU_EMPTY token. +// If EMPTY was already defined then we don't undef it. + +#if defined(EIGEN_EMPTY_WAS_ALREADY_DEFINED) +# undef EIGEN_EMPTY_WAS_ALREADY_DEFINED +#elif defined(EMPTY) +# undef EMPTY +#endif + +#define SUPERLU_EMPTY (-1) + +namespace Eigen { struct SluMatrix; } + +/** \ingroup Support_modules + * \defgroup SuperLUSupport_Module SuperLUSupport module + * + * This module provides an interface to the SuperLU library. + * It provides the following factorization class: + * - class SuperLU: a supernodal sequential LU factorization. + * - class SuperILU: a supernodal sequential incomplete LU factorization (to be used as a preconditioner for iterative methods). + * + * \warning This wrapper requires at least versions 4.0 of SuperLU. The 3.x versions are not supported. + * + * \warning When including this module, you have to use SUPERLU_EMPTY instead of EMPTY which is no longer defined because it is too polluting. + * + * \code + * #include + * \endcode + * + * In order to use this module, the superlu headers must be accessible from the include paths, and your binary must be linked to the superlu library and its dependencies. + * The dependencies depend on how superlu has been compiled. + * For a cmake based project, you can use our FindSuperLU.cmake module to help you in this task. + * + */ + +#include "src/SuperLUSupport/SuperLUSupport.h" + +#include "src/Core/util/ReenableStupidWarnings.h" + +#endif // EIGEN_SUPERLUSUPPORT_MODULE_H diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport.meta b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport.meta new file mode 100644 index 0000000..97d115d --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/SuperLUSupport.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5b8a98bc83407497baf3e6ceeae5ca1e +timeCreated: 1528213616 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/UmfPackSupport b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/UmfPackSupport new file mode 100644 index 0000000..00eec80 --- /dev/null +++ b/String Theory/Assets/Obi/Plugins/libOni.bundle/Contents/Resources/UmfPackSupport @@ -0,0 +1,40 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. +// +// This Source Code Form is subject to the terms of the Mozilla +// Public License v. 2.0. If a copy of the MPL was not distributed +// with this file, You can obtain one at http://mozilla.org/MPL/2.0/. + +#ifndef EIGEN_UMFPACKSUPPORT_MODULE_H +#define EIGEN_UMFPACKSUPPORT_MODULE_H + +#include "SparseCore" + +#include "src/Core/util/DisableStupidWarnings.h" + +extern "C" { +#include +} + +/** \ingroup Support_modules + * \defgroup UmfPackSupport_Module UmfPackSupport module + * + * This module provides an interface to the UmfPack library which is part of the suitesparse package. + * It provides the following factorization class: + * - class UmfPackLU: a multifrontal sequential LU factorization. + * + * \code + * #include + * \endcode + * + * In order to use this module, the umfpack headers must be accessible from the include paths, and your binary must be linked to the umfpack library and its dependencies. + * The dependencies depend on how umfpack has been compiled. + * For a cmake based project, you can use our FindUmfPack.cmake module to help you in this task. + * + */ + 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0000000..2d53f4d Binary files /dev/null and b/String Theory/Assets/Obi/QuickstartGuide_rope.pdf differ diff --git a/String Theory/Assets/Obi/QuickstartGuide_rope.pdf.meta b/String Theory/Assets/Obi/QuickstartGuide_rope.pdf.meta new file mode 100644 index 0000000..cff6613 --- /dev/null +++ b/String Theory/Assets/Obi/QuickstartGuide_rope.pdf.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2d49ae6a2fb454362af070867d164597 +labels: +- ObiRope +timeCreated: 1464393825 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/README.rtf b/String Theory/Assets/Obi/README.rtf new file mode 100644 index 0000000..424bd18 --- /dev/null +++ b/String Theory/Assets/Obi/README.rtf @@ -0,0 +1,30 @@ +{\rtf1\ansi\ansicpg1252\cocoartf1504\cocoasubrtf810 +{\fonttbl\f0\fmodern\fcharset0 Courier-Bold;\f1\fmodern\fcharset0 Courier;\f2\fmodern\fcharset0 Courier-Oblique; +} +{\colortbl;\red255\green255\blue255;} +{\*\expandedcolortbl;;} +\paperw11900\paperh16840\margl1440\margr1440\vieww23180\viewh10900\viewkind0 +\deftab720 +\pard\pardeftab720\partightenfactor0 + +\f0\b\fs26 \cf0 \expnd0\expndtw0\kerning0 +CREDITS: +\f1\b0 \ +\ +\ul Programming, design:\ulnone \ +Jos\'e9 Mar\'eda \'93ArK\'94 M\'e9ndez Gonz\'e1lez\ +\ +\ul Special thanks to: +\f2\i \ulnone \ + +\f1\i0 Lidia Mart\'ednez Prado (putting up with me)\ +VargaPD (testing and debugging)\ +theANMATOR2b (testing)\ +Hanging Cui (testing, help with vectorization issues)\ +Janne Ramstedt (debugging and suggestions)\ +Tigrero Tiger (debugging)\ +\ +all the folks at the Unity forums and of course, all Obi users.\ +\ +\ +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/README.rtf.meta b/String Theory/Assets/Obi/README.rtf.meta new file mode 100644 index 0000000..de9ed91 --- /dev/null +++ b/String Theory/Assets/Obi/README.rtf.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 133c58a050c6b404cb14cc72f0a1676c +timeCreated: 1443155832 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Rendering.meta b/String Theory/Assets/Obi/Rendering.meta new file mode 100644 index 0000000..6bffdd8 --- /dev/null +++ b/String Theory/Assets/Obi/Rendering.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d754196cd809b466e9bc5a13a0aa62fc +folderAsset: yes +timeCreated: 1448942593 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs b/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs new file mode 100644 index 0000000..367eada --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs @@ -0,0 +1,86 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using UnityEngine.Rendering; + +namespace Obi +{ + [ExecuteInEditMode] + [RequireComponent (typeof(Camera))] + public abstract class ObiBaseFluidRenderer : MonoBehaviour{ + + public ObiParticleRenderer[] particleRenderers; + public bool autoupdate = true; + protected CommandBuffer renderFluid; + protected Camera currentCam; + + void Awake(){ + currentCam = GetComponent(); + } + + public void OnEnable() + { + GetComponent().forceIntoRenderTexture = true; + DestroyCommandBuffer(); + Cleanup(); + } + + public void OnDisable() + { + DestroyCommandBuffer(); + Cleanup(); + } + + protected Material CreateMaterial (Shader shader) + { + if (!shader || !shader.isSupported) + return null; + Material m = new Material (shader); + m.hideFlags = HideFlags.HideAndDontSave; + return m; + } + + protected virtual void Setup(){} + protected virtual void Cleanup(){} + + /** + * Re-generates the CommandBuffer used for fluid rendering. Call it whenever a new ParticleRenderer is added, removed or modified. + */ + public abstract void UpdateFluidRenderingCommandBuffer(); + + private void DestroyCommandBuffer(){ + if (renderFluid != null){ + GetComponent().RemoveCommandBuffer (CameraEvent.BeforeImageEffectsOpaque,renderFluid); + renderFluid = null; + } + } + + private void OnPreRender(){ + + bool act = gameObject.activeInHierarchy && enabled; + if (!act || particleRenderers == null || particleRenderers.Length == 0) + { + DestroyCommandBuffer(); + Cleanup(); + return; + } + + Setup(); + + if (renderFluid == null) + { + + renderFluid = new CommandBuffer(); + renderFluid.name = "Render fluid"; + UpdateFluidRenderingCommandBuffer(); + currentCam.AddCommandBuffer (CameraEvent.BeforeImageEffectsOpaque, renderFluid); + + }else if (autoupdate){ + + UpdateFluidRenderingCommandBuffer(); + + } + } + } +} + diff --git a/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs.meta b/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs.meta new file mode 100644 index 0000000..a10ce52 --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiBaseFluidRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e229f9b7c1971490da0245f33e902bf4 +timeCreated: 1521236944 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs b/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs new file mode 100644 index 0000000..e6b69c9 --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs @@ -0,0 +1,152 @@ +using System; +using UnityEngine; + +namespace Obi +{ + [ExecuteInEditMode] + [RequireComponent(typeof(ObiCollider))] + public class ObiDistanceFieldRenderer : MonoBehaviour + { + public enum Axis{ + X = 0, + Y = 1, + Z = 2, + } + + public Axis axis; + [Range(0,1)] + public float slice = 0.25f; + public float maxDistance = 0.5f; + + private ObiCollider unityCollider; + private Material material; + private Mesh planeMesh; + private Texture2D cutawayTexture; + + private float sampleSize; + private int sampleCount; + + private Color boundsColor = new Color(1,1,1,0.5f); + + public void Awake(){ + unityCollider = GetComponent(); + } + + public void OnEnable(){ + material = GameObject.Instantiate(Resources.Load("ObiMaterials/DistanceFieldRendering")); + material.hideFlags = HideFlags.HideAndDontSave; + } + + public void OnDisable(){ + Cleanup(); + } + + private void Cleanup(){ + GameObject.DestroyImmediate(cutawayTexture); + GameObject.DestroyImmediate(planeMesh); + GameObject.DestroyImmediate(material); + } + + private void ResizeTexture(){ + + if (cutawayTexture == null){ + cutawayTexture = new Texture2D(sampleCount,sampleCount,TextureFormat.RHalf,false); + cutawayTexture.wrapMode = TextureWrapMode.Clamp; + cutawayTexture.hideFlags = HideFlags.HideAndDontSave; + }else + cutawayTexture.Resize(sampleCount,sampleCount); + } + + private void CreatePlaneMesh(ObiDistanceField field){ + + if (field != null && planeMesh == null){ + + float uvBorder = (1-field.FieldBounds.size[0]/(sampleSize*sampleCount)) * 0.5f; + + planeMesh = new Mesh(); + + planeMesh.vertices = new Vector3[]{new Vector3(-0.5f,-0.5f,0), + new Vector3(0.5f,-0.5f,0), + new Vector3(-0.5f,0.5f,0), + new Vector3(0.5f,0.5f,0)}; + + planeMesh.uv = new Vector2[]{new Vector2(uvBorder,uvBorder), + new Vector2(1-uvBorder,uvBorder), + new Vector2(uvBorder,1-uvBorder), + new Vector2(1-uvBorder,1-uvBorder)}; + + planeMesh.normals = new Vector3[]{-Vector3.forward,-Vector3.forward,-Vector3.forward,-Vector3.forward}; + planeMesh.triangles = new int[]{0,2,1,2,3,1}; + } + } + + private void RefreshCutawayTexture (ObiDistanceField field) + { + if (field == null) + return; + + Bounds b = field.FieldBounds; + sampleSize = field.EffectiveSampleSize; + sampleCount = (int)(b.size[0] / sampleSize)+1; + + CreatePlaneMesh(field); + ResizeTexture(); + + float sweep = (sampleCount*slice) * sampleSize; + Vector3 origin = b.center - b.extents; + + for (int x = 0; x < sampleCount; ++x) + for (int y = 0; y < sampleCount; ++y) + { + Vector3 offset = Vector3.zero; + switch(axis){ + case Axis.X: offset = new Vector3(sweep,y * sampleSize,x * sampleSize); break; + case Axis.Y: offset = new Vector3(x * sampleSize,sweep,y * sampleSize); break; + case Axis.Z: offset = new Vector3(x * sampleSize,y * sampleSize,sweep); break; + } + + Vector4 position = origin + offset; + float distance = Oni.SampleDistanceField(field.OniDistanceField,position.x,position.y,position.z); + + float value = ObiUtils.Remap(distance,-maxDistance,maxDistance,0,1); + + cutawayTexture.SetPixel(x,y,new Color(value,0,0)); + } + cutawayTexture.Apply(); + } + + private void DrawCutawayPlane(ObiDistanceField field, Matrix4x4 matrix){ + + if (field == null) + return; + + RefreshCutawayTexture(field); + + material.mainTexture = cutawayTexture; + material.SetPass(0); + + Quaternion rotation = Quaternion.identity; + Vector3 offset = Vector3.zero; + offset[(int)axis] = field.FieldBounds.size[0]; + + if (axis == Axis.Y) + rotation = Quaternion.Euler(90,0,0); + else if (axis == Axis.X) + rotation = Quaternion.Euler(0,-90,0); + + Matrix4x4 sc = Matrix4x4.TRS(field.FieldBounds.center + offset*(slice-0.5f),rotation,Vector3.one*field.FieldBounds.size[0]); + Graphics.DrawMeshNow(planeMesh,matrix*sc); + + } + + public void OnDrawGizmos(){ + if (unityCollider != null && unityCollider.distanceField != null && unityCollider.distanceField.Initialized && material != null){ + DrawCutawayPlane(unityCollider.distanceField,transform.localToWorldMatrix); + Gizmos.color = boundsColor; + Gizmos.DrawWireCube(unityCollider.distanceField.FieldBounds.center,unityCollider.distanceField.FieldBounds.size); + } + } + + } +} + diff --git a/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs.meta b/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs.meta new file mode 100644 index 0000000..daf2292 --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiDistanceFieldRenderer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 382f1f06ad1a84a9f8fb3a60b50dd9b7 +timeCreated: 1516041863 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 41cb9d55de5b24458b45e5465606249a, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs b/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs new file mode 100644 index 0000000..2461cef --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs @@ -0,0 +1,239 @@ +using UnityEngine; +using System; +using System.Threading; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +[ExecuteInEditMode] +[RequireComponent(typeof(ObiActor))] +public class ObiParticleRenderer : MonoBehaviour +{ + public bool render = true; + public Shader shader; + public Color particleColor = Color.white; + public float radiusScale = 1; + + private ObiActor actor; + private List meshes = new List(); + private Material material; + + // Geometry buffers: + private List vertices = new List(4000); + private List normals = new List(4000); + private List colors = new List(4000); + private List triangles = new List(6000); + + private List anisotropy1 = new List(4000); + private List anisotropy2 = new List(4000); + private List anisotropy3 = new List(4000); + + int particlesPerDrawcall = 0; + int drawcallCount; + bool subscribed = false; /**< Whether the renderer is subscribed to the solver or not.*/ + + private Vector3[] particleOffsets = new Vector3[4]{ + new Vector3(1,1,0), + new Vector3(-1,1,0), + new Vector3(-1,-1,0), + new Vector3(1,-1,0) + }; + + public IEnumerable ParticleMeshes{ + get { return meshes; } + } + + public Material ParticleMaterial{ + get { return material; } + } + + public void Awake(){ + actor = GetComponent(); + + // figure out the size of our drawcall arrays: + particlesPerDrawcall = Constants.maxVertsPerMesh/4; + drawcallCount = actor.positions.Length / particlesPerDrawcall + 1; + particlesPerDrawcall = Mathf.Min(particlesPerDrawcall,actor.positions.Length); + + actor.OnAddedToSolver += delegate {Subscribe();}; + actor.OnRemovedFromSolver += delegate {Unsubscribe();}; + } + + private void Subscribe(){ + if (!subscribed && actor.Solver != null){ + subscribed = true; + actor.Solver.RequireRenderablePositions(); + actor.Solver.OnFrameEnd += Actor_solver_OnFrameEnd; + } + } + + private void Unsubscribe(){ + if (subscribed && actor.Solver != null){ + subscribed = false; + actor.Solver.RelinquishRenderablePositions(); + actor.Solver.OnFrameEnd -= Actor_solver_OnFrameEnd; + } + } + + public void OnEnable(){ + Subscribe(); + } + + public void OnDisable(){ + + Unsubscribe(); + + ClearMeshes(); + GameObject.DestroyImmediate(material); + } + + void CreateMaterialIfNeeded(){ + + if (shader != null){ + + if (!shader.isSupported) + Debug.LogWarning("Particle rendering shader not suported."); + + if (material == null || material.shader != shader){ + GameObject.DestroyImmediate(material); + material= new Material (shader); + material.hideFlags = HideFlags.HideAndDontSave; + } + } + } + + void Actor_solver_OnFrameEnd (object sender, EventArgs e) + { + if (!isActiveAndEnabled || !actor.isActiveAndEnabled || !actor.InSolver ){ + ClearMeshes(); + return; + } + + CreateMaterialIfNeeded(); + + ObiSolver solver = actor.Solver; + + // If the amount of meshes we need to draw the particles has changed: + if (drawcallCount != meshes.Count){ + + // Re-generate meshes: + ClearMeshes(); + for (int i = 0; i < drawcallCount; i++){ + Mesh mesh = new Mesh(); + mesh.name = "Particle imposters"; + mesh.hideFlags = HideFlags.HideAndDontSave; + mesh.MarkDynamic(); + meshes.Add(mesh); + } + + } + + //Convert particle data to mesh geometry: + for (int i = 0; i < drawcallCount; i++){ + + // Clear all arrays + vertices.Clear(); + normals.Clear(); + colors.Clear(); + triangles.Clear(); + anisotropy1.Clear(); + anisotropy2.Clear(); + anisotropy3.Clear(); + + int index = 0; + + for(int j = i * particlesPerDrawcall; j < (i+1) * particlesPerDrawcall && j < actor.active.Length; ++j) + { + if (actor.active[j]){ + + AddParticle(index, + solver.renderablePositions[actor.particleIndices[j]], + solver.anisotropies[actor.particleIndices[j]], + (actor.colors != null && j < actor.colors.Length) ? actor.colors[j] : Color.white); + index +=4; + } + } + + Apply(meshes[i]); + } + + DrawParticles(); + } + + private void DrawParticles(){ + + if (material != null){ + + material.SetFloat("_RadiusScale",radiusScale); + material.SetColor("_Color",particleColor); + + // Send the meshes to be drawn: + if (render){ + foreach(Mesh mesh in meshes) + Graphics.DrawMesh(mesh, Matrix4x4.identity, material, gameObject.layer); + } + } + + } + + private void Apply(Mesh mesh){ + mesh.Clear(); + mesh.SetVertices(vertices); + mesh.SetNormals(normals); + mesh.SetColors(colors); + mesh.SetUVs(0,anisotropy1); + mesh.SetUVs(1,anisotropy2); + mesh.SetUVs(2,anisotropy3); + mesh.SetTriangles(triangles,0,true); + } + + private void ClearMeshes(){ + foreach(Mesh mesh in meshes) + GameObject.DestroyImmediate(mesh); + meshes.Clear(); + } + + private void AddParticle(int i, Vector3 position, Oni.Anisotropy anisotropy, Color color){ + + vertices.Add(position); + vertices.Add(position); + vertices.Add(position); + vertices.Add(position); + + normals.Add(particleOffsets[0]); + normals.Add(particleOffsets[1]); + normals.Add(particleOffsets[2]); + normals.Add(particleOffsets[3]); + + colors.Add(color); + colors.Add(color); + colors.Add(color); + colors.Add(color); + + anisotropy1.Add(anisotropy.b1); + anisotropy1.Add(anisotropy.b1); + anisotropy1.Add(anisotropy.b1); + anisotropy1.Add(anisotropy.b1); + + anisotropy2.Add(anisotropy.b2); + anisotropy2.Add(anisotropy.b2); + anisotropy2.Add(anisotropy.b2); + anisotropy2.Add(anisotropy.b2); + + anisotropy3.Add(anisotropy.b3); + anisotropy3.Add(anisotropy.b3); + anisotropy3.Add(anisotropy.b3); + anisotropy3.Add(anisotropy.b3); + + triangles.Add(i+2); + triangles.Add(i+1); + triangles.Add(i); + triangles.Add(i+3); + triangles.Add(i+2); + triangles.Add(i); + } + +} +} + diff --git a/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs.meta b/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs.meta new file mode 100644 index 0000000..3d65699 --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ObiParticleRenderer.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c8b45ebbf86be4df6b0e6cd933812af2 +timeCreated: 1521054123 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - shader: {fileID: 4800000, guid: 801733041f66b49e1b3c2101471db877, type: 3} + executionOrder: 0 + icon: {fileID: 2800000, guid: f424a87c9f03240c2870a664731ac9aa, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Rendering/ShadowmapExposer.cs b/String Theory/Assets/Obi/Rendering/ShadowmapExposer.cs new file mode 100644 index 0000000..7bc4aee --- /dev/null +++ b/String Theory/Assets/Obi/Rendering/ShadowmapExposer.cs @@ -0,0 +1,85 @@ +using System; +using UnityEngine; +using UnityEngine.Rendering; + +namespace Obi{ +public class ShadowmapExposer : MonoBehaviour +{ + Light unityLight; + CommandBuffer afterShadow = null; + public ObiParticleRenderer[] particleRenderers; + + public void Awake(){ + unityLight = GetComponent(); + } + + public void OnEnable(){ + Cleanup(); + + afterShadow = new CommandBuffer(); + afterShadow.name = "FluidShadows"; + unityLight.AddCommandBuffer (LightEvent.AfterShadowMapPass, afterShadow); + } + + public void OnDisable(){ + Cleanup(); + } + + private void Cleanup(){ + + if (afterShadow != null){ + unityLight.RemoveCommandBuffer (LightEvent.AfterShadowMapPass,afterShadow); + afterShadow = null; + } + } + + + public void SetupFluidShadowsCommandBuffer() + { + afterShadow.Clear(); + + if (particleRenderers == null) + return; + + foreach(ObiParticleRenderer renderer in particleRenderers){ + if (renderer != null){ + foreach(Mesh mesh in renderer.ParticleMeshes) + afterShadow.DrawMesh(mesh,Matrix4x4.identity,renderer.ParticleMaterial,0,1); + } + } + } + + // Use this for initialization + void Update() + { + /*m_afterShadowPass = new CommandBuffer(); + m_afterShadowPass.name = "Shadowmap Expose"; + + //The name of the shadowmap for this light will be "MyShadowMap" + m_afterShadowPass.SetGlobalTexture ("_MyShadowMap", new RenderTargetIdentifier(BuiltinRenderTextureType.CurrentActive)); + + Light light = GetComponent(); + if (light) + { + //add command buffer right after the shadowmap has been renderered + light.AddCommandBuffer 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+++ b/String Theory/Assets/Obi/Resources/ObiMaterials/DistanceFieldSlice.shader @@ -0,0 +1,66 @@ +Shader "Obi/DistanceFieldSlice" +{ + Properties + { + _MainTex ("Texture", 2D) = "white" {} + } + SubShader + { + Tags { "RenderType"="Opaque" } + LOD 100 + + Cull Off + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + + struct appdata + { + float4 vertex : POSITION; + float2 uv : TEXCOORD0; + }; + + struct v2f + { + float2 uv : TEXCOORD0; + float4 vertex : SV_POSITION; + }; + + sampler2D _MainTex; + float4 _MainTex_ST; + + v2f vert (appdata v) + { + v2f o; + o.vertex = UnityObjectToClipPos(v.vertex); + o.uv = TRANSFORM_TEX(v.uv, _MainTex); + return o; + } + + half4 frag (v2f i) : SV_Target + { + half dist = tex2D(_MainTex, i.uv).x-0.5; // signed distance + half adist = abs(dist); // absolute distance + half isofunc = sin(adist*40); // isolines function + + // antialiased isolines: + half change = fwidth(isofunc); + half isolines = smoothstep(-change,change,isofunc); + + // antialiazed sign: + change = fwidth(dist); + half sign = smoothstep(-change,change,dist); + + half final = (1-adist) * (0.85+isolines*0.15); + + return half4(final,final*sign,final*sign,1); + } + ENDCG + } + } +} diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/DistanceFieldSlice.shader.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/DistanceFieldSlice.shader.meta new file mode 100644 index 0000000..e48de3b --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/DistanceFieldSlice.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8447096d1e8064b37939be221dd9afb5 +timeCreated: 1515783007 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader b/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader new file mode 100644 index 0000000..9448f3e --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader @@ -0,0 +1,104 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "Particles/Alpha Blended Premultiply Lit" { +Properties { + _MainTex ("Particle Texture", 2D) = "white" {} + _InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0 +} + +Category { + Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "LightMode"="ForwardBase"} + Blend One OneMinusSrcAlpha + ColorMask RGB + Cull Off ZWrite Off + + SubShader { + Pass { + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_particles + #pragma target 3.0 + + #include "UnityCG.cginc" + #include "Lighting.cginc" + + // compile shader into multiple variants, with and without shadows + // (we don't care about any lightmaps yet, so skip these variants) + #pragma multi_compile_fwdbase nolightmap nodirlightmap nodynlightmap novertexlight + + sampler2D _MainTex; + sampler2D _ShadowMapTexture; + fixed4 _TintColor; + + struct appdata_t { + float4 pos : POSITION; + float4 normal: NORMAL; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f { + float4 pos : SV_POSITION; + fixed4 color : COLOR; + fixed3 diff : COLOR1; + float2 texcoord : TEXCOORD0; + //#ifdef SOFTPARTICLES_ON + float4 projPos : TEXCOORD1; + //#endif + }; + + float4 _MainTex_ST; + + v2f vert (appdata_t v) + { + v2f o; + o.pos = UnityObjectToClipPos(v.pos); + o.projPos = ComputeScreenPos (o.pos); + #ifdef SOFTPARTICLES_ON + //o.projPos = ComputeScreenPos (o.pos); + COMPUTE_EYEDEPTH(o.projPos.z); + #endif + + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + + // do shadowmapping here: + + float4 f = UNITY_PROJ_COORD(o.projPos); + + half shadow = tex2Dlod(_ShadowMapTexture, float4(f.xy/f.w,0,0)); + //shadow = f.z/f.w > shadow?0:1;//_LightShadowData.r + shadow * (1-_LightShadowData.r); + + half3 worldNormal = UnityObjectToWorldNormal(v.normal); + half nl = max(0, dot(worldNormal, _WorldSpaceLightPos0.xyz)); + o.diff = nl * _LightColor0 * shadow + ShadeSH9(half4(worldNormal,1)); + + return o; + } + + sampler2D_float _CameraDepthTexture; + float _InvFade; + + fixed4 frag (v2f i) : SV_Target + { + #ifdef SOFTPARTICLES_ON + float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos))); + float partZ = i.projPos.z; + float fade = saturate (_InvFade * (sceneZ-partZ)); + i.color.a *= fade; + #endif + + i.color.rgb *= i.diff; + + return i.color * tex2D(_MainTex, i.texcoord) * i.color.a; + } + ENDCG + } + + UsePass "Legacy Shaders/VertexLit/SHADOWCASTER" + } + +} +} diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader.meta new file mode 100644 index 0000000..25eb998 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/LitParticles.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0e4692ea70dd142a090d4e4a644fa5eb +timeCreated: 1461816446 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc new file mode 100644 index 0000000..e8ad3e1 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc @@ -0,0 +1,87 @@ +#ifndef OBIELLIPSOIDS_INCLUDED +#define OBIELLIPSOIDS_INCLUDED + +#include "ObiUtils.cginc" + +float _RadiusScale; + +// Eye ray origin in world space. +// Works both for orthographic and perspective cameras. +float3 WorldEye(float3 worldPos){ + if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){ + return mul(UNITY_MATRIX_I_V,float4(mul(UNITY_MATRIX_V, float4(worldPos,1)).xy,0,1)).xyz; + }else + return UNITY_MATRIX_I_V._m03_m13_m23; +} + +// Returns visible ellipsoid radius and offset from center, given the eye position in parameter space. +// Works both for orthographic and perspective cameras. +float VisibleEllipsoidCircleRadius(float3 eye, out float3 m){ + if ((UNITY_MATRIX_P[3].x == 0.0) && (UNITY_MATRIX_P[3].y == 0.0) && (UNITY_MATRIX_P[3].z == 0.0)){ + m = float3(0,0,0); + return 1; + }else{ + float t = 1/dot(eye,eye); + m = t * eye; + return sqrt(1-t); + } +} + +// Performs accurate raycasting of a spherical impostor. +// Works both for orthographic and perspective cameras. +float IntersectEllipsoid(float3 v, float4 mapping, float3 a2, float3 a3, out float3 eyePos, out float3 eyeNormal) +{ + float r2 = dot(mapping.xy, mapping.xy); + float iq = 1 - r2/mapping.w; + clip(iq); // the ray does not intersect the sphere. + + float sqrtiq = sqrt(iq); + float lambda = 1/(1 + mapping.z * sqrtiq); + + eyePos = lambda * v; + eyeNormal = normalize(a2 + lambda * a3); + + // return gaussian-falloff thickness. + return 2 * sqrtiq * exp(-r2*2.0f); +} + +void BuildParameterSpaceMatrices(float4 t0, float4 t1, float4 t2, out float3x3 P, out float3x3 IP) +{ + // build 3x3 orientation matrix and its inverse; + float3x3 O = float3x3(t0.xyz,t1.xyz,t2.xyz); + float3x3 IO = transpose(O); + + // build 3x3 scaling matrix and its inverse: + float3x3 S = float3x3(_RadiusScale*t0.w,0,0,0,_RadiusScale*t1.w,0,0,0,_RadiusScale*t2.w); + float3x3 IS = float3x3(1/(_RadiusScale*t0.w),0,0,0,1/(_RadiusScale*t1.w),0,0,0,1/(_RadiusScale*t2.w)); + + // build 3x3 transformation matrix and its inverse: + P = mul(mul(O,S),IO); + IP = mul(mul(O,IS),IO); +} + +float BuildEllipsoidBillboard(float3 center, float3 corner, float3x3 P, float3x3 IP, out float3 worldPos, out float3 view, out float3 eye) +{ + // eye position and quad vectors in parameter space: + eye = mul(IP,WorldEye(center) - center); + float3 u = normalize(cross(-eye,UNITY_MATRIX_V[1].xyz)); + float3 k = normalize(cross(-eye,u)); + + // visible circle radius and offset from center in the direction of the view ray: + float3 m; + float radius = VisibleEllipsoidCircleRadius(eye,m); + + // world position of the billboard corner, and view vector to it: + worldPos = center + mul(P, m) + radius * (mul(P,u)* corner.x + mul(P,k)* corner.y); + view = worldPos - WorldEye(worldPos); + + return radius; +} + +void BuildAuxiliaryNormalVectors(float3 center, float3 worldPos, float3 view, float3x3 P, float3x3 IP, out float3 a2, out float3 a3) +{ + a2 = mul((float3x3)UNITY_MATRIX_V,mul(IP,mul(IP,WorldEye(worldPos) - center))); //T^-2 * (eye - center) + a3 = mul((float3x3)UNITY_MATRIX_V,mul(IP,mul(IP,view))); //T^-2 * A[0] +} + +#endif diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc.meta new file mode 100644 index 0000000..f4ed821 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiEllipsoids.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 083c49fc96643477889bfd68e70cf998 +timeCreated: 1445285630 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc new file mode 100644 index 0000000..4b28066 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc @@ -0,0 +1,26 @@ +#ifndef OBIPARTICLES_INCLUDED +#define OBIPARTICLES_INCLUDED + +#include "ObiUtils.cginc" + +float _RadiusScale; + +float3 BillboardSphereNormals(float2 texcoords) +{ + float3 n; + n.xy = texcoords*2.0-1.0; + float r2 = dot(n.xy, n.xy); + clip (1 - r2); // clip pixels outside circle + n.z = sqrt(1.0 - r2); + return n; +} + +float BillboardSphereThickness(float2 texcoords) +{ + float2 n = texcoords*2.0-1.0; + float r2 = dot(n.xy, n.xy); + clip (1 - r2); // clip pixels outside circle + return sqrt(1.0 - r2)*2.0f*exp(-r2*2.0f); +} + +#endif diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc.meta new file mode 100644 index 0000000..a08cdc8 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiParticles.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e4575c757879646c793ff2b434b83e74 +timeCreated: 1445285630 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc new file mode 100644 index 0000000..1564f4b --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc @@ -0,0 +1,26 @@ +#ifndef OBIUTILS_INCLUDED +#define OBIUTILS_INCLUDED + +#include "UnityCG.cginc" +#include "UnityStandardUtils.cginc" +#include "AutoLight.cginc" + +float4x4 _Camera_to_World; + +struct fout { + half4 color : COLOR; + float depth : DEPTH; +}; + +half3 SampleSphereAmbient(float3 eyeNormal, float3 eyePos) +{ + #if UNITY_SHOULD_SAMPLE_SH + half3 worldNormal = mul(transpose((float3x3)UNITY_MATRIX_V),eyeNormal); + half3 worldPos = mul(_Camera_to_World,half4(eyePos,1.0)); + return ShadeSHPerPixel(half4(worldNormal, 1.0),half3(0,0,0),worldPos); + #else + return UNITY_LIGHTMODEL_AMBIENT; + #endif +} + +#endif diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc.meta new file mode 100644 index 0000000..d7668af --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/ObiUtils.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe1b10a99f88a45a09abf1a13d62b63f +timeCreated: 1445285630 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/Particle.mat b/String 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{"Queue"="Geometry" "IgnoreProjector"="True" "RenderType"="Opaque" "LightMode" = "ForwardBase"} + Blend SrcAlpha OneMinusSrcAlpha + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile_fwdbase nolightmap + + #include "ObiEllipsoids.cginc" + + fixed4 _Color; + fixed4 _LightColor0; + + struct vin{ + float4 vertex : POSITION; + float3 corner : NORMAL; + fixed4 color : COLOR; + + float4 t0 : TEXCOORD0; // ellipsoid t1 vector + float4 t1 : TEXCOORD1; // ellipsoid t2 vector + float4 t2 : TEXCOORD2; // ellipsoid t3 vector + }; + + struct v2f + { + float4 pos : SV_POSITION; + fixed4 color : COLOR; + float4 mapping : TEXCOORD0; + float3 viewRay : TEXCOORD1; + float3 lightDir : TEXCOORD2; + float3 a2 : TEXCOORD3; + float3 a3 : TEXCOORD4; + LIGHTING_COORDS(5,6) + }; + + v2f vert(vin v) + { + float3x3 P, IP; + BuildParameterSpaceMatrices(v.t0,v.t1,v.t2,P,IP); + + float3 worldPos; + float3 view; + float3 eye; + float radius = BuildEllipsoidBillboard(v.vertex,v.corner,P,IP,worldPos,view,eye); + + v2f o; + o.pos = mul(UNITY_MATRIX_VP, float4(worldPos,v.vertex.w)); + o.mapping = float4(v.corner.xy,1/length(eye),radius); // A[1] + o.viewRay = mul((float3x3)UNITY_MATRIX_V,view); // A[0] + o.color = v.color * _Color; + + BuildAuxiliaryNormalVectors(v.vertex,worldPos,view,P,IP,o.a2,o.a3); + + o.lightDir = mul((float3x3)UNITY_MATRIX_MV, ObjSpaceLightDir(v.vertex)); + TRANSFER_VERTEX_TO_FRAGMENT(o); + + return o; + } + + fout frag(v2f i) + { + fout fo; + + fo.color = half4(0,0,0,1); + + // generate sphere normals: + float3 p,n; + IntersectEllipsoid(i.viewRay,i.mapping, i.a2,i.a3,p, n); + + // clip space position: + float4 pos = mul(UNITY_MATRIX_P,float4(p,1.0)); + + // simple lighting: ambient + half3 amb = SampleSphereAmbient(n,p); + + // simple lighting: diffuse + float ndotl = saturate( dot( n, normalize(i.lightDir) ) ); + UNITY_LIGHT_ATTENUATION(atten,i,0); + + // final lit color: + fo.color.rgb = i.color * (_LightColor0 * ndotl * atten + amb); + + // normalized device coordinates: + fo.depth = pos.z/pos.w; + + // in openGL calculated depth range is <-1,1> map it to <0,1> + #if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 + fo.depth = 0.5*fo.depth + 0.5; + #endif + + return fo; + } + + ENDCG + + } + + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual + + CGPROGRAM + + #pragma vertex ellipsoidShadowVS + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile_shadowcaster nolightmap + + #include "ObiEllipsoids.cginc" + + sampler3D _DitherMaskLOD; + + struct vin{ + float4 vertex : POSITION; + float3 corner : NORMAL; + + float4 t0 : TEXCOORD0; // ellipsoid t1 vector + float4 t1 : TEXCOORD1; // ellipsoid t2 vector + float4 t2 : TEXCOORD2; // ellipsoid t3 vector + }; + + struct v2f { + float4 mapping : TEXCOORD0; + float3 viewRay : TEXCOORD1; + }; + + v2f ellipsoidShadowVS( vin v , out float4 outpos : SV_POSITION )// clip space position output + { + float3x3 P, IP; + BuildParameterSpaceMatrices(v.t0,v.t1,v.t2,P,IP); + + float3 worldPos; + float3 view; + float3 eye; + float radius = BuildEllipsoidBillboard(v.vertex,v.corner,P,IP,worldPos,view,eye); + + v2f o; + outpos = mul(UNITY_MATRIX_VP, float4(worldPos,v.vertex.w)); + o.mapping = float4(v.corner.xy,1/length(eye),radius); // A[1] + o.viewRay = mul((float3x3)UNITY_MATRIX_V,view); // A[0] + return o; + } + + fout frag( v2f i , UNITY_VPOS_TYPE vpos : VPOS) + { + fout fo; + + float3 p,n; + IntersectEllipsoid(i.viewRay,i.mapping, float3(0,0,0),float3(0,0,0),p, n); + + // project camera space position. + float4 pos = UnityApplyLinearShadowBias( mul(UNITY_MATRIX_P,float4(p,1.0)) ); + + fo.color = pos.z/pos.w; //similar to what SHADOW_CASTER_FRAGMENT does in case there's no depth buffer. + fo.depth = pos.z/pos.w; + + // in openGL calculated depth range is <-1,1> map it to <0,1> + #if SHADER_API_OPENGL || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 + fo.depth = fo.depth*0.5+0.5; + #endif + + // Use dither mask for alpha blended shadows, based on pixel position xy + // and alpha level. 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+ fixed4 _LightColor0; + + struct vin{ + float4 vertex : POSITION; + float3 corner : NORMAL; + fixed4 color : COLOR; + float4 t0 : TEXCOORD0; // ellipsoid t1 vector + }; + + struct v2f + { + float4 pos : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float3 lightDir : TEXCOORD1; + LIGHTING_COORDS(3,4) + }; + + v2f vert(vin v) + { + v2f o; + + // particle positions are passed in world space, no need to use modelview matrix, just view. + float radius = v.t0.w * _RadiusScale; + float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius; // multiply by size. + o.pos = mul(UNITY_MATRIX_P, viewpos); + o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius); + o.color = v.color * _Color; + + o.lightDir = mul ((float3x3)UNITY_MATRIX_MV, ObjSpaceLightDir(v.vertex)); + + TRANSFER_VERTEX_TO_FRAGMENT(o); + + return o; + } + + fixed4 frag(v2f i) : SV_Target + { + // generate sphere normals: + float3 n = BillboardSphereNormals(i.texcoord); + + // simple lighting: diffuse + float ndotl = saturate( dot( n, normalize(i.lightDir) ) ); + + // final lit color: + return i.color * (_LightColor0 * ndotl + UNITY_LIGHTMODEL_AMBIENT); + } + + ENDCG + + } + + Pass { + Name "ShadowCaster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile_shadowcaster nolightmap + + #include "ObiParticles.cginc" + + struct vin{ + float4 vertex : POSITION; + float3 corner : NORMAL; + float4 t0 : TEXCOORD0; // ellipsoid t1 vector + }; + + struct v2f { + float4 pos : POSITION; + float3 texcoord : TEXCOORD0; + }; + + v2f vert( vin v ) + { + v2f o; + + float radius = v.t0.w * _RadiusScale; + float4 viewpos = mul(UNITY_MATRIX_V, v.vertex) + float4(v.corner.x, v.corner.y, 0, 0) * radius; + o.pos = mul(UNITY_MATRIX_P, viewpos); + o.texcoord = float3(v.corner.x*0.5+0.5, v.corner.y*0.5+0.5, radius); + return o; + } + + fixed4 frag( v2f i ) : SV_Target + { + float3 n = BillboardSphereNormals(i.texcoord); + + return fixed4(0,0,0,0); + } + ENDCG + + } + + } +FallBack "Diffuse" +} + diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/SimpleParticleShader.shader.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/SimpleParticleShader.shader.meta new file mode 100644 index 0000000..d7b7965 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/SimpleParticleShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 87908c483837f4df49e97fa1aa0dacda +timeCreated: 1489574725 +licenseType: Store +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/StandardVertexColors.shader b/String Theory/Assets/Obi/Resources/ObiMaterials/StandardVertexColors.shader new file mode 100644 index 0000000..346c696 --- /dev/null +++ b/String Theory/Assets/Obi/Resources/ObiMaterials/StandardVertexColors.shader @@ -0,0 +1,51 @@ +// Upgrade NOTE: upgraded instancing buffer 'Props' to new syntax. + +Shader "Standard (Vertex Colors)" { + Properties { + _Color ("Color", Color) = (1,1,1,1) + _MainTex ("Albedo (RGB)", 2D) = "white" {} + _Glossiness ("Smoothness", Range(0,1)) = 0.5 + _Metallic ("Metallic", Range(0,1)) = 0.0 + } + SubShader { + Tags { "RenderType"="Opaque" } + LOD 200 + + CGPROGRAM + // Physically based Standard lighting model, and enable shadows on all light types + #pragma surface surf Standard fullforwardshadows + + // Use shader model 3.0 target, to get nicer looking lighting + #pragma target 3.0 + + sampler2D _MainTex; + + struct Input { + float2 uv_MainTex; + float4 vcolor : COLOR; + }; + + half _Glossiness; + half _Metallic; + fixed4 _Color; + + // Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader. + // See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing. + // #pragma instancing_options assumeuniformscaling + UNITY_INSTANCING_BUFFER_START(Props) + // put more per-instance properties here + UNITY_INSTANCING_BUFFER_END(Props) + + void surf (Input IN, inout SurfaceOutputStandard o) { + // Albedo comes from a texture tinted by color + fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color * IN.vcolor; + o.Albedo = c.rgb; + // Metallic and smoothness come from slider variables + o.Metallic = _Metallic; + o.Smoothness = _Glossiness; + o.Alpha = c.a; + } + ENDCG + } + FallBack "Diffuse" +} diff --git a/String Theory/Assets/Obi/Resources/ObiMaterials/StandardVertexColors.shader.meta b/String Theory/Assets/Obi/Resources/ObiMaterials/StandardVertexColors.shader.meta new file mode 100644 index 0000000..c15af57 --- /dev/null +++ b/String 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MonoBehaviour + { + public Vector3andSpace moveUnitsPerSecond; + public Vector3andSpace rotateDegreesPerSecond; + public bool ignoreTimescale; + private float m_LastRealTime; + + + private void Start() + { + m_LastRealTime = Time.realtimeSinceStartup; + } + + + // Update is called once per frame + private void Update() + { + float deltaTime = Time.deltaTime; + if (ignoreTimescale) + { + deltaTime = (Time.realtimeSinceStartup - m_LastRealTime); + m_LastRealTime = Time.realtimeSinceStartup; + } + transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space); + transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space); + } + + + [Serializable] + public class Vector3andSpace + { + public Vector3 value; + public Space space = Space.Self; + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/AutoMoveAndRotate.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/AutoMoveAndRotate.cs.meta new file 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rend.material.color += (original - rend.material.color)*Time.deltaTime*5; + } + +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/Blinker.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/Blinker.cs.meta new file mode 100644 index 0000000..db54e62 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/Blinker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b63f5717a039e488ab8ccfb80eda50e6 +timeCreated: 1494351303 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs new file mode 100644 index 0000000..5d94e2f --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class CharacterControl2D : MonoBehaviour { + + public float acceleration = 10; + public float maxSpeed = 8; + public float jumpPower = 2; + + private Rigidbody unityRigidbody; + + public void Awake(){ + unityRigidbody = GetComponent(); + } + + + void FixedUpdate () { + + unityRigidbody.AddForce(new Vector3(Input.GetAxis("Horizontal")*acceleration,0,0)); + + unityRigidbody.velocity = Vector3.ClampMagnitude(unityRigidbody.velocity,maxSpeed); + + if (Input.GetButtonDown("Jump")){ + unityRigidbody.AddForce(Vector3.up * jumpPower,ForceMode.VelocityChange); + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs.meta new file mode 100644 index 0000000..6bd0fce --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterControl2D.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 12338facbacd5486ebe3bcef2bf6e700 +labels: +- ObiRope +timeCreated: 1501141994 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController.meta new file mode 100644 index 0000000..428e0c8 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 4a1b43750986e462db0a210922ad76b1 +folderAsset: yes +timeCreated: 1518001485 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs new file mode 100644 index 0000000..4a84330 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs @@ -0,0 +1,229 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi{ + + [RequireComponent(typeof(Rigidbody))] + [RequireComponent(typeof(CapsuleCollider))] + [RequireComponent(typeof(Animator))] + public class ObiCharacter : MonoBehaviour { + + [SerializeField] float m_MovingTurnSpeed = 360; + [SerializeField] float m_StationaryTurnSpeed = 180; + [SerializeField] float m_JumpPower = 12f; + [Range(1f, 4f)][SerializeField] float m_GravityMultiplier = 2f; + [SerializeField] float m_RunCycleLegOffset = 0.2f; //specific to the character in sample assets, will need to be modified to work with others + [SerializeField] float m_MoveSpeedMultiplier = 1f; + [SerializeField] float m_AnimSpeedMultiplier = 1f; + [SerializeField] float m_GroundCheckDistance = 0.1f; + + Rigidbody m_Rigidbody; + Animator m_Animator; + bool m_IsGrounded; + float m_OrigGroundCheckDistance; + const float k_Half = 0.5f; + float m_TurnAmount; + float m_ForwardAmount; + Vector3 m_GroundNormal; + float m_CapsuleHeight; + Vector3 m_CapsuleCenter; + CapsuleCollider m_Capsule; + bool m_Crouching; + + void Start() + { + Physics.IgnoreLayerCollision(LayerMask.NameToLayer("Default"),LayerMask.NameToLayer("Ignore Raycast"),true); + + m_Animator = GetComponent(); + m_Rigidbody = GetComponent(); + m_Capsule = GetComponent(); + m_CapsuleHeight = m_Capsule.height; + m_CapsuleCenter = m_Capsule.center; + + m_Rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ; + m_OrigGroundCheckDistance = m_GroundCheckDistance; + } + + + public void Move(Vector3 move, bool crouch, bool jump) + { + + // convert the world relative moveInput vector into a local-relative + // turn amount and forward amount required to head in the desired + // direction. + if (move.magnitude > 1f) move.Normalize(); + move = transform.InverseTransformDirection(move); + CheckGroundStatus(); + move = Vector3.ProjectOnPlane(move, m_GroundNormal); + m_TurnAmount = Mathf.Atan2(move.x, move.z); + m_ForwardAmount = move.z; + + ApplyExtraTurnRotation(); + + // control and velocity handling is different when grounded and airborne: + if (m_IsGrounded) + { + HandleGroundedMovement(crouch, jump); + } + else + { + HandleAirborneMovement(); + } + + ScaleCapsuleForCrouching(crouch); + PreventStandingInLowHeadroom(); + + // send input and other state parameters to the animator + UpdateAnimator(move); + } + + + void ScaleCapsuleForCrouching(bool crouch) + { + if (m_IsGrounded && crouch) + { + if (m_Crouching) return; + m_Capsule.height = m_Capsule.height / 2f; + m_Capsule.center = m_Capsule.center / 2f; + m_Crouching = true; + } + else + { + Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); + float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~Physics.IgnoreRaycastLayer, QueryTriggerInteraction.Ignore)) + { + m_Crouching = true; + return; + } + m_Capsule.height = m_CapsuleHeight; + m_Capsule.center = m_CapsuleCenter; + m_Crouching = false; + } + } + + void PreventStandingInLowHeadroom() + { + // prevent standing up in crouch-only zones + if (!m_Crouching) + { + Ray crouchRay = new Ray(m_Rigidbody.position + Vector3.up * m_Capsule.radius * k_Half, Vector3.up); + float crouchRayLength = m_CapsuleHeight - m_Capsule.radius * k_Half; + if (Physics.SphereCast(crouchRay, m_Capsule.radius * k_Half, crouchRayLength, ~Physics.IgnoreRaycastLayer, QueryTriggerInteraction.Ignore)) + { + m_Crouching = true; + } + } + } + + + void UpdateAnimator(Vector3 move) + { + // update the animator parameters + m_Animator.SetFloat("Forward", m_ForwardAmount, 0.1f, Time.deltaTime); + m_Animator.SetFloat("Turn", m_TurnAmount, 0.1f, Time.deltaTime); + m_Animator.SetBool("Crouch", m_Crouching); + m_Animator.SetBool("OnGround", m_IsGrounded); + if (!m_IsGrounded) + { + m_Animator.SetFloat("Jump", m_Rigidbody.velocity.y); + } + + // calculate which leg is behind, so as to leave that leg trailing in the jump animation + // (This code is reliant on the specific run cycle offset in our animations, + // and assumes one leg passes the other at the normalized clip times of 0.0 and 0.5) + float runCycle = + Mathf.Repeat( + m_Animator.GetCurrentAnimatorStateInfo(0).normalizedTime + m_RunCycleLegOffset, 1); + float jumpLeg = (runCycle < k_Half ? 1 : -1) * m_ForwardAmount; + if (m_IsGrounded) + { + m_Animator.SetFloat("JumpLeg", jumpLeg); + } + + // the anim speed multiplier allows the overall speed of walking/running to be tweaked in the inspector, + // which affects the movement speed because of the root motion. + if (m_IsGrounded && move.magnitude > 0) + { + m_Animator.speed = m_AnimSpeedMultiplier; + } + else + { + // don't use that while airborne + m_Animator.speed = 1; + } + } + + + void HandleAirborneMovement() + { + // apply extra gravity from multiplier: + Vector3 extraGravityForce = (Physics.gravity * m_GravityMultiplier) - Physics.gravity; + m_Rigidbody.AddForce(extraGravityForce); + + m_GroundCheckDistance = m_Rigidbody.velocity.y < 0 ? m_OrigGroundCheckDistance : 0.01f; + } + + + void HandleGroundedMovement(bool crouch, bool jump) + { + // check whether conditions are right to allow a jump: + if (jump && !crouch && m_Animator.GetCurrentAnimatorStateInfo(0).IsName("Grounded")) + { + // jump! + m_Rigidbody.velocity = new Vector3(m_Rigidbody.velocity.x, m_JumpPower, m_Rigidbody.velocity.z); + m_IsGrounded = false; + m_Animator.applyRootMotion = false; + m_GroundCheckDistance = 0.1f; + } + } + + void ApplyExtraTurnRotation() + { + // help the character turn faster (this is in addition to root rotation in the animation) + float turnSpeed = Mathf.Lerp(m_StationaryTurnSpeed, m_MovingTurnSpeed, m_ForwardAmount); + transform.Rotate(0, m_TurnAmount * turnSpeed * Time.deltaTime, 0); + } + + + public void OnAnimatorMove() + { + // we implement this function to override the default root motion. + // this allows us to modify the positional speed before it's applied. + if (m_IsGrounded && Time.deltaTime > 0) + { + Vector3 v = (m_Animator.deltaPosition * m_MoveSpeedMultiplier) / Time.deltaTime; + + // we preserve the existing y part of the current velocity. + v.y = m_Rigidbody.velocity.y; + m_Rigidbody.velocity = v; + } + } + + + void CheckGroundStatus() + { + RaycastHit hitInfo; +#if UNITY_EDITOR + // helper to visualise the ground check ray in the scene view + Debug.DrawLine(transform.position + (Vector3.up * 0.1f), transform.position + (Vector3.up * 0.1f) + (Vector3.down * m_GroundCheckDistance)); +#endif + // 0.1f is a small offset to start the ray from inside the character + // it is also good to note that the transform position in the sample assets is at the base of the character + if (Physics.Raycast(transform.position + (Vector3.up * 0.1f), Vector3.down, out hitInfo, m_GroundCheckDistance,~Physics.IgnoreRaycastLayer)) + { + m_GroundNormal = hitInfo.normal; + m_IsGrounded = true; + m_Animator.applyRootMotion = true; + } + else + { + m_IsGrounded = false; + m_GroundNormal = Vector3.up; + m_Animator.applyRootMotion = false; + } + } + } + +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs.meta new file mode 100644 index 0000000..edb0dfe --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 30974edc9036841cebffee1d18425185 +timeCreated: 1518001942 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs new file mode 100644 index 0000000..6762c78 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs @@ -0,0 +1,76 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +namespace Obi{ + + [RequireComponent(typeof (ObiCharacter))] + public class ObiCharacterController : MonoBehaviour { + + private ObiCharacter m_Character; // A reference to the ThirdPersonCharacter on the object + private Transform m_Cam; // A reference to the main camera in the scenes transform + private Vector3 m_CamForward; // The current forward direction of the camera + private Vector3 m_Move; + private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. + + private void Start() + { + // get the transform of the main camera + if (Camera.main != null) + { + m_Cam = Camera.main.transform; + } + else + { + Debug.LogWarning( + "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); + // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! + } + + // get the third person character ( this should never be null due to require component ) + m_Character = GetComponent(); + } + + + private void Update() + { + if (!m_Jump) + { + m_Jump = Input.GetButtonDown("Jump"); + } + } + + + // Fixed update is called in sync with physics + private void FixedUpdate() + { + // read inputs + float h = Input.GetAxis("Horizontal"); + float v = Input.GetAxis("Vertical"); + bool crouch = Input.GetKey(KeyCode.C); + + // calculate move direction to pass to character + if (m_Cam != null) + { + // calculate camera relative direction to move: + m_CamForward = Vector3.Scale(m_Cam.forward, new Vector3(1, 0, 1)).normalized; + m_Move = v*m_CamForward + h*m_Cam.right; + } + else + { + // we use world-relative directions in the case of no main camera + m_Move = v*Vector3.forward + h*Vector3.right; + } +#if !MOBILE_INPUT + // walk speed multiplier + if (Input.GetKey(KeyCode.LeftShift)) m_Move *= 0.5f; +#endif + + // pass all parameters to the character control script + m_Character.Move(m_Move, crouch, m_Jump); + m_Jump = false; + } + } + +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs.meta new file mode 100644 index 0000000..ab2a412 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CharacterController/ObiCharacterController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: de9bce9a2c43c424d81e85ea229e0004 +timeCreated: 1518001942 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs new file mode 100644 index 0000000..36851dc --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Obi; + +[RequireComponent(typeof(ObiSolver))] +public class ColliderHighlighter : MonoBehaviour { + + ObiSolver solver; + + void Awake(){ + solver = GetComponent(); + } + + void OnEnable () { + solver.OnCollision += Solver_OnCollision; + } + + void OnDisable(){ + solver.OnCollision -= Solver_OnCollision; + } + + void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e) + { + Oni.Contact[] contacts = e.contacts.Data; + for(int i = 0; i < e.contacts.Count; ++i) + { + Oni.Contact c = contacts[i]; + // make sure this is an actual contact: + if (c.distance < 0.01f) + { + // get the collider: + Collider collider = ObiCollider.idToCollider[c.other] as Collider; + + if (collider != null){ + // make it blink: + Blinker blinker = collider.GetComponent(); + + if (blinker) + blinker.Blink(); + } + } + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs.meta new file mode 100644 index 0000000..e0551d0 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ColliderHighlighter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ef31b6ca9a4124cb893de1adabbfab18 +timeCreated: 1458771359 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs new file mode 100644 index 0000000..da737c8 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs @@ -0,0 +1,90 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using Obi; + +[RequireComponent(typeof(ObiSolver))] +public class CollisionEventHandler : MonoBehaviour { + + ObiSolver solver; + + Obi.ObiSolver.ObiCollisionEventArgs frame; + + void Awake(){ + solver = GetComponent(); + } + + void OnEnable () { + solver.OnCollision += Solver_OnCollision; + } + + void OnDisable(){ + solver.OnCollision -= Solver_OnCollision; + } + + void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e) + { + frame = e; + } + + void OnDrawGizmos() + { + if (solver == null || frame == null || frame.contacts == null) return; + + for(int i = 0; i < frame.contacts.Count; ++i) + { + Gizmos.color = (frame.contacts.Data[i].distance < 0.01f) ? Color.red : Color.green; + + Vector3 point = frame.contacts.Data[i].point; + Vector3 normal = frame.contacts.Data[i].normal; + + Gizmos.DrawSphere(point,0.025f); + + Gizmos.DrawRay(point,normal.normalized * 0.1f );//* frame.contacts[i].distance); + } + } + +} + +/*[RequireComponent(typeof(ObiSolver))] +public class CollisionEventHandler : MonoBehaviour { + + ObiSolver solver; + + Obi.ObiSolver.ObiCollisionEventArgs frame; + + void Awake(){ + solver = GetComponent(); + } + + void OnEnable () { + solver.OnCollision += Solver_OnCollision; + } + + void OnDisable(){ + solver.OnCollision -= Solver_OnCollision; + } + + void Solver_OnCollision (object sender, Obi.ObiSolver.ObiCollisionEventArgs e) + { + + for(int i = 0; i < e.contacts.Count; ++i) + { + if (e.contacts.Data[i].distance < 0.001f) + { + + Component collider; + if (ObiCollider.idToCollider.TryGetValue(e.contacts.Data[i].other,out collider)){ + + ObiSolver.ParticleInActor pa = solver.particleToActor[e.contacts.Data[i].particle]; + + if (pa.actor.colors != null && pa.actor.colors.Length > 0) + pa.actor.colors[pa.indexInActor] = Color.green; + + collider.gameObject.GetComponent().material.color = new Color(Random.value,Random.value,Random.value); + } + } + } + } + +}*/ diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs.meta new file mode 100644 index 0000000..79eedd8 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CollisionEventHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f6efd222d18e14e0b99e22b7fa35448c +timeCreated: 1458771359 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs new file mode 100644 index 0000000..fb7994e --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Obi; + +public class CraneController : MonoBehaviour { + + ObiRopeCursor cursor; + ObiRope rope; + + // Use this for initialization + void Start () { + cursor = GetComponentInChildren(); + rope = cursor.GetComponent(); + } + + // Update is called once per frame + void Update () { + if (Input.GetKey(KeyCode.W)){ + if (rope.RestLength > 6.5f) + cursor.ChangeLength(rope.RestLength - 1f * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.S)){ + cursor.ChangeLength(rope.RestLength + 1f * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.A)){ + transform.Rotate(0,Time.deltaTime*15f,0); + } + + if (Input.GetKey(KeyCode.D)){ + transform.Rotate(0,-Time.deltaTime*15f,0); + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs.meta new file mode 100644 index 0000000..a7f7ca4 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CraneController.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: f2288611e29404861af0825d5e28c465 +labels: +- ObiRope +timeCreated: 1491820614 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs new file mode 100644 index 0000000..bd62dd7 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Obi; + +public class CursorController : MonoBehaviour { + + ObiRopeCursor cursor; + ObiRope rope; + public float minLength = 0.1f; + + // Use this for initialization + void Start () { + cursor = GetComponentInChildren(); + rope = cursor.GetComponent(); + } + + // Update is called once per frame + void Update () { + if (Input.GetKey(KeyCode.W)){ + if (rope.RestLength > minLength) + cursor.ChangeLength(rope.RestLength - 1f * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.S)){ + cursor.ChangeLength(rope.RestLength + 1f * Time.deltaTime); + } + + if (Input.GetKey(KeyCode.A)){ + rope.transform.Translate(Vector3.left * Time.deltaTime,Space.World); + } + + if (Input.GetKey(KeyCode.D)){ + rope.transform.Translate(Vector3.right * Time.deltaTime,Space.World); + } + + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs.meta new file mode 100644 index 0000000..1f74237 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/CursorController.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 9b3e95eb15b5744d1a8aa4ba4fe0315c +labels: +- ObiRope +timeCreated: 1491820614 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs new file mode 100644 index 0000000..8e8a89b --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Obi; + +public class FirstPersonLauncher : MonoBehaviour { + + //public ObiColliderGroup colliderGroup; + public GameObject prefab; + public float power = 2; + + + // Update is called once per frame + void Update () { + + if ( Input.GetMouseButtonDown(0)){ + + Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); + + GameObject projectile = GameObject.Instantiate(prefab,ray.origin,Quaternion.identity); + Rigidbody rb = projectile.GetComponent(); + + if (rb != null){ + rb.velocity = ray.direction * power; + } + + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs.meta new file mode 100644 index 0000000..a6c4b82 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/FirstPersonLauncher.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 58215bc7d3cb04272808fe5a365ffa4e +timeCreated: 1483103755 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs new file mode 100644 index 0000000..d3ba161 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs @@ -0,0 +1,144 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Obi; + +/** + * Sample component that shows how to use Obi Rope to create a grappling hook for a 2.5D game. + * 95% of the code is the grappling hook logic (user input, scene raycasting, launching, attaching the hook, etc) and parameter setup, + * to show how to use Obi completely at runtime. This might not be practical for real-world scenarios, + * but illustrates how to do it. + * + * Note that the choice of using actual rope simulation for grapple dynamics is debatable. Usually + * a simple spring works better both in terms of performance and controllability. + * + * If complex interaction is required with the scene, a purely geometry-based approach (ala Worms ninja rope) can + * be the right choice under certain circumstances. + */ +public class GrapplingHook : MonoBehaviour { + + public ObiCollider character; + public float hookExtendRetractSpeed = 2; + public Material material; + + private ObiRope rope; + private ObiCatmullRomCurve curve; + private ObiSolver solver; + private ObiRopeCursor cursor; + + private RaycastHit hookAttachment; + private bool attached = false; + + void Awake () { + + // Create both the rope and the solver: + rope = gameObject.AddComponent(); + curve = gameObject.AddComponent(); + solver = gameObject.AddComponent(); + + // Provide a solver and a curve: + rope.Solver = solver; + rope.ropePath = curve; + rope.GetComponent().material = material; + + // Configure rope and solver parameters: + rope.resolution = 0.1f; + rope.BendingConstraints.stiffness = 0.2f; + rope.uvScale = new Vector2(1,5); + rope.normalizeV = false; + rope.uvAnchor = 1; + + solver.substeps = 3; + solver.distanceConstraintParameters.iterations = 5; + solver.pinConstraintParameters.iterations = 5; + solver.bendingConstraintParameters.iterations = 1; + solver.particleCollisionConstraintParameters.enabled = false; + solver.volumeConstraintParameters.enabled = false; + solver.densityConstraintParameters.enabled = false; + solver.stitchConstraintParameters.enabled = false; + solver.skinConstraintParameters.enabled = false; + solver.tetherConstraintParameters.enabled = false; + + // Add a cursor to be able to change rope length: + cursor = rope.gameObject.AddComponent(); + cursor.normalizedCoord = 0; + cursor.direction = true; + } + + /** + * Raycast against the scene to see if we can attach the hook to something. + */ + private void LaunchHook(){ + + // Get the mouse position in the scene, in the same XY plane as this object: + Vector3 mouse = Input.mousePosition; + mouse.z = transform.position.z - Camera.main.transform.position.z; + Vector3 mouseInScene = Camera.main.ScreenToWorldPoint(mouse); + + // Get a ray from the character to the mouse: + Ray ray = new Ray(transform.position,mouseInScene - transform.position); + + // Raycast to see what we hit: + if (Physics.Raycast(ray,out hookAttachment)){ + + // We actually hit something, so attach the hook! + StartCoroutine(AttachHook()); + } + + } + + private IEnumerator AttachHook(){ + + Vector3 localHit = curve.transform.InverseTransformPoint(hookAttachment.point); + + // Procedurally generate the initial rope shape (a simple straight line): + curve.controlPoints.Clear(); + curve.controlPoints.Add(Vector3.zero); + curve.controlPoints.Add(Vector3.zero); + curve.controlPoints.Add(localHit); + curve.controlPoints.Add(localHit); + + // Generate the particle representation of the rope (wait until it has finished): + yield return rope.GeneratePhysicRepresentationForMesh(); + + // Pin both ends of the rope (this enables two-way interaction between character and rope): + ObiPinConstraintBatch pinConstraints = rope.PinConstraints.GetFirstBatch(); + pinConstraints.AddConstraint(0,character,transform.localPosition,0); + pinConstraints.AddConstraint(rope.UsedParticles-1,hookAttachment.collider.GetComponent(), + hookAttachment.collider.transform.InverseTransformPoint(hookAttachment.point),0); + + // Add the rope to the solver to begin the simulation: + rope.AddToSolver(null); + rope.GetComponent().enabled = true; + + attached = true; + } + + private void DetachHook(){ + + // Detach hook: + rope.RemoveFromSolver(null); + rope.GetComponent().enabled = false; + + attached = false; + + } + + + void Update () { + + if (Input.GetMouseButtonDown(0)){ + if (!attached) + LaunchHook(); + else + DetachHook(); + } + + if (Input.GetKey(KeyCode.W)){ + cursor.ChangeLength(rope.RestLength - hookExtendRetractSpeed * Time.deltaTime); + } + if (Input.GetKey(KeyCode.S)){ + cursor.ChangeLength(rope.RestLength + hookExtendRetractSpeed * Time.deltaTime); + } + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs.meta new file mode 100644 index 0000000..ae41e14 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/GrapplingHook.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fbc97a25be3214c3f92e5a27a3874835 +labels: +- ObiRope +timeCreated: 1501136941 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs new file mode 100644 index 0000000..4c69da3 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Obi; + +public class ObiActorTeleport : MonoBehaviour { + + public ObiActor actor; + + void Update () { + if (Input.anyKeyDown) + StartCoroutine(Teleport()); + } + + IEnumerator Teleport(){ + + actor.enabled = false; + + // change position here. I'm just teleporting the actor somewhere inside a sphere of radius 2: + actor.transform.position = UnityEngine.Random.insideUnitSphere * 2; + + yield return new WaitForFixedUpdate(); + actor.enabled = true; + + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs.meta new file mode 100644 index 0000000..69ee130 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObiActorTeleport.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ef23dec4d0c424492a85ebca02b625bc +timeCreated: 1491379841 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs new file mode 100644 index 0000000..1ca0319 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs @@ -0,0 +1,23 @@ +using UnityEngine; +using System.Collections; + +public class ObjectDragger : MonoBehaviour +{ + + private Vector3 screenPoint; + private Vector3 offset; + + void OnMouseDown() + { + screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position); + offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); + } + + void OnMouseDrag() + { + Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z); + transform.position = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset; + } + + + } \ No newline at end of file diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs.meta new file mode 100644 index 0000000..37e2551 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectDragger.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cbe5860a158ab4ff9852d93167f38e5a +timeCreated: 1490723525 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs new file mode 100644 index 0000000..9bea615 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs @@ -0,0 +1,22 @@ +using UnityEngine; + using System.Collections; + + public class ObjectLimit : MonoBehaviour + { + + public float minX = 0; + public float maxX = 1; + public float minY = 0; + public float maxY = 1; + public float minZ = 0; + public float maxZ = 1; + + void Update() + { + transform.localPosition = new Vector3(Mathf.Clamp(gameObject.transform.localPosition.x,minX,maxX), + Mathf.Clamp(gameObject.transform.localPosition.y,minY,maxY), + Mathf.Clamp(gameObject.transform.localPosition.z,minZ,maxZ)); + + } + + } \ No newline at end of file diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs.meta new file mode 100644 index 0000000..05e6e67 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/ObjectLimit.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6da1d294c86704f3394415f542741ebe +timeCreated: 1490723525 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs new file mode 100644 index 0000000..1803980 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using System.Collections; + +public class RobotArmController : MonoBehaviour { + + public Transform section1 = null; + public Transform section2 = null; + public Transform actuator = null; + public float speed = 40; + + // Update is called once per frame + void Update () { + + if (Input.GetKey(KeyCode.A)){ + section1.Rotate(0,speed*Time.deltaTime,0,Space.World); + } + if (Input.GetKey(KeyCode.D)){ + section1.Rotate(0,-speed*Time.deltaTime,0,Space.World); + } + + if (Input.GetKey(KeyCode.W)){ + section1.Rotate(0,speed*Time.deltaTime,0,Space.Self); + } + if (Input.GetKey(KeyCode.S)){ + section1.Rotate(0,-speed*Time.deltaTime,0,Space.Self); + } + if (Input.GetKey(KeyCode.T)){ + section2.Rotate(0,speed*Time.deltaTime,0,Space.Self); + } + if (Input.GetKey(KeyCode.G)){ + section2.Rotate(0,-speed*Time.deltaTime,0,Space.Self); + } + if (Input.GetKey(KeyCode.Y)){ + actuator.Rotate(0,speed*Time.deltaTime,0,Space.Self); + } + if (Input.GetKey(KeyCode.H)){ + actuator.Rotate(0,-speed*Time.deltaTime,0,Space.Self); + } + + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs.meta new file mode 100644 index 0000000..615d4f5 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RobotArmController.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 01c8afb15c4bb4afbbe68732c0ef63da +labels: +- ObiRope +timeCreated: 1466636671 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs new file mode 100644 index 0000000..82d616b --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs @@ -0,0 +1,118 @@ +using System; +using System.Collections; +using UnityEngine; +using Obi; + +public class RuntimeRopeGenerator +{ + private ObiRope rope; + private ObiRopeCursor cursor; + private ObiSolver solver; + private int pinnedParticle = -1; + + /// + /// Creates a straight rope anchored to a transform at the top. + /// Transform may or may not move around and may or may not have a rigidbody. + /// When you call this the rope will appear in the scene and immediately interact with gravity and objects with ObiColliders. + /// Called from anywhere (main thread only) + /// + public IEnumerator MakeRope(Transform anchoredTo, Vector3 attachmentOffset, float ropeLength) + { + // create a new GameObject with the required components: a solver, a rope, and a curve. + // we also throw a cursor in to be able to change its length. + GameObject ropeObject = new GameObject("rope",typeof(ObiSolver), + typeof(ObiRope), + typeof(ObiCatmullRomCurve), + typeof (ObiRopeCursor)); + + // get references to all components: + rope = ropeObject.GetComponent(); + cursor = ropeObject.GetComponent(); + solver = ropeObject.GetComponent(); + ObiCatmullRomCurve path = ropeObject.GetComponent(); + + // set up component references (see ObiRopeHelper.cs) + rope.Solver = solver; + rope.ropePath = path; + rope.section = Resources.Load("DefaultRopeSection"); + + // set path control points (duplicate end points, to set curvature as required by CatmullRom splines): + path.controlPoints.Clear(); + path.controlPoints.Add(Vector3.zero); + path.controlPoints.Add(Vector3.zero); + path.controlPoints.Add(Vector3.down*ropeLength); + path.controlPoints.Add(Vector3.down*ropeLength); + + rope.pooledParticles = 2000; + + // parent the rope to the anchor transform: + rope.transform.SetParent(anchoredTo,false); + rope.transform.localPosition = attachmentOffset; + + // generate particles/constraints and add them to the solver (see ObiRopeHelper.cs) + yield return rope.StartCoroutine(rope.GeneratePhysicRepresentationForMesh()); + rope.AddToSolver(null); + + // get the last particle in the rope at its rest state. + pinnedParticle = rope.UsedParticles-1; + + // add a tethers batch: + ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true,false,0,1); + rope.TetherConstraints.AddBatch(tetherBatch); + //UpdateTethers(); + + // fix first particle in place (see http://obi.virtualmethodstudio.com/tutorials/scriptingparticles.html) + rope.invMasses[0] = 0; + Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[0]); + } + + /// + /// MakeRope and AddPendulum may NOT be called on the same frame. You must wait for the MakeRope coroutine to finish first, as creating a rope is an asynchronous operation. + /// Just adds a pendulum to the rope on the un-anchored end. + /// + public void AddPendulum(ObiCollider pendulum, Vector3 attachmentOffset) + { + // simply add a new pin constraint (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html) + rope.PinConstraints.RemoveFromSolver(null); + ObiPinConstraintBatch batch = (ObiPinConstraintBatch)rope.PinConstraints.GetFirstBatch(); + batch.AddConstraint(pinnedParticle, pendulum, attachmentOffset, 1); + rope.PinConstraints.AddToSolver(null); + } + + /// + /// RemovePendulum and AddPendulum may be called on the same frame. + /// + public void RemovePendulum() + { + // simply remove all pin constraints (see http://obi.virtualmethodstudio.com/tutorials/scriptingconstraints.html) + rope.PinConstraints.RemoveFromSolver(null); + rope.PinConstraints.GetFirstBatch().Clear(); + rope.PinConstraints.AddToSolver(null); + } + + /// + /// Like extending or retracting a winch. + /// + public void ChangeRopeLength(float changeAmount) + { + // the cursor will automatically add/remove/modify constraints and particles as needed to obtain the new length. + cursor.ChangeLength(rope.RestLength + changeAmount); + //UpdateTethers(); + } + + private void UpdateTethers() + { + rope.TetherConstraints.RemoveFromSolver(null); + ObiTetherConstraintBatch batch = (ObiTetherConstraintBatch)rope.TetherConstraints.GetFirstBatch(); + batch.Clear(); + + ObiDistanceConstraintBatch dbatch = rope.DistanceConstraints.GetFirstBatch(); + for (int i = 0; i < dbatch.ConstraintCount; ++i) + batch.AddConstraint(0,dbatch.springIndices[i*2+1], rope.InterparticleDistance*i, 1, 1); + + batch.Cook(); + rope.TetherConstraints.AddToSolver(null); + } +} + + diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs.meta new file mode 100644 index 0000000..9c0ab8b --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGenerator.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 663bc5ee298ac4ab081d7189d2e78639 +labels: +- ObiRope +timeCreated: 1517518587 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs new file mode 100644 index 0000000..cdb0477 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs @@ -0,0 +1,35 @@ +using System; +using System.Collections; +using UnityEngine; +using Obi; + +public class RuntimeRopeGeneratorUse : MonoBehaviour +{ + public ObiCollider pendulum; + RuntimeRopeGenerator rg; + + public IEnumerator Start() + { + rg = new RuntimeRopeGenerator(); + + // Create a rope: + yield return rg.MakeRope(transform,Vector3.zero,1); + + // Add a pendulum (you should adjust the attachment point depending on your particular pendulum object) + rg.AddPendulum(pendulum,Vector3.up*0.5f); + } + + public void Update(){ + + if (Input.GetKey(KeyCode.W)){ + rg.ChangeRopeLength(- Time.deltaTime); + } + + if (Input.GetKey(KeyCode.S)){ + rg.ChangeRopeLength( Time.deltaTime); + } + + } +} + + diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs.meta new file mode 100644 index 0000000..dfac3f2 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/RuntimeRopeGeneratorUse.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: be5bb8a1ed118482fa36d8c1c4d33165 +labels: +- ObiRope +timeCreated: 1517519567 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/SlowmoToggler.cs b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/SlowmoToggler.cs new file mode 100644 index 0000000..2e90721 --- /dev/null +++ b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/SlowmoToggler.cs @@ -0,0 +1,10 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class SlowmoToggler : MonoBehaviour { + + public void Slowmo (bool slowmo) { + Time.timeScale = slowmo?0.25f:1; + } +} diff --git a/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/SlowmoToggler.cs.meta b/String Theory/Assets/Obi/Sample Scenes/SampleResources/Scripts/SlowmoToggler.cs.meta new file 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Theory/Assets/Obi/Scripts/Actors/ObiActor.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiActor.cs new file mode 100644 index 0000000..56b02fd --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiActor.cs @@ -0,0 +1,529 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + + +namespace Obi{ + +/** + * Represents a group of related particles. ObiActor does not make + * any assumptions about the relationship between these particles, except that they get allocated + * and released together. + */ +[ExecuteInEditMode] +[DisallowMultipleComponent] +public abstract class ObiActor : MonoBehaviour, IObiSolverClient +{ + public class ObiActorSolverArgs : System.EventArgs{ + + private ObiSolver solver; + public ObiSolver Solver{ + get{return solver;} + } + + public ObiActorSolverArgs(ObiSolver solver){ + this.solver = solver; + } + } + + public enum TetherType{ + AnchorToFixed, + Hierarchical + } + + public event System.EventHandler OnAddedToSolver; + public event System.EventHandler OnRemovedFromSolver; + public event System.EventHandler OnInitialized; + + [SerializeProperty("Solver")] + [SerializeField] protected ObiSolver solver; + + [SerializeProperty("CollisionMaterial")] + [SerializeField] protected ObiCollisionMaterial collisionMaterial; + + [SerializeProperty("SelfCollisions")] + [SerializeField] protected bool selfCollisions = false; + + [HideInInspector][NonSerialized] public int[] particleIndices; /**< indices of allocated particles in the solver.*/ + + protected ObiBatchedConstraints[] constraints; /**< list of constraint components used by this actor.*/ + + [HideInInspector] public bool[] active; /**< Particle activation status.*/ + [HideInInspector] public Vector3[] positions; /**< Particle positions.*/ + [HideInInspector] public Vector4[] restPositions; /**< Particle rest positions, used to filter collisions.*/ + [HideInInspector] public Quaternion[] orientations; /**< Particle orientations.*/ + [HideInInspector] public Vector3[] velocities; /**< Particle velocities.*/ + [HideInInspector] public Vector3[] angularVelocities; /**< Particle angular velocities.*/ + [HideInInspector] public float[] invMasses; /**< Particle inverse masses*/ + [HideInInspector] public float[] solidRadii; /**< Particle solid radii (physical radius of each particle)*/ + [HideInInspector] public Vector2[] principalRadii; /**< Particle ellipsoid principal radii (must be smaller than solidRadii)*/ + [HideInInspector] public int[] phases; /**< Particle phases.*/ + [HideInInspector] public Color[] colors = null; /**< Particle colors (not used by all actors, can be null)*/ + + [HideInInspector] public int[] deformableTriangles = new int[0]; /**< Indices of deformable triangles (3 per triangle)*/ + [NonSerialized] protected int trianglesOffset = 0; /**< Offset of deformable trtiangles in curent solver*/ + + [SerializeField][HideInInspector] protected Matrix4x4 initialScaleMatrix = Matrix4x4.identity; /**< World scale of the actor, at the moment of initialization.*/ + + private bool inSolver = false; + protected bool initializing = false; + + [HideInInspector][SerializeField] protected bool initialized = false; + + public ObiSolver Solver{ + get{return solver;} + set{ + if (solver != value){ + RemoveFromSolver(null); + solver = value; + } + } + } + + public ObiCollisionMaterial CollisionMaterial{ + get{return collisionMaterial;} + set{ + if (collisionMaterial != value){ + collisionMaterial = value; + PushDataToSolver(ParticleData.COLLISION_MATERIAL); + } + } + } + + public bool Initializing{ + get{return initializing;} + } + + public bool Initialized{ + get{return initialized;} + } + + public bool InSolver{ + get{return inSolver;} + } + + public bool SelfCollisions{ + get{return selfCollisions;} + set{ + if (value != selfCollisions){ + selfCollisions = value; + UpdateParticlePhases(); + } + } + } + + public Matrix4x4 InitialScaleMatrix{ + get{ + return initialScaleMatrix; + } + } + + public virtual Matrix4x4 ActorLocalToWorldMatrix{ + get{ + return transform.localToWorldMatrix; + } + } + + public virtual Matrix4x4 ActorWorldToLocalMatrix{ + get{ + return transform.worldToLocalMatrix; + } + } + + /** + * If true, it means external forces aren't applied to the particles directly. For instance, + * cloth uses aerodynamic constraints to do so, and fluid uses drag. + */ + public virtual bool UsesCustomExternalForces{ + get{return false;} + } + + public virtual void Awake(){ + } + + /** + * Since Awake is not guaranteed to be called before OnEnable, we must add the mesh to the solver here. + */ + public virtual void Start(){ + if (Application.isPlaying) + AddToSolver(null); + } + + public virtual void OnDestroy(){ + RemoveFromSolver(null); + } + + public virtual void DestroyRequiredComponents(){ + #if UNITY_EDITOR + foreach (ObiBatchedConstraints c in constraints) + GameObject.DestroyImmediate(c); + #endif + } + + /** + * Flags all particles allocated by this actor as active or inactive depending on the "active array". + * The solver will then only simulate the active ones. + */ + public virtual void OnEnable(){ + + ObiBatchedConstraints[] constraintComponents = GetComponents(); + constraints = new ObiBatchedConstraints[Oni.ConstraintTypeCount]; + + // build constraints list: + foreach(ObiBatchedConstraints c in constraintComponents){ + + constraints[(int)c.GetConstraintType()] = c; + + c.GrabActor(); + if (c.isActiveAndEnabled) + c.OnEnable(); + } + + if (!InSolver) return; + + // update active status of all particles in the actor: + solver.UpdateActiveParticles(); + + // maybe this actor makes the solver visible to a camera now: + solver.UpdateVisibility(); + } + + /** + * Flags all particles allocated by this actor as inactive, so the solver will not include them + * in the simulation. To "teleport" the actor to a new position, disable it and then pull positions + * and velocities from the solver. Move it to the new position, and enable it. + */ + public virtual void OnDisable(){ + + if (!InSolver) return; + + // flag all the actor's particles as disabled: + solver.UpdateActiveParticles(); + + // pull current position / velocity data from solver: + PullDataFromSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); + + // disable constraints: + foreach (ObiBatchedConstraints c in constraints) + if (c != null) + c.OnDisable(); + + // maybe this actor makes the solver invisible to all cameras now: + solver.UpdateVisibility(); + } + + /** + * Generates the particle based physical representation of the actor. This is the initialization method for the actor + */ + public IEnumerator GeneratePhysicRepresentationForMesh(){ + + IEnumerator g = Initialize(); + + while (g.MoveNext()) + yield return g.Current; + + if (OnInitialized != null) + OnInitialized(this,null); + } + + protected abstract IEnumerator Initialize(); + + /** + * Resets the actor to its original state. + */ + public virtual void ResetActor(){ + } + + /** + * Updates particle phases in the solver. + */ + public virtual void UpdateParticlePhases(){ + + if (!InSolver) return; + + for(int i = 0; i < phases.Length; i++){ + phases[i] = Oni.MakePhase(Oni.GetGroupFromPhase(phases[i]),selfCollisions?Oni.ParticlePhase.SelfCollide:0); + } + PushDataToSolver(ParticleData.PHASES); + } + + /** + * Adds this actor to a solver. No simulation will take place for this actor + * unless it has been added to a solver. Returns true if the actor was succesfully added, + * false if it was already added or couldn't add it for any other reason. + */ + public virtual bool AddToSolver(object info){ + + if (solver != null && !InSolver){ + + // Allocate particles in the solver: + if (!solver.AddActor(this,positions.Length)){ + Debug.LogWarning("Obi: Solver could not allocate enough particles for this actor. Please increase max particles."); + return false; + } + + inSolver = true; + + // Update particle phases before sending data to the solver, as layers/flags settings might have changed. + UpdateParticlePhases(); + + // find our offset in the deformable triangles array. + trianglesOffset = Oni.GetDeformableTriangleCount(solver.OniSolver); + + // Send deformable triangle indices to the solver: + UpdateDeformableTriangles(); + + // Send our particle data to the solver: + PushDataToSolver(ParticleData.ALL); + + // Add constraints to solver: + foreach (ObiBatchedConstraints c in constraints) + if (c != null) + c.AddToSolver(null); + + if (OnAddedToSolver != null) + OnAddedToSolver(this,new ObiActorSolverArgs(solver)); + + return true; + } + + return false; + } + + public void UpdateDeformableTriangles(){ + + // Send deformable triangle indices to the solver: + int[] solverTriangles = new int[deformableTriangles.Length]; + for (int i = 0; i < deformableTriangles.Length; ++i) + { + solverTriangles[i] = particleIndices[deformableTriangles[i]]; + } + Oni.SetDeformableTriangles(solver.OniSolver,solverTriangles,solverTriangles.Length/3,trianglesOffset); + } + + /** + * Removes this actor from its current solver, if any. + */ + public virtual bool RemoveFromSolver(object info){ + + if (solver != null && InSolver){ + + // remove constraints from solver: + foreach (ObiBatchedConstraints c in constraints) + if (c != null) + c.RemoveFromSolver(null); + + // remove rest positions: + Vector4[] noRest = {new Vector4(0,0,0,1)}; + for (int i = 0; i < particleIndices.Length; ++i){ + Oni.SetRestPositions(solver.OniSolver,noRest,1,particleIndices[i]); + } + + int index = solver.RemoveActor(this); + particleIndices = null; + + // update other actor's triangle offset: + for (int i = index; i < solver.actors.Count; i++){ + solver.actors[i].trianglesOffset -= deformableTriangles.Length/3; + } + // remove triangles: + Oni.RemoveDeformableTriangles(solver.OniSolver,deformableTriangles.Length/3,trianglesOffset); + + inSolver = false; + + if (OnRemovedFromSolver != null) + OnRemovedFromSolver(this,new ObiActorSolverArgs(solver)); + + return true; + } + + return false; + + } + + /** + * Sends local particle data to the solver. + */ + public virtual void PushDataToSolver(ParticleData data = ParticleData.NONE){ + + if (!InSolver) return; + + Matrix4x4 l2sTransform; + if (Solver.simulateInLocalSpace) + l2sTransform = Solver.transform.worldToLocalMatrix * ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + else + l2sTransform = ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + + for (int i = 0; i < particleIndices.Length; i++){ + int k = particleIndices[i]; + + if ((data & ParticleData.POSITIONS) != 0 && i < positions.Length) + Oni.SetParticlePositions(solver.OniSolver,new Vector4[]{l2sTransform.MultiplyPoint3x4(positions[i])},1,k); + + if ((data & ParticleData.ORIENTATIONS) != 0 && orientations != null && i < orientations.Length) + Oni.SetParticleOrientations(solver.OniSolver,new Quaternion[]{orientations[i]},1,k); // TODO: transform orientation. + + if ((data & ParticleData.VELOCITIES) != 0 && i < velocities.Length) + Oni.SetParticleVelocities(solver.OniSolver,new Vector4[]{l2sTransform.MultiplyVector(velocities[i])},1,k); + + if ((data & ParticleData.ANGULAR_VELOCITIES) != 0 && angularVelocities != null && i < angularVelocities.Length) + Oni.SetParticleAngularVelocities(solver.OniSolver,new Vector4[]{l2sTransform.MultiplyVector(angularVelocities[i])},1,k); + + if ((data & ParticleData.INV_MASSES) != 0 && i < invMasses.Length) + Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{invMasses[i]},1,k); + + if ((data & ParticleData.SOLID_RADII) != 0 && i < solidRadii.Length) + Oni.SetParticleSolidRadii(solver.OniSolver,new float[]{solidRadii[i]},1,k); + + if ((data & ParticleData.PRINCIPAL_RADII) != 0 && principalRadii != null && i < principalRadii.Length) + Oni.SetParticlePrincipalRadii(solver.OniSolver,new Vector2[]{principalRadii[i]},1,k); + + if ((data & ParticleData.PHASES) != 0 && i < phases.Length) + Oni.SetParticlePhases(solver.OniSolver,new int[]{phases[i]},1,k); + + if ((data & ParticleData.REST_POSITIONS) != 0 && i < restPositions.Length) + Oni.SetRestPositions(solver.OniSolver,new Vector4[]{restPositions[i]},1,k); + } + + if ((data & ParticleData.COLLISION_MATERIAL) != 0){ + IntPtr[] materials = new IntPtr[particleIndices.Length]; + for (int i = 0; i < particleIndices.Length; i++) + materials[i] = collisionMaterial != null ? collisionMaterial.OniCollisionMaterial : IntPtr.Zero; + Oni.SetCollisionMaterials(solver.OniSolver,materials,particleIndices,particleIndices.Length); + } + + if ((data & ParticleData.ACTIVE_STATUS) != 0) + solver.UpdateActiveParticles(); + + } + + /** + * Retrieves particle simulation data from the solver. Common uses are + * retrieving positions and velocities to set the initial status of the simulation, + * or retrieving solver-generated data such as tensions, densities, etc. + */ + public virtual void PullDataFromSolver(ParticleData data = ParticleData.NONE){ + + if (!InSolver) return; + + Matrix4x4 l2sTransform; + if (Solver.simulateInLocalSpace) + l2sTransform = Solver.transform.worldToLocalMatrix * ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + else + l2sTransform = ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + l2sTransform = l2sTransform.inverse; + + for (int i = 0; i < particleIndices.Length; i++){ + int k = particleIndices[i]; + if ((data & ParticleData.POSITIONS) != 0){ + Vector4[] ssPosition = {positions[i]}; + Oni.GetParticlePositions(solver.OniSolver,ssPosition,1,k); + positions[i] = l2sTransform.MultiplyPoint3x4(ssPosition[0]); + } + if ((data & ParticleData.ORIENTATIONS) != 0 && orientations != null){ + Quaternion[] ssOrientation = {orientations[i]}; + Oni.GetParticleOrientations(solver.OniSolver,ssOrientation,1,k); + orientations[i] = ssOrientation[0]; // TODO: transform orientation. + } + if ((data & ParticleData.VELOCITIES) != 0){ + Vector4[] ssVelocity = {velocities[i]}; + Oni.GetParticleVelocities(solver.OniSolver,ssVelocity,1,k); + velocities[i] = l2sTransform.MultiplyVector(ssVelocity[0]); + } + if ((data & ParticleData.ANGULAR_VELOCITIES) != 0 && angularVelocities != null){ + Vector4[] ssAVelocity = {angularVelocities[i]}; + Oni.GetParticleAngularVelocities(solver.OniSolver,ssAVelocity,1,k); + angularVelocities[i] = l2sTransform.MultiplyVector(ssAVelocity[0]); + } + } + + } + + /** + * Returns the position of a particle in world space. + * Works both when the actor is managed by a solver and when it isn't. + */ + public Vector3 GetParticlePosition(int index){ + if (InSolver) + return solver.renderablePositions[particleIndices[index]]; + else + return (ActorLocalToWorldMatrix * initialScaleMatrix.inverse).MultiplyPoint3x4(positions[index]); + } + + public virtual bool GenerateTethers(TetherType type){ + return true; + } + + public void ClearTethers(){ + if (constraints[(int)Oni.ConstraintType.Tether] != null){ + ((ObiTetherConstraints)constraints[(int)Oni.ConstraintType.Tether]).Clear(); + } + } + + public virtual void OnSolverPreInterpolation(){ + } + + /** + * Transforms the position of fixed particles from local space to simulation space and feeds them + * to the solver. This is performed just before performing simulation each frame. + */ + public virtual void OnSolverStepBegin(){ + + // check if any of the involved transforms has changed since last time: + if (!transform.hasChanged && !Solver.transform.hasChanged) + return; + + transform.hasChanged = false; + Solver.transform.hasChanged = false; + + // apparently checking whether the actor is enabled or not doesn't take a despreciable amount of time. + bool actorEnabled = this.enabled; + + int particleCount = particleIndices.Length; + Vector4[] simulationPosition = {Vector4.zero}; + + // build local to simulation space transform: + Matrix4x4 l2sTransform; + if (Solver.simulateInLocalSpace) + l2sTransform = Solver.transform.worldToLocalMatrix * ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + else + l2sTransform = ActorLocalToWorldMatrix * initialScaleMatrix.inverse; + + //Matrix4x4 delta = Solver.transform.worldToLocalMatrix * Solver.LastTransform; + + // transform particles: + for(int i = 0; i < particleCount; i++){ + + if (!actorEnabled || invMasses[i] == 0){ + + simulationPosition[0] = l2sTransform.MultiplyPoint3x4(positions[i]); + Oni.SetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + + }/*else if (Solver.simulateInLocalSpace){ + + Oni.GetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + simulationPosition[0] = Vector3.Lerp(simulationPosition[0],delta.MultiplyPoint3x4(simulationPosition[0]),worldVelocityScale); + Oni.SetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + + }*/ + } + + } + + public virtual void OnSolverStepEnd(){ + } + + public virtual void OnSolverFrameBegin(){ + } + + public virtual void OnSolverFrameEnd(){ + } + + public virtual void OnSolverVisibilityChanged(bool visible){ + } + + public virtual bool ReadParticlePropertyFromTexture(Texture2D source,System.Action onReadProperty){return false;} +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiActor.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiActor.cs.meta new file mode 100644 index 0000000..2030a7c --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiActor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4602f0908b7ed409dbe198de06df8955 +timeCreated: 1449041314 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs new file mode 100644 index 0000000..f914f4f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs @@ -0,0 +1,335 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi +{ + + /** + * Drives a bone hierarchy using Obi particles. + */ + [ExecuteInEditMode] + [AddComponentMenu("Physics/Obi/Obi Bone")] + [RequireComponent(typeof (ObiDistanceConstraints))] + [RequireComponent(typeof (ObiBendingConstraints))] + [RequireComponent(typeof (ObiSkinConstraints))] + public class ObiBone : ObiActor + { + public const float DEFAULT_PARTICLE_MASS = 0.1f; + public const float MAX_YOUNG_MODULUS = 20.0f; //that of wood (N/m2); + public const float MIN_YOUNG_MODULUS = 0.0001f; //that of polymer foam (N/m2); + + [Tooltip("Initial particle radius.")] + public float particleRadius = 0.05f; /**< Thickness of the rope.*/ + + [HideInInspector][SerializeField] List bones; /**< flattened bone hierarchy (nth bone corresponds to nth particle).*/ + [HideInInspector][SerializeField] int[] parentIndices; /**< parent particle index for each particle.*/ + [HideInInspector]public bool[] frozen; /**< whether the associated bone is frozen or not.*/ + + protected ObiAnimatorController animatorController; + + public ObiSkinConstraints SkinConstraints{ + get{return constraints[(int)Oni.ConstraintType.Skin] as ObiSkinConstraints;} + } + public ObiDistanceConstraints DistanceConstraints{ + get{return constraints[(int)Oni.ConstraintType.Distance] as ObiDistanceConstraints;} + } + public ObiBendingConstraints BendingConstraints{ + get{return constraints[(int)Oni.ConstraintType.Bending] as ObiBendingConstraints;} + } + + public override void Awake() + { + base.Awake(); + SetupAnimatorController(); + } + + public void OnValidate(){ + particleRadius = Mathf.Max(0,particleRadius); + } + + public override void OnSolverFrameEnd(){ + + base.OnSolverFrameEnd(); + + UpdateBones(); + + } + + public override bool AddToSolver(object info){ + + if (Initialized && base.AddToSolver(info)){ + + solver.RequireRenderablePositions(); + + return true; + } + return false; + } + + public override bool RemoveFromSolver(object info){ + + if (solver != null) + solver.RelinquishRenderablePositions(); + + return base.RemoveFromSolver(info); + } + + /** + * Find the first animator up the hierarchy of the cloth, and get its ObiAnimatorController component or add one if it is not present. + */ + private void SetupAnimatorController(){ + + // find the first animator up our hierarchy: + Animator animator = GetComponentInParent(); + + // if we have an animator above us, see if it has an animator controller component and add one if it doesn't: + if (animator != null){ + + animatorController = animator.GetComponent(); + + if (animatorController == null) + animatorController = animator.gameObject.AddComponent(); + } + } + + /** + * Use this to iterate the bone hierarchy in a breadth-first fashion. + */ + private System.Collections.IEnumerable EnumerateBonesBreadthFirst(){ + + int count = 0; + + Queue queue = new Queue(); + queue.Enqueue(transform); + Transform current; + + while (queue.Count > 0){ + + current = queue.Dequeue(); + + if (current != null){ + + count++; + + yield return current; + + // enqueue children for processing: + foreach(Transform child in current.transform){ + queue.Enqueue(child); + } + + // found a loop, stop enumerating: + if (current == transform && count > 1){ + yield return null; + } + } + } + + } + + /** + * Generates the particle based physical representation of the bone hierarcht. This is the initialization method for the actor + * and should not be called directly once the object has been created. + */ + protected override IEnumerator Initialize() + { + initialized = false; + initializing = true; + + RemoveFromSolver(null); + + // get a list of bones in preorder: + bones = new List(); + foreach(Transform bone in EnumerateBonesBreadthFirst()) + bones.Add(bone); + + parentIndices = new int[bones.Count]; + + active = new bool[bones.Count]; + positions = new Vector3[bones.Count]; + velocities = new Vector3[bones.Count]; + invMasses = new float[bones.Count]; + solidRadii = new float[bones.Count]; + phases = new int[bones.Count]; + restPositions = new Vector4[bones.Count]; + frozen = new bool[bones.Count]; + + DistanceConstraints.Clear(); + ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(false,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + DistanceConstraints.AddBatch(distanceBatch); + + BendingConstraints.Clear(); + ObiBendConstraintBatch bendingBatch = new ObiBendConstraintBatch(false,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + BendingConstraints.AddBatch(bendingBatch); + + SkinConstraints.Clear(); + ObiSkinConstraintBatch skinBatch = new ObiSkinConstraintBatch(true,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + SkinConstraints.AddBatch(skinBatch); + + for(int i = 0; i < bones.Count; ++i){ + + active[i] = true; + invMasses[i] = 1.0f/DEFAULT_PARTICLE_MASS; + positions[i] = transform.InverseTransformPoint(bones[i].position); + restPositions[i] = positions[i]; + restPositions[i][3] = 0; + solidRadii[i] = particleRadius; + frozen[i] = false; + phases[i] = Oni.MakePhase(1,selfCollisions?Oni.ParticlePhase.SelfCollide:0); + + parentIndices[i] = -1; + if (bones[i].parent != null) + parentIndices[i] = bones.IndexOf(bones[i].parent); + + skinBatch.AddConstraint(i,positions[i],Vector3.up,0.05f,0,0,1); + + foreach (Transform child in bones[i]){ + + int childIndex = bones.IndexOf(child); + if (childIndex >= 0){ + + // add distance constraint between the bone and its child. + distanceBatch.AddConstraint(i,childIndex,Vector3.Distance(bones[i].position,child.position),1,1); + + if (parentIndices[i] >= 0){ + + Transform parent = bones[parentIndices[i]]; + + float[] bendRestPositions = new float[]{parent.position[0],parent.position[1],parent.position[2], + child.position[0],child.position[1],child.position[2], + bones[i].position[0],bones[i].position[1],bones[i].position[2]}; + float restBend = Oni.BendingConstraintRest(bendRestPositions); + + // add bend constraint between the bone, its parent and its child. + bendingBatch.AddConstraint(parentIndices[i],childIndex,i,restBend,0,0); + } + + } + } + + if (i % 10 == 0) + yield return new CoroutineJob.ProgressInfo("ObiBone: generating particles...",i/(float)bones.Count); + + } + + skinBatch.Cook(); + + initializing = false; + initialized = true; + } + + public override void OnSolverStepBegin(){ + + // apparently checking whether the actor is enabled or not doesn't take a despreciable amount of time. + bool actorEnabled = this.enabled; + + // manually update animator (before particle physics): + + // TODO: update root bone here if animator is deactiavted. + if (animatorController != null) + animatorController.UpdateAnimation(); + + Vector4[] simulationPosition = {Vector4.zero}; + + // build local to simulation space transform: + Matrix4x4 l2sTransform; + if (Solver.simulateInLocalSpace) + l2sTransform = Solver.transform.worldToLocalMatrix * ActorLocalToWorldMatrix; + else + l2sTransform = ActorLocalToWorldMatrix; + + //Matrix4x4 delta = Solver.transform.worldToLocalMatrix * Solver.LastTransform; + + ObiSkinConstraintBatch skinConstraints = SkinConstraints.GetFirstBatch(); + + // transform fixed particles: + for(int i = 0; i < particleIndices.Length; i++){ + + Vector3 solverSpaceBone = l2sTransform.MultiplyPoint3x4(transform.InverseTransformPoint(bones[i].position)); + + if (!actorEnabled || invMasses[i] == 0){ + + simulationPosition[0] = solverSpaceBone; + Oni.SetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + + }/*else if (Solver.simulateInLocalSpace){ + + Oni.GetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + simulationPosition[0] = Vector3.Lerp(simulationPosition[0],delta.MultiplyPoint3x4(simulationPosition[0]),worldVelocityScale); + Oni.SetParticlePositions(solver.OniSolver,simulationPosition,1,particleIndices[i]); + + }*/ + + skinConstraints.skinPoints[i] = solverSpaceBone; + + } + + skinConstraints.PushDataToSolver(SkinConstraints); + } + + public override void OnSolverStepEnd(){ + + base.OnSolverStepEnd(); + + if (animatorController != null) + animatorController.ResetUpdateFlag(); + + } + + /** + * Updates bone positions. + */ + public void UpdateBones(){ + + for(int i = 0; i < bones.Count; ++i){ + + if (frozen[i]) + continue; + + Vector3 position = GetParticlePosition(i); + + //update parent rotation: + if (parentIndices[i] >= 0 && !frozen[parentIndices[i]]){ + + Transform parent = bones[parentIndices[i]]; + + if (parent.childCount <= 1){ + + Vector3 source = parent.TransformDirection(bones[i].localPosition); + Vector3 target = position - GetParticlePosition(parentIndices[i]); + + parent.rotation = Quaternion.FromToRotation(source, target) * parent.rotation; + } + + } + + // update current bone position: + bones[i].position = position; + + } + + } + + /** + * Resets bones to their original state. + */ + public override void ResetActor(){ + + PushDataToSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); + + if (particleIndices != null){ + for(int i = 0; i < particleIndices.Length; ++i){ + solver.renderablePositions[particleIndices[i]] = positions[i]; + bones[i].position = transform.TransformPoint(positions[i]); + } + } + + } + + } +} + + + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs.meta new file mode 100644 index 0000000..5714a6f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiBone.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3cba766308828485c8df4e7a87d0b935 +timeCreated: 1492074044 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs new file mode 100644 index 0000000..7e81701 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs @@ -0,0 +1,451 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + [ExecuteInEditMode] + [AddComponentMenu("Physics/Obi/Obi Emitter")] + public class ObiEmitter : ObiActor { + + public enum EmissionMethod{ + STREAM, /**< continously emits particles until there are no particles left to emit.*/ + BURST /**< distributes particles in the surface of the object. Burst emission.*/ + } + + public int fluidPhase = 1; + + [SerializeProperty("EmitterMaterial")] + [SerializeField] private ObiEmitterMaterial emitterMaterial = null; + + [Tooltip("Amount of solver particles used by this emitter.")] + [SerializeProperty("NumParticles")] + [SerializeField] private int numParticles = 1000; + + [Tooltip("Changes how the emitter behaves. Available modes are Stream and Burst.")] + public EmissionMethod emissionMethod = EmissionMethod.STREAM; + + [Tooltip("Speed (in units/second) of emitted particles. Setting it to zero will stop emission. Large values will cause more particles to be emitted.")] + public float speed = 0.25f; + + [Tooltip("Lifespan of each particle.")] + public float lifespan = 4; + + [Range(0,1)] + [Tooltip("Amount of randomization applied to particles.")] + public float randomVelocity = 0; + + [HideInInspector][SerializeField]private List emitterShapes = new List(); + private IEnumerator distEnumerator; + + private int activeParticleCount = 0; /**< number of currently active particles*/ + [HideInInspector] public float[] life; /**< per particle remaining life in seconds.*/ + + private float unemittedBursts = 0; + + public int NumParticles{ + set{ + if (numParticles != value){ + numParticles = value; + IEnumerator generation = Initialize(); + while (generation.MoveNext()); + } + } + get{return numParticles;} + } + + public int ActiveParticles{ + get{return activeParticleCount;} + } + + public ObiEmitterMaterial EmitterMaterial{ + set{ + if (emitterMaterial != value){ + + if (emitterMaterial != null) + emitterMaterial.OnChangesMade -= EmitterMaterial_OnChangesMade; + + emitterMaterial = value; + + if (emitterMaterial != null){ + emitterMaterial.OnChangesMade += EmitterMaterial_OnChangesMade; + EmitterMaterial_OnChangesMade(emitterMaterial,new ObiEmitterMaterial.MaterialChangeEventArgs( + ObiEmitterMaterial.MaterialChanges.PER_MATERIAL_DATA | + ObiEmitterMaterial.MaterialChanges.PER_PARTICLE_DATA) + ); + } + + } + } + get{ + return emitterMaterial; + } + } + + public override bool UsesCustomExternalForces{ + get{return true;} + } + + public override void Awake() + { + base.Awake(); + selfCollisions = true; + distEnumerator = GetDistributionEnumerator(); + IEnumerator generation = Initialize(); + while (generation.MoveNext()); + } + + public override void OnEnable(){ + + if (emitterMaterial != null) + emitterMaterial.OnChangesMade += EmitterMaterial_OnChangesMade; + + base.OnEnable(); + + } + + public override void OnDisable(){ + + if (emitterMaterial != null) + emitterMaterial.OnChangesMade -= EmitterMaterial_OnChangesMade; + + base.OnDisable(); + + } + + public override void DestroyRequiredComponents(){ + } + + public override bool AddToSolver(object info){ + + if (Initialized && base.AddToSolver(info)){ + + solver.RequireRenderablePositions(); + + // recalculate particle masses, as the number of dimensions used to valculate particle volume depends on the solver. + CalculateParticleMass(); + + return true; + } + return false; + } + + public override bool RemoveFromSolver(object info){ + + if (solver != null) + solver.RelinquishRenderablePositions(); + + return base.RemoveFromSolver(info); + + } + + public void AddShape(ObiEmitterShape shape){ + if (!emitterShapes.Contains(shape)){ + emitterShapes.Add(shape); + UpdateEmitterDistribution(); + distEnumerator = GetDistributionEnumerator(); + } + } + + public void RemoveShape(ObiEmitterShape shape){ + emitterShapes.Remove(shape); + UpdateEmitterDistribution(); + distEnumerator = GetDistributionEnumerator(); + } + + /** + * Sets all particle masses in accordance to the fluid's rest density. + */ + public void CalculateParticleMass() + { + float pmass = (emitterMaterial != null) ? emitterMaterial.GetParticleMass(solver.parameters.mode) : 0.1f; + + for (int i = 0; i < invMasses.Length; i++){ + invMasses[i] = 1.0f/pmass; + } + + this.PushDataToSolver(ParticleData.INV_MASSES); + } + + + /** + * Sets particle solid radii to half of the fluids rest distance. + */ + public void SetParticleRestRadius(){ + + if (!InSolver) return; + + // recalculate rest distance and particle mass: + float restDistance = (emitterMaterial != null) ? emitterMaterial.GetParticleSize(solver.parameters.mode) : 0.1f ; + + for(int i = 0; i < particleIndices.Length; i++){ + solidRadii[i] = restDistance*0.5f; + } + + PushDataToSolver(ParticleData.SOLID_RADII); + } + + /** + * Generates the particle based physical representation of the emitter. This is the initialization method for the rope object + * and should not be called directly once the object has been created. + */ + protected override IEnumerator Initialize() + { + initialized = false; + initializing = true; + + RemoveFromSolver(null); + + active = new bool[numParticles]; + life = new float[numParticles]; + positions = new Vector3[numParticles]; + velocities = new Vector3[numParticles]; + invMasses = new float[numParticles]; + solidRadii = new float[numParticles]; + principalRadii = new Vector2[numParticles]; + phases = new int[numParticles]; + colors = new Color[numParticles]; + + float restDistance = (emitterMaterial != null) ? emitterMaterial.GetParticleSize(solver.parameters.mode) : 0.1f ; + float pmass = (emitterMaterial != null) ? emitterMaterial.GetParticleMass(solver.parameters.mode) : 0.1f; + + for (int i = 0; i < numParticles; i++){ + + active[i] = false; + life[i] = 0; + invMasses[i] = 1.0f/pmass; + positions[i] = Vector3.zero; + + if (emitterMaterial != null && !(emitterMaterial is ObiEmitterMaterialFluid)){ + float randomRadius = UnityEngine.Random.Range(0,restDistance/100.0f * (emitterMaterial as ObiEmitterMaterialGranular).randomness); + solidRadii[i] = Mathf.Max(0.001f + restDistance*0.5f - randomRadius); + }else + solidRadii[i] = restDistance*0.5f; + + principalRadii[i] = new Vector2(solidRadii[i],solidRadii[i]); + + colors[i] = Color.white; + + phases[i] = Oni.MakePhase(fluidPhase,(selfCollisions?Oni.ParticlePhase.SelfCollide:0) | + ((emitterMaterial != null && (emitterMaterial is ObiEmitterMaterialFluid))?Oni.ParticlePhase.Fluid:0)); + + } + + initializing = false; + initialized = true; + + yield return null; + } + + public override void UpdateParticlePhases(){ + + if (!InSolver) return; + + Oni.ParticlePhase particlePhase = Oni.ParticlePhase.Fluid; + if (emitterMaterial != null && !(emitterMaterial is ObiEmitterMaterialFluid)) + particlePhase = 0; + + for(int i = 0; i < particleIndices.Length; i++){ + phases[i] = Oni.MakePhase(fluidPhase,(selfCollisions?Oni.ParticlePhase.SelfCollide:0) | particlePhase); + } + PushDataToSolver(ParticleData.PHASES); + } + + private void UpdateEmitterDistribution(){ + for (int i = 0; i < emitterShapes.Count;++i){ + emitterShapes[i].particleSize = (emitterMaterial != null) ? emitterMaterial.GetParticleSize(solver.parameters.mode) : 0.1f; + emitterShapes[i].GenerateDistribution(); + } + } + + private IEnumerator GetDistributionEnumerator(){ + + // In case there are no shapes, emit using the emitter itself as a single-point shape. + if (emitterShapes.Count == 0){ + while (true){ + + Matrix4x4 l2sTransform; + if (Solver.simulateInLocalSpace) + l2sTransform = Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix * initialScaleMatrix.inverse; + else + l2sTransform = transform.localToWorldMatrix * initialScaleMatrix.inverse; + + yield return new ObiEmitterShape.DistributionPoint(l2sTransform.GetColumn(3),l2sTransform.GetColumn(2),Color.white); + } + } + + // Emit distributing emission among all shapes: + while (true) + { + for (int j = 0; j < emitterShapes.Count; ++j){ + ObiEmitterShape shape = emitterShapes[j]; + + if (shape.distribution.Count == 0) + yield return new ObiEmitterShape.DistributionPoint(shape.ShapeLocalToSolverMatrix.GetColumn(3),shape.ShapeLocalToSolverMatrix.GetColumn(2),Color.white); + + for (int i = 0; i < shape.distribution.Count; ++i) + yield return shape.distribution[i].GetTransformed(shape.ShapeLocalToSolverMatrix,shape.color); + + } + } + + } + + void EmitterMaterial_OnChangesMade (object sender, ObiEmitterMaterial.MaterialChangeEventArgs e) + { + if ((e.changes & ObiEmitterMaterial.MaterialChanges.PER_PARTICLE_DATA) != 0){ + CalculateParticleMass(); + SetParticleRestRadius(); + UpdateParticlePhases(); + } + UpdateEmitterDistribution(); + } + + public void ResetParticlePosition(int index, float offset){ + + distEnumerator.MoveNext(); + ObiEmitterShape.DistributionPoint distributionPoint = distEnumerator.Current; + + Vector3 spawnVelocity = Vector3.Lerp(distributionPoint.velocity,UnityEngine.Random.onUnitSphere,randomVelocity); + + Vector3 positionOffset = spawnVelocity * (speed * Time.fixedDeltaTime) * offset; + + Vector4[] posArray = {distributionPoint.position + positionOffset}; + Vector4[] velArray = {spawnVelocity * speed}; + + Oni.SetParticlePositions(solver.OniSolver,posArray,1,particleIndices[index]); + Oni.SetParticleVelocities(solver.OniSolver,velArray,1,particleIndices[index]); + + colors[index] = distributionPoint.color; + } + + /** + * Asks the emiter to emits a new particle. Returns whether the emission was succesful. + */ + public bool EmitParticle(float offset){ + + if (activeParticleCount == numParticles) return false; + + life[activeParticleCount] = lifespan; + + // move particle to its spawn position: + ResetParticlePosition(activeParticleCount, offset); + + // now there's one active particle more: + active[activeParticleCount] = true; + activeParticleCount++; + + return true; + + } + + /** + * Asks the emiter to kill a particle. Returns whether it was succesful. + */ + private bool KillParticle(int index){ + + if (activeParticleCount == 0 || index >= activeParticleCount) return false; + + // reduce amount of active particles: + activeParticleCount--; + active[activeParticleCount] = false; + + // swap solver particle indices: + int temp = solver.particleToActor[particleIndices[activeParticleCount]].indexInActor; + solver.particleToActor[particleIndices[activeParticleCount]].indexInActor = index; + solver.particleToActor[particleIndices[index]].indexInActor = temp; + + temp = particleIndices[activeParticleCount]; + particleIndices[activeParticleCount] = particleIndices[index]; + particleIndices[index] = temp; + + // also swap lifespans, so the swapped particle enjoys the rest of its life! :) + float tempLife = life[activeParticleCount]; + life[activeParticleCount] = life[index]; + life[index] = tempLife; + + // and swap colors: + Color tempColor = colors[activeParticleCount]; + colors[activeParticleCount] = colors[index]; + colors[index] = tempColor; + + return true; + + } + + public void KillAll(){ + + for (int i = activeParticleCount-1; i >= 0; --i){ + KillParticle(i); + } + + PushDataToSolver(ParticleData.ACTIVE_STATUS); + } + + private int GetDistributionPointsCount(){ + int size = 0; + for (int i = 0; i < emitterShapes.Count;++i) + size += emitterShapes[i].distribution.Count; + return Mathf.Max(1,size); + } + + public override void OnSolverStepBegin(){ + + base.OnSolverStepBegin(); + + bool emitted = false; + bool killed = false; + + // cache a per-shape matrix that transforms from shape local space to solver space. + for (int j = 0; j < emitterShapes.Count; ++j){ + emitterShapes[j].UpdateLocalToSolverMatrix(); + } + + // Update lifetime and kill dead particles: + for (int i = activeParticleCount-1; i >= 0; --i){ + life[i] -= Time.deltaTime; + + if (life[i] <= 0){ + killed |= KillParticle(i); + } + } + + int emissionPoints = GetDistributionPointsCount(); + + // stream emission: + if (emissionMethod == EmissionMethod.STREAM) + { + + // number of bursts per simulation step: + float burstCount = (speed * Time.fixedDeltaTime) / ((emitterMaterial != null) ? emitterMaterial.GetParticleSize(solver.parameters.mode) : 0.1f); + + // Emit new particles: + unemittedBursts += burstCount; + int burst = 0; + while (unemittedBursts > 0){ + for (int i = 0; i < emissionPoints; ++i){ + emitted |= EmitParticle(burst / burstCount); + } + unemittedBursts -= 1; + burst++; + } + + }else{ // burst emission: + + if (activeParticleCount == 0){ + for (int i = 0; i < emissionPoints; ++i){ + emitted |= EmitParticle(0); + } + } + } + + // Push active array to solver if any particle has been killed or emitted this frame. + if (emitted || killed){ + PushDataToSolver(ParticleData.ACTIVE_STATUS); + } + + } + } +} diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs.meta new file mode 100644 index 0000000..8691071 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiEmitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fa90deb0daeb04dd29ee9d64fa0526ed +timeCreated: 1466752734 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: d1048d188bf4d4e32ac7395da95aedd4, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs new file mode 100644 index 0000000..7d5cd58 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs @@ -0,0 +1,1191 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi +{ + + /** + * Rope made of Obi particles. No mesh or topology is needed to generate a physic representation from, + * since the mesh is generated procedurally. + */ + [ExecuteInEditMode] + [AddComponentMenu("Physics/Obi/Obi Rope")] + [RequireComponent(typeof (MeshRenderer))] + [RequireComponent(typeof (MeshFilter))] + [RequireComponent(typeof (ObiDistanceConstraints))] + [RequireComponent(typeof (ObiBendingConstraints))] + [RequireComponent(typeof (ObiTetherConstraints))] + [RequireComponent(typeof (ObiPinConstraints))] + [DisallowMultipleComponent] + public class ObiRope : ObiActor + { + public const float DEFAULT_PARTICLE_MASS = 0.1f; + public const float MAX_YOUNG_MODULUS = 200.0f; //that of high carbon steel (N/m2); + public const float MIN_YOUNG_MODULUS = 0.0001f; //that of polymer foam (N/m2); + + /** + * How to render the rope. + */ + public enum RenderingMode + { + ProceduralRope, + Chain, + Line, + CustomMesh + } + + public class CurveFrame{ + + public Vector3 position = Vector3.zero; + public Vector3 tangent = Vector3.forward; + public Vector3 normal = Vector3.up; + public Vector3 binormal = Vector3.left; + + public void Reset(){ + position = Vector3.zero; + tangent = Vector3.forward; + normal = Vector3.up; + binormal = Vector3.left; + } + + public void SetTwist(float twist){ + Quaternion twistQ = Quaternion.AngleAxis(twist,tangent); + normal = twistQ*normal; + binormal = twistQ*binormal; + } + + public void SetTwistAndTangent(float twist, Vector3 tangent){ + this.tangent = tangent; + normal = new Vector3(-tangent.y,tangent.x,0).normalized; + binormal = Vector3.Cross(tangent,normal); + + Quaternion twistQ = Quaternion.AngleAxis(twist,tangent); + normal = twistQ*normal; + binormal = twistQ*binormal; + } + + public void Transport(Vector3 newPosition, Vector3 newTangent, float twist){ + + // Calculate delta rotation: + Quaternion rotQ = Quaternion.FromToRotation(tangent,newTangent); + Quaternion twistQ = Quaternion.AngleAxis(twist,newTangent); + Quaternion finalQ = twistQ*rotQ; + + // Rotate previous frame axes to obtain the new ones: + normal = finalQ*normal; + binormal = finalQ*binormal; + tangent = newTangent; + position = newPosition; + + } + + public void DrawDebug(){ + Debug.DrawRay(position,normal,Color.blue); + Debug.DrawRay(position,tangent,Color.red); + Debug.DrawRay(position,binormal,Color.green); + } + } + + public struct CurveSection{ + public Vector4 positionAndRadius; + public Vector4 color; + + public CurveSection(Vector4 positionAndRadius,Vector4 color){ + this.positionAndRadius = positionAndRadius; + this.color = color; + } + + public CurveSection(Vector3 position, float radius ,Vector4 color){ + this.positionAndRadius = new Vector4(position.x,position.y,position.z,radius); + this.color = color; + } + + public static CurveSection operator +(CurveSection c1, CurveSection c2) + { + return new CurveSection(c1.positionAndRadius + c2.positionAndRadius, c1.color + c2.color); + } + + public static CurveSection operator *(float f,CurveSection c) + { + return new CurveSection(c.positionAndRadius * f, c.color * f); + } + } + + [Tooltip("Amount of additional particles in this rope's pool that can be used to extend its lenght, or to tear it.")] + public int pooledParticles = 10; + + [Tooltip("Path used to generate the rope.")] + public ObiCurve ropePath = null; + + public bool thicknessFromParticles = true; /**< Gets rope thickness from particle radius.*/ + + [Tooltip("Thickness of the rope, it is equivalent to particle radius.")] + [Indent] + [VisibleIf("thicknessFromParticles",true)] + public float thickness = 0.05f; /**< Thickness of the rope.*/ + + [Tooltip("Modulates the amount of particles per lenght unit. 1 means as many particles as needed for the given length/thickness will be used, which"+ + "can be a lot in very thin and long ropes. Setting values between 0 and 1 allows you to override the amount of particles used.")] + [Range(0,1)] + public float resolution = 0.5f; /**< modulates resolution of particle representation.*/ + + [Range(0,3)] + public uint smoothing = 1; /**< Amount of smoothing applied to the particle representation.*/ + + public bool tearable = false; + + [Tooltip("Maximum strain betweeen particles before the spring constraint holding them together would break.")] + [Indent(order = 0)] + [VisibleIf("tearable",order = 1)] + [MultiDelayed(order = 2)] + public float tearResistanceMultiplier = 1000; + + [Indent] + [VisibleIf("tearable")] + public GameObject tearPrefab; + + public GameObject startPrefab; + public GameObject endPrefab; + + [HideInInspector] public float[] tearResistance; /**< Per-particle tear resistances.*/ + [HideInInspector][NonSerialized] public Mesh ropeMesh; + + [Header("Rendering")] + [SerializeProperty("RenderMode")] + public RenderingMode renderMode = RenderingMode.ProceduralRope; + + [VisibleIf("IsRenderModeLine",order = 0)] + [ChildrenOnly(order = 1)] + public ObiRopeLineRenderMode lineRenderMode = new ObiRopeLineRenderMode(); + + [VisibleIf("IsRenderModeThick",order = 0)] + [ChildrenOnly(order = 1)] + public ObiRopeThickRenderMode thickRenderMode = new ObiRopeThickRenderMode(); + + [VisibleIf("IsRenderModeChain",order = 0)] + [ChildrenOnly(order = 1)] + public ObiRopeChainRenderMode chainRenderMode = new ObiRopeChainRenderMode(); + + [VisibleIf("IsRenderModeMesh",order = 0)] + [ChildrenOnly(order = 1)] + public ObiRopeMeshRenderMode meshRenderMode = new ObiRopeMeshRenderMode(); + + [VisibleIf("IsRenderModeProcedural",order = 0)] + [MultiRange(0,1, order = 1)] + public float uvAnchor = 0; /**< Normalized position of texture coordinate origin along rope.*/ + + [VisibleIf("IsRenderModeProcedural")] + public Vector2 uvScale = Vector2.one; /**< Scaling of uvs along rope.*/ + + [VisibleIf("IsRenderModeProcedural")] + public bool normalizeV = true; + + [VisibleIf("IsRenderModeProcedural")] + public ObiRopeSection section = null; /**< Section asset to be extruded along the rope.*/ + + [VisibleIf("RenderModeSupportsTwist")] + public float sectionTwist = 0; /**< Amount of twist applied to each section, in degrees.*/ + + [VisibleIf("IsRenderModeProcedural")] + public float sectionThicknessScale = 0.8f; /**< Scales section thickness.*/ + + public List chainLinks = new List(); + + [HideInInspector][NonSerialized] public GameObject[] tearPrefabPool; + + [HideInInspector][SerializeField] private bool closed = false; + [HideInInspector][SerializeField] private float interParticleDistance = 0; + [HideInInspector][SerializeField] private float restLength = 0; + [HideInInspector][SerializeField] private int usedParticles = 0; + [HideInInspector][SerializeField] private int totalParticles = 0; + + [HideInInspector] public GameObject startPrefabInstance; + [HideInInspector] public GameObject endPrefabInstance; + + private float curveLength = 0; + private int curveSections = 0; + [HideInInspector][NonSerialized] public ObiList> rawCurves = new ObiList>(); + [HideInInspector][NonSerialized] public ObiList> curves = new ObiList>(); + + public ObiDistanceConstraints DistanceConstraints{ + get{return constraints[(int)Oni.ConstraintType.Distance] as ObiDistanceConstraints;} + } + public ObiBendingConstraints BendingConstraints{ + get{return constraints[(int)Oni.ConstraintType.Bending] as ObiBendingConstraints;} + } + public ObiTetherConstraints TetherConstraints{ + get{return constraints[(int)Oni.ConstraintType.Tether] as ObiTetherConstraints;} + } + public ObiPinConstraints PinConstraints{ + get{return constraints[(int)Oni.ConstraintType.Pin] as ObiPinConstraints;} + } + + public RenderingMode RenderMode{ + set{ + if (value != renderMode){ + + TearDownVisualRepresentation(); + + renderMode = value; + + InitializeVisualRepresentation(); + } + } + get{return renderMode;} + } + + public float InterparticleDistance{ + get{return interParticleDistance * DistanceConstraints.stretchingScale;} + } + + public int TotalParticles{ + get{return totalParticles;} + } + + public int UsedParticles{ + get{return usedParticles;} + set{ + usedParticles = value; + pooledParticles = totalParticles-usedParticles; + } + } + + public float RestLength{ + get{return restLength;} + set{restLength = value;} + } + + public float SmoothLength{ + get{return curveLength;} + } + + public int SmoothSections{ + get{return curveSections;} + } + + public bool Closed{ + get{return closed;} + } + + public int PooledParticles{ + get{return pooledParticles;} + } + + private bool IsRenderModeProcedural(){ + return renderMode == RenderingMode.ProceduralRope || renderMode == RenderingMode.Line; + } + + private bool IsRenderModeThick(){ + return renderMode == RenderingMode.ProceduralRope; + } + private bool IsRenderModeChain(){ + return renderMode == RenderingMode.Chain; + } + private bool IsRenderModeLine(){ + return renderMode == RenderingMode.Line; + } + private bool IsRenderModeMesh(){ + return renderMode == RenderingMode.CustomMesh; + } + private bool RenderModeSupportsTwist(){ + return renderMode != RenderingMode.Line; + } + + public override void Awake(){ + base.Awake(); + + ropeMesh = new Mesh(); + ropeMesh.name = "ropeMesh"; + ropeMesh.MarkDynamic(); + GetComponent().mesh = ropeMesh; + + chainRenderMode.linkInstances = new List(); + } + + public override void Start() + { + base.Start(); + + thickRenderMode.Rope = + lineRenderMode.Rope = + chainRenderMode.Rope = + meshRenderMode.Rope = this; + + Camera.onPreCull += RopePreCull; + + InitializeVisualRepresentation(); + } + + public void OnValidate(){ + + thickness = Mathf.Max(0.0001f,thickness); + uvAnchor = Mathf.Clamp01(uvAnchor); + tearResistanceMultiplier = Mathf.Max(0.1f,tearResistanceMultiplier); + resolution = Mathf.Max(0.0001f,resolution); + + UpdateVisualRepresentation(); + + } + + public void RopePreCull(Camera cam) + { + // before this camera culls the scene, grab the camera position and update the mesh. + if (Initialized && renderMode == RenderingMode.Line){ + this.lineRenderMode.Update(cam); + } + } + + public override void OnSolverStepEnd(){ + + base.OnSolverStepEnd(); + + if (isActiveAndEnabled){ + ApplyTearing(); + + // breakable pin constraints: + PinConstraints.BreakConstraints(); + } + } + + public override void OnSolverFrameEnd(){ + + base.OnSolverFrameEnd(); + + UpdateVisualRepresentation(); + + } + + public override void OnDestroy(){ + base.OnDestroy(); + + Camera.onPreCull -= RopePreCull; + + thickRenderMode.TearDown(); + lineRenderMode.TearDown(); + chainRenderMode.TearDown(); + meshRenderMode.TearDown(); + + GameObject.DestroyImmediate(ropeMesh); + + ClearPrefabInstances(); + } + + public override bool AddToSolver(object info){ + + if (Initialized && base.AddToSolver(info)){ + + solver.RequireRenderablePositions(); + + return true; + } + return false; + } + + public override bool RemoveFromSolver(object info){ + + if (solver != null) + solver.RelinquishRenderablePositions(); + + return base.RemoveFromSolver(info); + } + + /** + * Generates the particle based physical representation of the rope. This is the initialization method for the rope object + * and should not be called directly once the object has been created. + */ + protected override IEnumerator Initialize() + { + initialized = false; + initializing = true; + interParticleDistance = -1; + + RemoveFromSolver(null); + + if (ropePath == null){ + Debug.LogError("Cannot initialize rope. There's no ropePath present. Please provide a spline to define the shape of the rope"); + yield break; + } + + ropePath.RecalculateSplineLenght(0.00001f,7); + closed = ropePath.Closed; + restLength = ropePath.Length; + + usedParticles = Mathf.CeilToInt(restLength/thickness * resolution) + (closed ? 0:1); + totalParticles = usedParticles + pooledParticles; //allocate extra particles to allow for lenght change and tearing. + + active = new bool[totalParticles]; + positions = new Vector3[totalParticles]; + velocities = new Vector3[totalParticles]; + invMasses = new float[totalParticles]; + solidRadii = new float[totalParticles]; + principalRadii = new Vector2[totalParticles]; + phases = new int[totalParticles]; + restPositions = new Vector4[totalParticles]; + tearResistance = new float[totalParticles]; + colors = new Color[totalParticles]; + + int numSegments = usedParticles - (closed ? 0:1); + if (numSegments > 0) + interParticleDistance = restLength/(float)numSegments; + else + interParticleDistance = 0; + + float radius = interParticleDistance * resolution; + + for (int i = 0; i < usedParticles; i++){ + + active[i] = true; + invMasses[i] = 1.0f/DEFAULT_PARTICLE_MASS; + float mu = ropePath.GetMuAtLenght(interParticleDistance*i); + positions[i] = transform.InverseTransformPoint(ropePath.transform.TransformPoint(ropePath.GetPositionAt(mu))); + solidRadii[i] = radius; + principalRadii[i] = new Vector2(solidRadii[i],solidRadii[i]); + phases[i] = Oni.MakePhase(1,selfCollisions?Oni.ParticlePhase.SelfCollide:0); + tearResistance[i] = 1; + colors[i] = Color.white; + + if (i % 100 == 0) + yield return new CoroutineJob.ProgressInfo("ObiRope: generating particles...",i/(float)usedParticles); + + } + + // Initialize basic data for pooled particles: + for (int i = usedParticles; i < totalParticles; i++){ + + active[i] = false; + invMasses[i] = 1.0f/DEFAULT_PARTICLE_MASS; + solidRadii[i] = radius; + principalRadii[i] = new Vector2(solidRadii[i],solidRadii[i]); + phases[i] = Oni.MakePhase(1,selfCollisions?Oni.ParticlePhase.SelfCollide:0); + tearResistance[i] = 1; + colors[i] = Color.white; + + if (i % 100 == 0) + yield return new CoroutineJob.ProgressInfo("ObiRope: generating particles...",i/(float)usedParticles); + + } + + DistanceConstraints.Clear(); + ObiDistanceConstraintBatch distanceBatch = new ObiDistanceConstraintBatch(false,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + DistanceConstraints.AddBatch(distanceBatch); + + for (int i = 0; i < numSegments; i++){ + + distanceBatch.AddConstraint(i,(i+1) % (ropePath.Closed ? usedParticles:usedParticles+1),interParticleDistance,1,1); + + if (i % 500 == 0) + yield return new CoroutineJob.ProgressInfo("ObiRope: generating structural constraints...",i/(float)numSegments); + + } + + BendingConstraints.Clear(); + ObiBendConstraintBatch bendingBatch = new ObiBendConstraintBatch(false,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + BendingConstraints.AddBatch(bendingBatch); + for (int i = 0; i < usedParticles - (closed?0:2); i++){ + + // rope bending constraints always try to keep it completely straight: + bendingBatch.AddConstraint(i,(i+2) % usedParticles,(i+1) % usedParticles,0,0,1); + + if (i % 500 == 0) + yield return new CoroutineJob.ProgressInfo("ObiRope: adding bend constraints...",i/(float)usedParticles); + + } + + // Initialize tether constraints: + TetherConstraints.Clear(); + + // Initialize pin constraints: + PinConstraints.Clear(); + ObiPinConstraintBatch pinBatch = new ObiPinConstraintBatch(false,false,0,MAX_YOUNG_MODULUS); + PinConstraints.AddBatch(pinBatch); + + initializing = false; + initialized = true; + + RegenerateRestPositions(); + InitializeVisualRepresentation(); + + } + + /** + * Generates new valid rest positions for the entire rope. + */ + public void RegenerateRestPositions(){ + + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + + // Iterate trough all distance constraints in order: + int particle = -1; + int lastParticle = -1; + float accumulatedDistance = 0; + for (int i = 0; i < distanceBatch.ConstraintCount; ++i){ + + if (i == 0){ + lastParticle = particle = distanceBatch.springIndices[i*2]; + restPositions[particle] = Vector4.zero; + } + + accumulatedDistance += Mathf.Min(interParticleDistance,solidRadii[particle],solidRadii[lastParticle]); + + particle = distanceBatch.springIndices[i*2+1]; + restPositions[particle] = Vector3.right * accumulatedDistance; + restPositions[particle][3] = 0; // activate rest position + + } + + PushDataToSolver(ParticleData.REST_POSITIONS); + } + + /** + * Recalculates rest rope length. + */ + public void RecalculateLenght(){ + + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + + restLength = 0; + + // Iterate trough all distance constraints in order: + for (int i = 0; i < distanceBatch.ConstraintCount; ++i) + restLength += distanceBatch.restLengths[i]; + + } + + /** + * Returns actual rope length, including stretch. + */ + public float CalculateLength(){ + + ObiDistanceConstraintBatch batch = DistanceConstraints.GetFirstBatch(); + + // iterate over all distance constraints and accumulate their length: + float actualLength = 0; + Vector3 a,b; + for (int i = 0; i < batch.ConstraintCount; ++i){ + a = GetParticlePosition(batch.springIndices[i*2]); + b = GetParticlePosition(batch.springIndices[i*2+1]); + actualLength += Vector3.Distance(a,b); + } + return actualLength; + } + + /** + * Generates any precomputable data for the current visual representation. + */ + protected void InitializeVisualRepresentation(){ + + if (!Initialized) return; + + // create start/end prefabs + GeneratePrefabInstances(); + + switch(renderMode){ + case RenderingMode.Chain: chainRenderMode.Initialize(); break; + case RenderingMode.Line: lineRenderMode.Initialize(); break; + case RenderingMode.ProceduralRope: thickRenderMode.Initialize(); break; + case RenderingMode.CustomMesh: meshRenderMode.Initialize(); break; + } + } + + /** + * Updates the current visual representation. + */ + protected void UpdateVisualRepresentation(){ + + if (!isActiveAndEnabled || !Initialized) return; + + switch(renderMode){ + + // line rendering mode is updated in the camera's OnPreCull. + case RenderingMode.Chain: chainRenderMode.Update(null); break; + case RenderingMode.ProceduralRope: thickRenderMode.Update(null); break; + case RenderingMode.CustomMesh: meshRenderMode.Update(null); break; + } + } + + protected void TearDownVisualRepresentation(){ + + if (!Initialized) return; + + switch(renderMode){ + case RenderingMode.Chain: chainRenderMode.TearDown(); break; + case RenderingMode.Line: lineRenderMode.TearDown(); break; + case RenderingMode.ProceduralRope: thickRenderMode.TearDown(); break; + case RenderingMode.CustomMesh: meshRenderMode.TearDown(); break; + } + } + + protected void GeneratePrefabInstances(){ + + ClearPrefabInstances(); + + if (tearPrefab != null){ + + // create tear prefab pool, two per potential cut: + tearPrefabPool = new GameObject[pooledParticles*2]; + + for (int i = 0; i < tearPrefabPool.Length; ++i){ + GameObject tearPrefabInstance = GameObject.Instantiate(tearPrefab); + tearPrefabInstance.hideFlags = HideFlags.HideAndDontSave; + tearPrefabInstance.SetActive(false); + tearPrefabPool[i] = tearPrefabInstance; + } + + } + + // create start/end prefabs + if (startPrefabInstance == null && startPrefab != null){ + startPrefabInstance = GameObject.Instantiate(startPrefab); + startPrefabInstance.hideFlags = HideFlags.HideAndDontSave; + } + if (endPrefabInstance == null && endPrefab != null){ + endPrefabInstance = GameObject.Instantiate(endPrefab); + endPrefabInstance.hideFlags = HideFlags.HideAndDontSave; + } + } + + /** + * Destroys all prefab instances used as start/end caps and tear prefabs. + */ + protected void ClearPrefabInstances(){ + + GameObject.DestroyImmediate(startPrefabInstance); + GameObject.DestroyImmediate(endPrefabInstance); + + if (tearPrefabPool != null){ + for (int i = 0; i < tearPrefabPool.Length; ++i){ + if (tearPrefabPool[i] != null){ + GameObject.DestroyImmediate(tearPrefabPool[i]); + tearPrefabPool[i] = null; + } + } + } + } + + /** + * This method uses Chainkin's algorithm to produce a smooth curve from a set of control points. It is specially fast + * because it directly calculates subdivision level k, instead of recursively calculating levels 1..k. + */ + protected void ChaikinSmoothing(ObiList input, ObiList output, uint k) + { + // no subdivision levels, no work to do. just copy the input to the output: + if (k == 0 || input.Count < 3){ + output.SetCount(input.Count); + for (int i = 0; i < input.Count; ++i) + output[i] = input[i]; + return; + } + + // calculate amount of new points generated by each inner control point: + int pCount = (int)Mathf.Pow(2,k); + + // precalculate some quantities: + int n0 = input.Count-1; + float twoRaisedToMinusKPlus1 = Mathf.Pow(2,-(k+1)); + float twoRaisedToMinusK = Mathf.Pow(2,-k); + float twoRaisedToMinus2K = Mathf.Pow(2,-2*k); + float twoRaisedToMinus2KMinus1 = Mathf.Pow(2,-2*k-1); + + // allocate ouput: + output.SetCount((n0-1) * pCount + 2); + + // calculate initial curve points: + output[0] = (0.5f + twoRaisedToMinusKPlus1) * input[0] + (0.5f - twoRaisedToMinusKPlus1) * input[1]; + output[pCount*n0-pCount+1] = (0.5f - twoRaisedToMinusKPlus1) * input[n0-1] + (0.5f + twoRaisedToMinusKPlus1) * input[n0]; + + // calculate internal points: + for (int j = 1; j <= pCount; ++j){ + + // precalculate coefficients: + float F = 0.5f - twoRaisedToMinusKPlus1 - (j-1)*(twoRaisedToMinusK - j*twoRaisedToMinus2KMinus1); + float G = 0.5f + twoRaisedToMinusKPlus1 + (j-1)*(twoRaisedToMinusK - j*twoRaisedToMinus2K); + float H = (j-1)*j*twoRaisedToMinus2KMinus1; + + for (int i = 1; i < n0; ++i){ + output[(i-1)*pCount+j] = F*input[i-1] + G*input[i] + H*input[i+1]; + } + } + + // make first and last curve points coincide with original points: + output[0] = input[0]; + output[output.Count-1] = input[input.Count-1]; + } + + protected float CalculateCurveLength(ObiList curve){ + float length = 0; + for (int i = 1; i < curve.Count; ++i){ + length += Vector3.Distance(curve[i].positionAndRadius,curve[i-1].positionAndRadius); + } + return length; + } + + /** + * Returns the index of the distance constraint at a given normalized rope coordinate. + */ + public int GetConstraintIndexAtNormalizedCoordinate(float coord){ + + // Nothing guarantees particle index order is the same as particle ordering in the rope. + // However distance constraints must be ordered, so we'll use that: + + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + + float mu = coord * distanceBatch.ConstraintCount; + return Mathf.Clamp(Mathf.FloorToInt(mu),0,distanceBatch.ConstraintCount-1); + } + + protected void AddCurve(int sections){ + + if (sections > 1){ + + if (rawCurves.Data[rawCurves.Count] == null){ + rawCurves.Data[rawCurves.Count] = new ObiList(); + curves.Data[curves.Count] = new ObiList(); + } + + rawCurves.Data[rawCurves.Count].SetCount(sections); + + rawCurves.SetCount(rawCurves.Count+1); + curves.SetCount(curves.Count+1); + } + } + + /** + * Counts the amount of continuous sections in each chunk of rope. + */ + protected void CountContinuousSegments(){ + + rawCurves.Clear(); + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + + int segmentCount = 0; + int lastParticle = -1; + + // Iterate trough all distance constraints in order. If we find a discontinuity, reset segment count: + for (int i = 0; i < distanceBatch.ConstraintCount; ++i){ + + int particle1 = distanceBatch.springIndices[i*2]; + int particle2 = distanceBatch.springIndices[i*2+1]; + + // start new curve at discontinuities: + if (particle1 != lastParticle && segmentCount > 0){ + + // add a new curve with the correct amount of sections: + AddCurve(segmentCount+1); + segmentCount = 0; + } + + lastParticle = particle2; + segmentCount++; + } + + // add the last curve: + AddCurve(segmentCount+1); + } + + /** + * Generate a list of smooth curves using particles as control points. Will take into account cuts in the rope, + * generating one curve for each continuous piece of rope. + */ + public void SmoothCurvesFromParticles(){ + + curves.Clear(); + + curveSections = 0; + curveLength = 0; + + // count amount of segments in each rope chunk: + CountContinuousSegments(); + + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + Matrix4x4 w2l = transform.worldToLocalMatrix; + + int firstSegment = 0; + + // generate curve for each rope chunk: + for (int i = 0; i < rawCurves.Count; ++i){ + + int segments = rawCurves[i].Count-1; + + // allocate memory for the curve: + ObiList controlPoints = rawCurves[i]; + + // get control points position: + for (int m = 0; m < segments; ++m){ + + int particleIndex = distanceBatch.springIndices[(firstSegment + m)*2]; + controlPoints[m] = new CurveSection(w2l.MultiplyPoint3x4(GetParticlePosition(particleIndex)), + solidRadii[particleIndex], + (this.colors != null && particleIndex < this.colors.Length) ? this.colors[particleIndex] : Color.white); + + // last segment adds its second particle too: + if (m == segments-1){ + particleIndex = distanceBatch.springIndices[(firstSegment + m)*2+1]; + controlPoints[m+1] = new CurveSection(w2l.MultiplyPoint3x4(GetParticlePosition(particleIndex)), + solidRadii[particleIndex], + (this.colors != null && particleIndex < this.colors.Length) ? this.colors[particleIndex] : Color.white); + } + } + + firstSegment += segments; + + // get smooth curve points: + ChaikinSmoothing(controlPoints,curves[i],smoothing); + + // count total curve sections and total curve length: + curveSections += curves[i].Count-1; + curveLength += CalculateCurveLength(curves[i]); + } + + } + + public void PlaceObjectAtCurveFrame(CurveFrame frame, GameObject obj, Space space, bool reverseLookDirection){ + if (space == Space.Self){ + Matrix4x4 l2w = transform.localToWorldMatrix; + obj.transform.position = l2w.MultiplyPoint3x4(frame.position); + if (frame.tangent != Vector3.zero) + obj.transform.rotation = Quaternion.LookRotation(l2w.MultiplyVector(reverseLookDirection ? frame.tangent:-frame.tangent), + l2w.MultiplyVector(frame.normal)); + }else{ + obj.transform.position = frame.position; + if (frame.tangent != Vector3.zero) + obj.transform.rotation = Quaternion.LookRotation(reverseLookDirection ? frame.tangent:-frame.tangent,frame.normal); + } + } + + /** + * Resets mesh to its original state. + */ + public override void ResetActor(){ + + PushDataToSolver(ParticleData.POSITIONS | ParticleData.VELOCITIES); + + if (particleIndices != null){ + for(int i = 0; i < particleIndices.Length; ++i){ + solver.renderablePositions[particleIndices[i]] = positions[i]; + } + } + + UpdateVisualRepresentation(); + + } + + protected void ApplyTearing(){ + + if (!tearable) + return; + + ObiDistanceConstraintBatch distanceBatch = DistanceConstraints.GetFirstBatch(); + float[] forces = new float[distanceBatch.ConstraintCount]; + Oni.GetBatchConstraintForces(distanceBatch.OniBatch,forces,distanceBatch.ConstraintCount,0); + + List tearedEdges = new List(); + for (int i = 0; i < forces.Length; i++){ + + float p1Resistance = tearResistance[distanceBatch.springIndices[i*2]]; + float p2Resistance = tearResistance[distanceBatch.springIndices[i*2+1]]; + + // average particle resistances: + float resistance = (p1Resistance + p2Resistance) * 0.5f * tearResistanceMultiplier; + + if (-forces[i] * 1000 > resistance){ // units are kilonewtons. + tearedEdges.Add(i); + } + } + + if (tearedEdges.Count > 0){ + + DistanceConstraints.RemoveFromSolver(null); + BendingConstraints.RemoveFromSolver(null); + for(int i = 0; i < tearedEdges.Count; i++) + Tear(tearedEdges[i]); + BendingConstraints.AddToSolver(this); + DistanceConstraints.AddToSolver(this); + + // update active bending constraints: + BendingConstraints.SetActiveConstraints(); + + // upload active particle list to solver: + solver.UpdateActiveParticles(); + } + + } + + /** + * Returns whether a bend constraint affects the two particles referenced by a given distance constraint: + */ + public bool DoesBendConstraintSpanDistanceConstraint(ObiDistanceConstraintBatch dbatch, ObiBendConstraintBatch bbatch, int d, int b){ + + return (bbatch.bendingIndices[b*3+2] == dbatch.springIndices[d*2] && + bbatch.bendingIndices[b*3+1] == dbatch.springIndices[d*2+1]) || + + (bbatch.bendingIndices[b*3+1] == dbatch.springIndices[d*2] && + bbatch.bendingIndices[b*3+2] == dbatch.springIndices[d*2+1]) || + + (bbatch.bendingIndices[b*3+2] == dbatch.springIndices[d*2] && + bbatch.bendingIndices[b*3] == dbatch.springIndices[d*2+1]) || + + (bbatch.bendingIndices[b*3] == dbatch.springIndices[d*2] && + bbatch.bendingIndices[b*3+2] == dbatch.springIndices[d*2+1]); + } + + public void Tear(int constraintIndex){ + + // don't allow splitting if there are no free particles left in the pool. + if (usedParticles >= totalParticles) return; + + // get involved constraint batches: + ObiDistanceConstraintBatch distanceBatch = (ObiDistanceConstraintBatch)DistanceConstraints.GetFirstBatch(); + ObiBendConstraintBatch bendingBatch = (ObiBendConstraintBatch)BendingConstraints.GetFirstBatch(); + + // get particle indices at both ends of the constraint: + int splitIndex = distanceBatch.springIndices[constraintIndex*2]; + int intactIndex = distanceBatch.springIndices[constraintIndex*2+1]; + + // see if the rope is continuous at the split index and the intact index: + bool continuousAtSplit = (constraintIndex < distanceBatch.ConstraintCount-1 && distanceBatch.springIndices[(constraintIndex+1)*2] == splitIndex) || + (constraintIndex > 0 && distanceBatch.springIndices[(constraintIndex-1)*2+1] == splitIndex); + + bool continuousAtIntact = (constraintIndex < distanceBatch.ConstraintCount-1 && distanceBatch.springIndices[(constraintIndex+1)*2] == intactIndex) || + (constraintIndex > 0 && distanceBatch.springIndices[(constraintIndex-1)*2+1] == intactIndex); + + // we will split the particle with higher mass, so swap them if needed (and possible). Also make sure that the rope hasnt been cut there yet: + if ((invMasses[splitIndex] > invMasses[intactIndex] || invMasses[splitIndex] == 0) && + continuousAtIntact){ + + int aux = splitIndex; + splitIndex = intactIndex; + intactIndex = aux; + + } + + // see if we are able to proceed with the cut: + if (invMasses[splitIndex] == 0 || !continuousAtSplit){ + return; + } + + // halve the mass of the teared particle: + invMasses[splitIndex] *= 2; + + // copy the new particle data in the actor and solver arrays: + positions[usedParticles] = positions[splitIndex]; + velocities[usedParticles] = velocities[splitIndex]; + active[usedParticles] = active[splitIndex]; + invMasses[usedParticles] = invMasses[splitIndex]; + solidRadii[usedParticles] = solidRadii[splitIndex]; + principalRadii[usedParticles] = principalRadii[splitIndex]; + phases[usedParticles] = phases[splitIndex]; + + if (colors != null && colors.Length > 0) + colors[usedParticles] = colors[splitIndex]; + tearResistance[usedParticles] = tearResistance[splitIndex]; + restPositions[usedParticles] = positions[splitIndex]; + restPositions[usedParticles][3] = 0; // activate rest position. + + // update solver particle data: + Vector4[] velocity = {Vector4.zero}; + Oni.GetParticleVelocities(solver.OniSolver,velocity,1,particleIndices[splitIndex]); + Oni.SetParticleVelocities(solver.OniSolver,velocity,1,particleIndices[usedParticles]); + + Vector4[] position = {Vector4.zero}; + Oni.GetParticlePositions(solver.OniSolver,position,1,particleIndices[splitIndex]); + Oni.SetParticlePositions(solver.OniSolver,position,1,particleIndices[usedParticles]); + + Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{invMasses[splitIndex]},1,particleIndices[usedParticles]); + Oni.SetParticleSolidRadii(solver.OniSolver,new float[]{solidRadii[splitIndex]},1,particleIndices[usedParticles]); + Oni.SetParticlePrincipalRadii(solver.OniSolver,new Vector2[]{principalRadii[splitIndex]},1,particleIndices[usedParticles]); + Oni.SetParticlePhases(solver.OniSolver,new int[]{phases[splitIndex]},1,particleIndices[usedParticles]); + + // Update bending constraints: + for (int i = 0 ; i < bendingBatch.ConstraintCount; ++i){ + + // disable the bending constraint centered at the split particle: + if (bendingBatch.bendingIndices[i*3+2] == splitIndex) + bendingBatch.DeactivateConstraint(i); + + // update the one that bridges the cut: + else if (!DoesBendConstraintSpanDistanceConstraint(distanceBatch,bendingBatch,constraintIndex,i)){ + + // if the bend constraint does not involve the split distance constraint, + // update the end that references the split vertex: + if (bendingBatch.bendingIndices[i*3] == splitIndex) + bendingBatch.bendingIndices[i*3] = usedParticles; + else if (bendingBatch.bendingIndices[i*3+1] == splitIndex) + bendingBatch.bendingIndices[i*3+1] = usedParticles; + + } + } + + // Update distance constraints at both ends of the cut: + if (constraintIndex < distanceBatch.ConstraintCount-1){ + if (distanceBatch.springIndices[(constraintIndex+1)*2] == splitIndex) + distanceBatch.springIndices[(constraintIndex+1)*2] = usedParticles; + if (distanceBatch.springIndices[(constraintIndex+1)*2+1] == splitIndex) + distanceBatch.springIndices[(constraintIndex+1)*2+1] = usedParticles; + } + + if (constraintIndex > 0){ + if (distanceBatch.springIndices[(constraintIndex-1)*2] == splitIndex) + distanceBatch.springIndices[(constraintIndex-1)*2] = usedParticles; + if (distanceBatch.springIndices[(constraintIndex-1)*2+1] == splitIndex) + distanceBatch.springIndices[(constraintIndex-1)*2+1] = usedParticles; + } + + usedParticles++; + pooledParticles--; + + } + + /** + * Automatically generates tether constraints for the cloth. + * Partitions fixed particles into "islands", then generates up to maxTethers constraints for each + * particle, linking it to the closest point in each island. + */ + public override bool GenerateTethers(TetherType type){ + + if (!Initialized) return false; + + TetherConstraints.Clear(); + + if (type == TetherType.Hierarchical) + GenerateHierarchicalTethers(5); + else + GenerateFixedTethers(2); + + return true; + + } + + private void GenerateFixedTethers(int maxTethers){ + + ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + TetherConstraints.AddBatch(tetherBatch); + + List> islands = new List>(); + + // Partition fixed particles into islands: + for (int i = 0; i < usedParticles; i++){ + + if (invMasses[i] > 0 || !active[i]) continue; + + int assignedIsland = -1; + + // keep a list of islands to merge with ours: + List mergeableIslands = new List(); + + // See if any of our neighbors is part of an island: + int prev = Mathf.Max(i-1,0); + int next = Mathf.Min(i+1,usedParticles-1); + + for(int k = 0; k < islands.Count; ++k){ + + if ((active[prev] && islands[k].Contains(prev)) || + (active[next] && islands[k].Contains(next))){ + + // if we are not in an island yet, pick this one: + if (assignedIsland < 0){ + assignedIsland = k; + islands[k].Add(i); + } + // if we already are in an island, we will merge this newfound island with ours: + else if (assignedIsland != k && !mergeableIslands.Contains(k)){ + mergeableIslands.Add(k); + } + } + } + + // merge islands with the assigned one: + foreach(int merge in mergeableIslands){ + islands[assignedIsland].UnionWith(islands[merge]); + } + + // remove merged islands: + mergeableIslands.Sort(); + mergeableIslands.Reverse(); + foreach(int merge in mergeableIslands){ + islands.RemoveAt(merge); + } + + // If no adjacent particle is in an island, create a new one: + if (assignedIsland < 0){ + islands.Add(new HashSet(){i}); + } + } + + // Generate tether constraints: + for (int i = 0; i < usedParticles; ++i){ + + if (invMasses[i] == 0) continue; + + List> tethers = new List>(islands.Count); + + // Find the closest particle in each island, and add it to tethers. + foreach(HashSet island in islands){ + int closest = -1; + float minDistance = Mathf.Infinity; + foreach (int j in island){ + + // TODO: Use linear distance along the rope in a more efficient way. precalculate it on generation! + int min = Mathf.Min(i,j); + int max = Mathf.Max(i,j); + float distance = 0; + for (int k = min; k < max; ++k) + distance += Vector3.Distance(positions[k], + positions[k+1]); + + if (distance < minDistance){ + minDistance = distance; + closest = j; + } + } + if (closest >= 0) + tethers.Add(new KeyValuePair(minDistance, closest)); + } + + // Sort tether indices by distance: + tethers.Sort( + delegate(KeyValuePair x, KeyValuePair y) + { + return x.Key.CompareTo(y.Key); + } + ); + + // Create constraints for "maxTethers" closest anchor particles: + for (int k = 0; k < Mathf.Min(maxTethers,tethers.Count); ++k){ + tetherBatch.AddConstraint(i,tethers[k].Value,tethers[k].Key,1,1); + } + } + + tetherBatch.Cook(); + } + + private void GenerateHierarchicalTethers(int maxLevels){ + + ObiTetherConstraintBatch tetherBatch = new ObiTetherConstraintBatch(true,false,MIN_YOUNG_MODULUS,MAX_YOUNG_MODULUS); + TetherConstraints.AddBatch(tetherBatch); + + // for each level: + for (int i = 1; i <= maxLevels; ++i){ + + int stride = i*2; + + // for each particle: + for (int j = 0; j < usedParticles - stride; ++j){ + + int nextParticle = j + stride; + + tetherBatch.AddConstraint(j,nextParticle % usedParticles,interParticleDistance * stride,1,1); + + } + } + + tetherBatch.Cook(); + + } + + } +} + + + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs.meta new file mode 100644 index 0000000..610977a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRope.cs.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 7b0ff3a4f8c74454aada3576e59653fb +labels: +- ObiRope +timeCreated: 1498486410 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - material: {instanceID: 0} + - solver: {instanceID: 0} + - ropePath: {instanceID: 0} + - section: {fileID: 11400000, guid: a12fab338b6cc450daae6f6c041fef86, type: 2} + - ropeMesh: {instanceID: 0} + - startPrefab: {instanceID: 0} + - endPrefab: {instanceID: 0} + - tearPrefab: {instanceID: 0} + executionOrder: 0 + icon: {fileID: 2800000, guid: 93f37bdbef33a4eb0aed0accab856754, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes.meta new file mode 100644 index 0000000..1e6d3fc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf1d84310699c4546bdb205d6d585c0c +labels: +- ObiRope +folderAsset: yes +timeCreated: 1510054100 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs new file mode 100644 index 0000000..35be2bd --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs @@ -0,0 +1,164 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + [Serializable] + public class ObiRopeChainRenderMode : ObiRopeRenderMode + { + + [HideInInspector] public List linkInstances; + + [SerializeProperty("RandomizeLinks")] + [SerializeField] private bool randomizeLinks = false; + + public Vector3 linkScale = Vector3.one; /**< Scale of chain links.*/ + public List chainLinks = new List(); + + private ObiRope.CurveFrame frame; + + public bool RandomizeLinks{ + get{return randomizeLinks;} + set{ + if (value != randomizeLinks){ + randomizeLinks = value; + Initialize(); + } + } + } + + /** + * Destroys all chain link instances. Used when the chain must be re-created from scratch, and when the actor is disabled/destroyed. + */ + private void ClearChainLinkInstances(){ + + if (linkInstances == null) + return; + + for (int i = 0; i < linkInstances.Count; ++i){ + if (linkInstances[i] != null) + GameObject.DestroyImmediate(linkInstances[i]); + } + linkInstances.Clear(); + } + + public override void Initialize(){ + + if (rope.ropeMesh != null) + rope.ropeMesh.Clear(); + + ClearChainLinkInstances(); + + if (chainLinks.Count > 0){ + + for (int i = 0; i < rope.TotalParticles; ++i){ + + int index = randomizeLinks ? UnityEngine.Random.Range(0,chainLinks.Count) : i % chainLinks.Count; + + GameObject linkInstance = null; + + if (chainLinks[index] != null){ + linkInstance = GameObject.Instantiate(chainLinks[index]); + linkInstance.transform.SetParent(rope.transform,false); + linkInstance.hideFlags = HideFlags.HideAndDontSave; + linkInstance.SetActive(false); + } + + linkInstances.Add(linkInstance); + } + } + + Update(null); + } + + public override void TearDown(){ + ClearChainLinkInstances(); + } + + public override void Update(Camera camera){ + + if (linkInstances.Count == 0) + return; + + ObiDistanceConstraintBatch distanceBatch = rope.DistanceConstraints.GetFirstBatch(); + + // we will define and transport a reference frame along the curve using parallel transport method: + if (frame == null) + frame = new ObiRope.CurveFrame(); + frame.Reset(); + frame.SetTwist(-rope.sectionTwist * distanceBatch.ConstraintCount * rope.uvAnchor); + + int lastParticle = -1; + int tearCount = 0; + + for (int i = 0; i < distanceBatch.ConstraintCount; ++i){ + + int particle1 = distanceBatch.springIndices[i*2]; + int particle2 = distanceBatch.springIndices[i*2+1]; + + Vector3 pos = rope.GetParticlePosition(particle1); + Vector3 nextPos = rope.GetParticlePosition(particle2); + Vector3 linkVector = nextPos-pos; + Vector3 tangent = linkVector.normalized; + + if (i > 0 && particle1 != lastParticle){ + + // update tear prefab at the first side of tear: + if (rope.tearPrefabPool != null && tearCount < rope.tearPrefabPool.Length){ + + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.World, true); + tearCount++; + } + + // reset frame at discontinuities: + frame.Reset(); + } + + // update frame: + frame.Transport(nextPos,tangent,rope.sectionTwist); + + // update tear prefab at the other side of the tear: + if (i > 0 && particle1 != lastParticle && rope.tearPrefabPool != null && tearCount < rope.tearPrefabPool.Length){ + + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + frame.position = pos; + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.World, false); + tearCount++; + } + + // update start/end prefabs: + if (!rope.Closed){ + if (i == 0 && rope.startPrefabInstance != null) + rope.PlaceObjectAtCurveFrame(frame,rope.startPrefabInstance,Space.World,false); + else if (i == distanceBatch.ConstraintCount-1 && rope.endPrefabInstance != null){ + frame.position = nextPos; + rope.PlaceObjectAtCurveFrame(frame,rope.endPrefabInstance,Space.World,true); + } + } + + if (linkInstances[i] != null){ + linkInstances[i].SetActive(true); + Transform linkTransform = linkInstances[i].transform; + linkTransform.position = pos + linkVector * 0.5f; + linkTransform.localScale = rope.thicknessFromParticles ? (rope.solidRadii[particle1]/rope.thickness) * linkScale : linkScale; + linkTransform.rotation = Quaternion.LookRotation(tangent,frame.normal); + } + + lastParticle = particle2; + + } + + for (int i = distanceBatch.ConstraintCount; i < linkInstances.Count; ++i){ + if (linkInstances[i] != null) + linkInstances[i].SetActive(false); + } + } + } +} diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs.meta new file mode 100644 index 0000000..78ec3ef --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeChainRenderMode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fc03c3740412b4fcea6f6aa69d648d39 +labels: +- ObiRope +timeCreated: 1510054100 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs new file mode 100644 index 0000000..5f3f547 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs @@ -0,0 +1,192 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + [Serializable] + public class ObiRopeLineRenderMode : ObiRopeRenderMode + { + + private List vertices = new List(); + private List normals = new List(); + private List tangents = new List(); + private List uvs = new List(); + private List vertColors = new List(); + private List tris = new List(); + + private ObiRope.CurveFrame frame; + + public override void Initialize(){ + Update(null); + } + + public override void TearDown(){ + } + + public override void Update(Camera camera){ + + if (camera == null || rope.ropeMesh == null || !rope.gameObject.activeInHierarchy) return; + + rope.SmoothCurvesFromParticles(); + + ClearMeshData(); + + float actualToRestLengthRatio = rope.SmoothLength/rope.RestLength; + + float vCoord = -rope.uvScale.y * rope.RestLength * rope.uvAnchor; // v texture coordinate. + int sectionIndex = 0; + int tearCount = 0; + + Vector3 localSpaceCamera = rope.transform.InverseTransformPoint(camera.transform.position); + + // we will define and transport a reference frame along the curve using parallel transport method: + if (frame == null) + frame = new ObiRope.CurveFrame(); + frame.Reset(); + frame.SetTwist(-rope.sectionTwist * rope.SmoothSections * rope.uvAnchor); + + // for closed curves, last frame of the last curve must be equal to first frame of first curve. + Vector3 firstTangent = Vector3.forward; + + Vector4 texTangent = Vector4.zero; + Vector2 uv = Vector2.zero; + + for (int c = 0; c < rope.curves.Count; ++c){ + + ObiList curve = rope.curves[c]; + + // Reinitialize frame for each curve. + frame.Reset(); + + for (int i = 0; i < curve.Count; ++i){ + + // Calculate previous and next curve indices: + int nextIndex = Mathf.Min(i+1,curve.Count-1); + int prevIndex = Mathf.Max(i-1,0); + + // Calculate current tangent as the vector between previous and next curve points: + Vector3 nextV; + + // The next tangent of the last segment of the last curve in a closed rope, is the first tangent again: + if (rope.Closed && c == rope.curves.Count-1 && i == curve.Count-1 ) + nextV = firstTangent; + else + nextV = curve[nextIndex].positionAndRadius - curve[i].positionAndRadius; + + Vector3 prevV = curve[i].positionAndRadius - curve[prevIndex].positionAndRadius; + Vector3 tangent = nextV + prevV; + + // update frame: + frame.Transport(curve[i].positionAndRadius,tangent,rope.sectionTwist); + + // update tear prefabs: + if (rope.tearPrefabPool != null ){ + + // first segment of not last first curve: + if (tearCount < rope.tearPrefabPool.Length && c > 0 && i == 0){ + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.Self, false); + + tearCount++; + } + + // last segment of not last curve: + if (tearCount < rope.tearPrefabPool.Length && c < rope.curves.Count-1 && i == curve.Count-1){ + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.Self, true); + + tearCount++; + } + } + + // update start/end prefabs: + if (c == 0 && i == 0){ + + // store first tangent of the first curve (for closed ropes): + firstTangent = tangent; + + if (rope.startPrefabInstance != null && !rope.Closed) + rope.PlaceObjectAtCurveFrame(frame,rope.startPrefabInstance, Space.Self, false); + + }else if (c == rope.curves.Count-1 && i == curve.Count-1 && rope.endPrefabInstance != null && !rope.Closed){ + rope.PlaceObjectAtCurveFrame(frame,rope.endPrefabInstance,Space.Self, true); + } + + // advance v texcoord: + vCoord += rope.uvScale.y * (Vector3.Distance(curve[i].positionAndRadius,curve[prevIndex].positionAndRadius) / + (rope.normalizeV?rope.SmoothLength:actualToRestLengthRatio)); + + // calculate section thickness (either constant, or particle radius based): + float sectionThickness = (rope.thicknessFromParticles ? curve[i].positionAndRadius.w : rope.thickness) * rope.sectionThicknessScale; + + Vector3 normal = frame.position - localSpaceCamera; + normal.Normalize(); + + Vector3 bitangent = Vector3.Cross(frame.tangent,normal); + bitangent.Normalize(); + + vertices.Add(frame.position + bitangent * sectionThickness); + vertices.Add(frame.position - bitangent * sectionThickness); + + normals.Add(-normal); + normals.Add(-normal); + + texTangent = -bitangent; + texTangent.w = 1; + tangents.Add(texTangent); + tangents.Add(texTangent); + + vertColors.Add(curve[i].color); + vertColors.Add(curve[i].color); + + uv.Set(0,vCoord); + uvs.Add(uv); + uv.Set(1,vCoord); + uvs.Add(uv); + + if (i < curve.Count-1){ + tris.Add(sectionIndex*2); + tris.Add(sectionIndex*2 + 1); + tris.Add((sectionIndex+1)*2); + + tris.Add(sectionIndex*2 + 1); + tris.Add((sectionIndex+1)*2 + 1); + tris.Add((sectionIndex+1)*2); + } + + sectionIndex++; + } + + } + + CommitMeshData(); + + } + + private void ClearMeshData(){ + rope.ropeMesh.Clear(); + vertices.Clear(); + normals.Clear(); + tangents.Clear(); + uvs.Clear(); + vertColors.Clear(); + tris.Clear(); + } + + private void CommitMeshData(){ + rope.ropeMesh.SetVertices(vertices); + rope.ropeMesh.SetNormals(normals); + rope.ropeMesh.SetTangents(tangents); + rope.ropeMesh.SetColors(vertColors); + rope.ropeMesh.SetUVs(0,uvs); + rope.ropeMesh.SetTriangles(tris,0,true); + } + + } +} diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs.meta new file mode 100644 index 0000000..3b052f2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeLineRenderMode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 3027bc3f82f664192a15236810e7c4a0 +labels: +- ObiRope +timeCreated: 1510054100 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs new file mode 100644 index 0000000..e68bbb5 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs @@ -0,0 +1,271 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + [Serializable] + public class ObiRopeMeshRenderMode : ObiRopeRenderMode + { + public enum Axis{ + X = 0, + Y = 1, + Z = 2 + } + + [SerializeProperty("SourceMesh")] + [SerializeField] private Mesh mesh; + + [SerializeProperty("SweepAxis")] + [SerializeField] private Axis axis; + + public float volumeScaling = 0; + public bool stretchWithRope = true; + public bool spanEntireLength = true; + + [SerializeProperty("Instances")] + [SerializeField] private int instances = 1; + + [SerializeProperty("InstanceSpacing")] + [SerializeField] private float instanceSpacing = 1; + + public float offset = 0; + public Vector3 scale = Vector3.one; + + [HideInInspector][SerializeField] private float meshSizeAlongAxis = 1; + + private Vector3[] inputVertices; + private Vector3[] inputNormals; + private Vector4[] inputTangents; + + private Vector3[] vertices; + private Vector3[] normals; + private Vector4[] tangents; + + private int[] orderedVertices = new int[0]; + + private ObiRope.CurveFrame frame; + + public Mesh SourceMesh{ + set{mesh = value; PreprocessInputMesh(); Update(null);} + get{return mesh;} + } + + public Axis SweepAxis{ + set{axis = value; PreprocessInputMesh(); Update(null);} + get{return axis;} + } + + public int Instances{ + set{instances = value; PreprocessInputMesh(); Update(null);} + get{return instances;} + } + + public float InstanceSpacing{ + set{instanceSpacing = value; PreprocessInputMesh(); Update(null);} + get{return instanceSpacing;} + } + + public override void Initialize(){ + PreprocessInputMesh(); + Update(null); + } + + public override void TearDown(){ + } + + private void PreprocessInputMesh(){ + + rope.ropeMesh.Clear(); + + if (mesh == null){ + orderedVertices = new int[0]; + return; + } + + // Clamp instance count to a positive value. + instances = Mathf.Max(0,instances); + + // combine all mesh instances into a single mesh: + Mesh combinedMesh = new Mesh(); + CombineInstance[] meshInstances = new CombineInstance[instances]; + Vector3 pos = Vector3.zero; + + // initial offset for the combined mesh is half the size of its bounding box in the swept axis: + pos[(int)axis] = mesh.bounds.extents[(int)axis]; + + for (int i = 0; i < instances; ++i){ + meshInstances[i].mesh = mesh; + meshInstances[i].transform = Matrix4x4.TRS(pos,Quaternion.identity,Vector3.one); + pos[(int)axis] = mesh.bounds.extents[(int)axis] + (i+1) * mesh.bounds.size[(int)axis] * instanceSpacing; + } + combinedMesh.CombineMeshes(meshInstances,true,true); + + // get combined mesh data: + inputVertices = combinedMesh.vertices; + inputNormals = combinedMesh.normals; + inputTangents = combinedMesh.tangents; + + // sort vertices along curve axis: + float[] keys = new float[inputVertices.Length]; + orderedVertices = new int[inputVertices.Length]; + + for (int i = 0; i < keys.Length; ++i){ + keys[i] = inputVertices[i][(int)axis]; + orderedVertices[i] = i; + } + + Array.Sort(keys,orderedVertices); + + // Copy the combined mesh data to deform it: + rope.ropeMesh.vertices = combinedMesh.vertices; + rope.ropeMesh.normals = combinedMesh.normals; + rope.ropeMesh.tangents = combinedMesh.tangents; + rope.ropeMesh.uv = combinedMesh.uv; + rope.ropeMesh.uv2 = combinedMesh.uv2; + rope.ropeMesh.uv3 = combinedMesh.uv3; + rope.ropeMesh.uv4 = combinedMesh.uv4; + rope.ropeMesh.colors = combinedMesh.colors; + rope.ropeMesh.triangles = combinedMesh.triangles; + + vertices = rope.ropeMesh.vertices; + normals = rope.ropeMesh.normals; + tangents = rope.ropeMesh.tangents; + + // Calculate scale along swept axis so that the mesh spans the entire lenght of the rope if required. + meshSizeAlongAxis = combinedMesh.bounds.size[(int)axis]; + + // destroy combined mesh: + GameObject.DestroyImmediate(combinedMesh); + + } + + public override void Update(Camera camera){ + + if (mesh == null || rope.ropeMesh == null) + return; + + rope.SmoothCurvesFromParticles(); + + if (rope.curves.Count == 0) + return; + + ObiList curve = rope.curves[0]; + + if (curve.Count < 2) + return; + + float actualToRestLengthRatio = stretchWithRope ? rope.SmoothLength/rope.RestLength : 1; + + // squashing factor, makes mesh thinner when stretched and thicker when compresssed. + float squashing = Mathf.Clamp(1 + volumeScaling*(1/Mathf.Max(actualToRestLengthRatio,0.01f) - 1), 0.01f,2); + + // Calculate scale along swept axis so that the mesh spans the entire lenght of the rope if required. + Vector3 actualScale = scale; + if (spanEntireLength) + actualScale[(int)axis] = rope.RestLength/meshSizeAlongAxis; + + float previousVertexValue = 0; + float meshLength = 0; + int index = 0; + int nextIndex = 1; + int prevIndex = 0; + Vector3 nextV = curve[nextIndex].positionAndRadius - curve[index].positionAndRadius; + Vector3 prevV = curve[index].positionAndRadius - curve[prevIndex].positionAndRadius; + Vector3 tangent = (nextV + prevV).normalized; + float sectionMagnitude = nextV.magnitude; + + // we will define and transport a reference frame along the curve using parallel transport method: + if (frame == null) + frame = new ObiRope.CurveFrame(); + frame.Reset(); + frame.SetTwistAndTangent(-rope.sectionTwist * rope.SmoothSections * rope.uvAnchor,tangent); + + // set frame's initial position: + frame.position = curve[index].positionAndRadius; + + // basis matrix for deforming the mesh, also calculate column offsets based on swept axis: + Matrix4x4 basis = new Matrix4x4(); + int xo = ((int)axis )%3 * 4; + int yo = ((int)axis+1)%3 * 4; + int zo = ((int)axis+2)%3 * 4; + + basis[xo ] = frame.tangent[0]; + basis[xo+1] = frame.tangent[1]; + basis[xo+2] = frame.tangent[2]; + + basis[yo ] = frame.normal[0]; + basis[yo+1] = frame.normal[1]; + basis[yo+2] = frame.normal[2]; + + basis[zo ] = frame.binormal[0]; + basis[zo+1] = frame.binormal[1]; + basis[zo+2] = frame.binormal[2]; + + for (int i = 0; i < orderedVertices.Length; ++i){ + + int vIndex = orderedVertices[i]; + float vertexValue = inputVertices[vIndex][(int)axis] * actualScale[(int)axis] + offset; + + // Calculate how much we've advanced in the sort axis since the last vertex: + meshLength += (vertexValue - previousVertexValue) * actualToRestLengthRatio; + previousVertexValue = vertexValue; + + // If we have advanced to the next section of the curve: + while (meshLength > sectionMagnitude && sectionMagnitude > Mathf.Epsilon){ + + meshLength -= sectionMagnitude; + index = Mathf.Min(index+1,curve.Count-1); + + // Calculate previous and next curve indices: + nextIndex = Mathf.Min(index+1,curve.Count-1); + prevIndex = Mathf.Max(index-1,0); + + // Calculate current tangent as the vector between previous and next curve points: + nextV = curve[nextIndex].positionAndRadius - curve[index].positionAndRadius; + prevV = curve[index].positionAndRadius - curve[prevIndex].positionAndRadius; + tangent = (nextV + prevV).normalized; + sectionMagnitude = nextV.magnitude; + + // Transport frame: + frame.Transport(curve[index].positionAndRadius,tangent,rope.sectionTwist); + + // Update basis matrix: + basis[xo ] = frame.tangent[0]; + basis[xo+1] = frame.tangent[1]; + basis[xo+2] = frame.tangent[2]; + + basis[yo ] = frame.normal[0]; + basis[yo+1] = frame.normal[1]; + basis[yo+2] = frame.normal[2]; + + basis[zo ] = frame.binormal[0]; + basis[zo+1] = frame.binormal[1]; + basis[zo+2] = frame.binormal[2]; + } + + float sectionThickness = rope.thicknessFromParticles ? curve[index].positionAndRadius.w : rope.thickness; + + // calculate deformed vertex position: + Vector3 offsetFromCurve = Vector3.Scale(inputVertices[vIndex],actualScale * sectionThickness * squashing); + offsetFromCurve[(int)axis] = meshLength; + + vertices[vIndex] = frame.position + basis.MultiplyVector(offsetFromCurve); + normals[vIndex] = basis.MultiplyVector(inputNormals[vIndex]); + tangents[vIndex] = basis * inputTangents[vIndex]; // avoids expensive implicit conversion from Vector4 to Vector3. + tangents[vIndex].w = inputTangents[vIndex].w; + } + + CommitMeshData(); + + } + + private void CommitMeshData(){ + rope.ropeMesh.vertices = vertices; + rope.ropeMesh.normals = normals; + rope.ropeMesh.tangents = tangents; + rope.ropeMesh.RecalculateBounds(); + } + } +} diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs.meta new file mode 100644 index 0000000..2548405 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeMeshRenderMode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a9334c4fed68f47b6a8ba5847f383fdf +labels: +- ObiRope +timeCreated: 1510143116 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs new file mode 100644 index 0000000..a3729e6 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +namespace Obi +{ + [Serializable] + public abstract class ObiRopeRenderMode + { + + protected ObiRope rope = null; + + public ObiRope Rope{ + set{rope = value;} + } + + public abstract void Initialize(); + public abstract void Update(Camera camera); + public abstract void TearDown(); + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs.meta new file mode 100644 index 0000000..6b2b969 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeRenderMode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: fec49948433474b9eae68c77dea3ae6a +labels: +- ObiRope +timeCreated: 1510054100 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs new file mode 100644 index 0000000..d58c8e9 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs @@ -0,0 +1,185 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + [Serializable] + public class ObiRopeThickRenderMode : ObiRopeRenderMode + { + + private List vertices = new List(); + private List normals = new List(); + private List tangents = new List(); + private List uvs = new List(); + private List vertColors = new List(); + private List tris = new List(); + + private ObiRope.CurveFrame frame; + + public override void Initialize(){ + Update(null); + } + + public override void TearDown(){ + } + + public override void Update(Camera camera){ + + if (rope.section == null || rope.ropeMesh == null) + return; + + rope.SmoothCurvesFromParticles(); + + ClearMeshData(); + + float actualToRestLengthRatio = rope.SmoothLength/rope.RestLength; + + int sectionSegments = rope.section.Segments; + int verticesPerSection = sectionSegments + 1; // the last vertex in each section must be duplicated, due to uv wraparound. + + float vCoord = -rope.uvScale.y * rope.RestLength * rope.uvAnchor; // v texture coordinate. + int sectionIndex = 0; + int tearCount = 0; + + // we will define and transport a reference frame along the curve using parallel transport method: + if (frame == null) + frame = new ObiRope.CurveFrame(); + frame.Reset(); + frame.SetTwist(-rope.sectionTwist * rope.SmoothSections * rope.uvAnchor); + + // for closed curves, last frame of the last curve must be equal to first frame of first curve. + Vector3 firstTangent = Vector3.forward; + + Vector4 texTangent = Vector4.zero; + Vector2 uv = Vector2.zero; + + for (int c = 0; c < rope.curves.Count; ++c){ + + ObiList curve = rope.curves[c]; + + // Reinitialize frame for each curve. + frame.Reset(); + + for (int i = 0; i < curve.Count; ++i){ + + // Calculate previous and next curve indices: + int nextIndex = Mathf.Min(i+1,curve.Count-1); + int prevIndex = Mathf.Max(i-1,0); + + // Calculate current tangent as the vector between previous and next curve points: + Vector3 nextV; + + // The next tangent of the last segment of the last curve in a closed rope, is the first tangent again: + if (rope.Closed && c == rope.curves.Count-1 && i == curve.Count-1 ) + nextV = firstTangent; + else + nextV = curve[nextIndex].positionAndRadius - curve[i].positionAndRadius; + + Vector3 prevV = curve[i].positionAndRadius - curve[prevIndex].positionAndRadius; + Vector3 tangent = nextV + prevV; + + // update frame: + frame.Transport(curve[i].positionAndRadius,tangent,rope.sectionTwist); + + // update tear prefabs: + if (rope.tearPrefabPool != null ){ + + // first segment of not last first curve: + if (tearCount < rope.tearPrefabPool.Length && c > 0 && i == 0){ + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.Self, false); + + tearCount++; + } + + // last segment of not last curve: + if (tearCount < rope.tearPrefabPool.Length && c < rope.curves.Count-1 && i == curve.Count-1){ + if (!rope.tearPrefabPool[tearCount].activeSelf) + rope.tearPrefabPool[tearCount].SetActive(true); + + rope.PlaceObjectAtCurveFrame(frame,rope.tearPrefabPool[tearCount],Space.Self, true); + + tearCount++; + } + } + + // update start/end prefabs: + if (c == 0 && i == 0){ + + // store first tangent of the first curve (for closed ropes): + firstTangent = tangent; + + if (rope.startPrefabInstance != null && !rope.Closed) + rope.PlaceObjectAtCurveFrame(frame,rope.startPrefabInstance, Space.Self, false); + + }else if (c == rope.curves.Count-1 && i == curve.Count-1 && rope.endPrefabInstance != null && !rope.Closed){ + rope.PlaceObjectAtCurveFrame(frame,rope.endPrefabInstance,Space.Self, true); + } + + // advance v texcoord: + vCoord += rope.uvScale.y * (Vector3.Distance(curve[i].positionAndRadius,curve[prevIndex].positionAndRadius) / + (rope.normalizeV ? rope.SmoothLength : actualToRestLengthRatio)); + + // calculate section thickness (either constant, or particle radius based): + float sectionThickness = (rope.thicknessFromParticles ? curve[i].positionAndRadius.w : rope.thickness) * rope.sectionThicknessScale; + + // Loop around each segment: + for (int j = 0; j <= sectionSegments; ++j){ + + vertices.Add(frame.position + (rope.section.vertices[j].x*frame.normal + rope.section.vertices[j].y*frame.binormal) * sectionThickness); + normals.Add(vertices[vertices.Count-1] - frame.position); + texTangent = -Vector3.Cross(normals[normals.Count-1],frame.tangent); + texTangent.w = 1; + tangents.Add(texTangent); + + vertColors.Add(curve[i].color); + uv.Set((j/(float)sectionSegments)*rope.uvScale.x,vCoord); + uvs.Add(uv); + + if (j < sectionSegments && i < curve.Count-1){ + + tris.Add(sectionIndex*verticesPerSection + j); + tris.Add(sectionIndex*verticesPerSection + (j+1)); + tris.Add((sectionIndex+1)*verticesPerSection + j); + + tris.Add(sectionIndex*verticesPerSection + (j+1)); + tris.Add((sectionIndex+1)*verticesPerSection + (j+1)); + tris.Add((sectionIndex+1)*verticesPerSection + j); + + } + } + + sectionIndex++; + } + + } + + CommitMeshData(); + + } + + private void ClearMeshData(){ + rope.ropeMesh.Clear(); + vertices.Clear(); + normals.Clear(); + tangents.Clear(); + uvs.Clear(); + vertColors.Clear(); + tris.Clear(); + } + + private void CommitMeshData(){ + rope.ropeMesh.SetVertices(vertices); + rope.ropeMesh.SetNormals(normals); + rope.ropeMesh.SetTangents(tangents); + rope.ropeMesh.SetColors(vertColors); + rope.ropeMesh.SetUVs(0,uvs); + rope.ropeMesh.SetTriangles(tris,0,true); + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs.meta new file mode 100644 index 0000000..2ab94a1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiRopeRenderModes/ObiRopeThickRenderMode.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 8162c69ef8a8f4b5b9eb7da9072cfc0d +labels: +- ObiRope +timeCreated: 1510054100 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs b/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs new file mode 100644 index 0000000..7e28159 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs @@ -0,0 +1,239 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; + +namespace Obi +{ +/** + * ObiStitcher will create stitch constraints between 2 actors. All actors must be assigned to the same solver. + * - Add the constraint batch to the solver once all actors have been added. + * - If any of the actors is removed from the solver, remove the stitcher too. + * - Stitch constraints can keep n particles together, respecting their masses. + * - In edit mode, select the actors to be stitched and then select groups of particles and click "stitch". Or, create stitches by closeness. + */ +[ExecuteInEditMode] +[AddComponentMenu("Physics/Obi/Obi Stitcher")] +public class ObiStitcher : MonoBehaviour, IObiSolverClient +{ + [Serializable] + public class Stitch{ + public int particleIndex1; + public int particleIndex2; + + public Stitch(int particleIndex1, int particleIndex2){ + this.particleIndex1 = particleIndex1; + this.particleIndex2 = particleIndex2; + } + } + + [SerializeField][HideInInspector] private List stitches = new List(); + + [SerializeField][HideInInspector] private ObiActor actor1 = null; /**< one of the actors used by the stitcher.*/ + [SerializeField][HideInInspector] private ObiActor actor2 = null; /**< the second actor used by the stitcher.*/ + + private IntPtr batch; + private bool inSolver = false; + + public ObiActor Actor1{ + set{ + if (actor1 != value) + { + if (actor1 != null) + { + actor1.OnAddedToSolver -= Actor_OnAddedToSolver; + actor1.OnRemovedFromSolver -= Actor_OnRemovedFromSolver; + + if (actor1.InSolver){ + Actor_OnRemovedFromSolver(actor1,new ObiActor.ObiActorSolverArgs(actor1.Solver)); + } + } + + actor1 = value; + + if (actor1 != null) + { + actor1.OnAddedToSolver += Actor_OnAddedToSolver; + actor1.OnRemovedFromSolver += Actor_OnRemovedFromSolver; + + if (actor1.InSolver){ + Actor_OnAddedToSolver(actor1,new ObiActor.ObiActorSolverArgs(actor1.Solver)); + } + } + } + } + get{return actor1;} + } + + public ObiActor Actor2{ + set{ + if (actor2 != value) + { + if (actor2 != null) + { + actor2.OnAddedToSolver -= Actor_OnAddedToSolver; + actor2.OnRemovedFromSolver -= Actor_OnRemovedFromSolver; + + if (actor2.InSolver){ + Actor_OnRemovedFromSolver(actor2,new ObiActor.ObiActorSolverArgs(actor2.Solver)); + } + } + + actor2 = value; + + if (actor2 != null) + { + actor2.OnAddedToSolver += Actor_OnAddedToSolver; + actor2.OnRemovedFromSolver += Actor_OnRemovedFromSolver; + + if (actor2.InSolver){ + Actor_OnAddedToSolver(actor2,new ObiActor.ObiActorSolverArgs(actor2.Solver)); + } + } + } + } + get{return actor2;} + } + + public int StitchCount{ + get{return stitches.Count;} + } + + public IEnumerable Stitches{ + get{return stitches.AsReadOnly();} + } + + public void OnEnable(){ + + if (actor1 != null){ + actor1.OnAddedToSolver += Actor_OnAddedToSolver; + actor1.OnRemovedFromSolver += Actor_OnRemovedFromSolver; + } + if (actor2 != null){ + actor2.OnAddedToSolver += Actor_OnAddedToSolver; + actor2.OnRemovedFromSolver += Actor_OnRemovedFromSolver; + } + + if (actor1 != null && actor2 != null) + Oni.EnableBatch(batch,true); + } + + public void OnDisable(){ + Oni.EnableBatch(batch,false); + } + + /** + * Adds a new stitch to the stitcher. Note that unlike calling Clear(), AddStitch does not automatically perform a + * PushDataToSolver(). You should manually call it once you're done adding multiple stitches. + * @param index of a particle in the first actor. + * @param index of a particle in the second actor. + * @return constrant index, that can be used to remove it with a call to RemoveStitch. + */ + public int AddStitch(int particle1, int particle2){ + stitches.Add(new Stitch(particle1, particle2)); + return stitches.Count-1; + } + + /** + * Removes. Note that unlike calling Clear(), AddStitch does not automatically perform a + * PushDataToSolver(). You should manually call it once you're done adding multiple stitches. + * @param constraint index. + */ + public void RemoveStitch(int index){ + if (index >= 0 && index < stitches.Count) + stitches.RemoveAt(index); + } + + public void Clear(){ + stitches.Clear(); + PushDataToSolver(ParticleData.NONE); + } + + void Actor_OnRemovedFromSolver (object sender, ObiActor.ObiActorSolverArgs e) + { + // when any actor is removed from solver, remove stitches. + this.RemoveFromSolver(null); + } + + void Actor_OnAddedToSolver (object sender, ObiActor.ObiActorSolverArgs e) + { + // when both actors are in the same solver, add stitches. + if (actor1.InSolver && actor2.InSolver){ + + if (actor1.Solver != actor2.Solver){ + Debug.LogError("ObiStitcher cannot handle actors in different solvers."); + return; + } + + this.AddToSolver(null); + } + } + + public bool AddToSolver(object info){ + + // create a constraint batch: + batch = Oni.CreateBatch((int)Oni.ConstraintType.Stitch,false); + Oni.AddBatch(actor1.Solver.OniSolver,batch,false); + + inSolver = true; + + // push current data to solver: + PushDataToSolver(ParticleData.NONE); + + // enable/disable the batch: + if (isActiveAndEnabled) + OnEnable(); + else + OnDisable(); + + return true; + + } + + public bool RemoveFromSolver(object info){ + + // remove the constraint batch from the solver + // (no need to destroy it as its destruction is managed by the solver) + Oni.RemoveBatch(actor1.Solver.OniSolver,batch); + + // important: set the batch pointer to null, as it could be destroyed by the solver. + batch = IntPtr.Zero; + + inSolver = false; + + return true; + } + + public void PushDataToSolver(ParticleData data = ParticleData.NONE){ + + if (!inSolver) + return; + + // set solver constraint data: + int[] solverIndices = new int[stitches.Count*2]; + float[] stiffnesses = new float[stitches.Count]; + + for (int i = 0; i < stitches.Count; i++) + { + solverIndices[i*2] = actor1.particleIndices[stitches[i].particleIndex1]; + solverIndices[i*2+1] = actor2.particleIndices[stitches[i].particleIndex2]; + stiffnesses[i] = 0; + } + + Oni.SetStitchConstraints(batch,solverIndices,stiffnesses,stitches.Count); + + // set active constraints: + int[] activeConstraints = new int[stitches.Count]; + for (int i = 0; i < stitches.Count; ++i) + activeConstraints[i] = i; + Oni.SetActiveConstraints(batch,activeConstraints,stitches.Count); + + } + + public void PullDataFromSolver(ParticleData data = ParticleData.NONE){ + } + +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs.meta b/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs.meta new file mode 100644 index 0000000..64a1aa9 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Actors/ObiStitcher.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: cdace116829344344988718be4fb70ab +timeCreated: 1489589304 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ec05a2c75bb4a4ce5a3a1baa76b4c8d5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes.meta b/String Theory/Assets/Obi/Scripts/Attributes.meta new file mode 100644 index 0000000..6222b7a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b8154151b8aa747e3870dae448f70d4b +folderAsset: yes +timeCreated: 1511453393 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs b/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs new file mode 100644 index 0000000..e8cecb0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs @@ -0,0 +1,45 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class ChildrenOnly : MultiPropertyAttribute + { + #if UNITY_EDITOR + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + + float height = 0; + SerializedProperty it = property; + int depth = it.depth; + it.NextVisible(true); + do + { + EditorGUI.PropertyField(new Rect(position.x,position.y+height,position.width,EditorGUIUtility.singleLineHeight),it,true); + height += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; + }while (it.NextVisible(false) && it.depth != depth); + + } + + internal override float? GetPropertyHeight(SerializedProperty property, GUIContent label) + { + + float height = -EditorGUIUtility.standardVerticalSpacing; + SerializedProperty it = property; + int depth = it.depth; + it.NextVisible(true); + do + { + height += EditorGUI.GetPropertyHeight(it, label) + EditorGUIUtility.standardVerticalSpacing; + }while (it.NextVisible(false) && it.depth != depth); + return height; + + } + #endif + } + +} diff --git a/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs.meta new file mode 100644 index 0000000..4217d03 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/ChildrenOnly.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 37995b0258e3041208a4b13bd6feb31c +timeCreated: 1511965883 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs b/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs new file mode 100644 index 0000000..113dfa1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs @@ -0,0 +1,26 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + #if UNITY_EDITOR + [System.AttributeUsage(System.AttributeTargets.Field)] + public class DisplayAs : MultiPropertyAttribute + { + string name; + public DisplayAs(string name) + { + this.name = name; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.PropertyField(position,property,new GUIContent(name),true); + } + } + #endif +} + diff --git a/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs.meta new file mode 100644 index 0000000..4d1363d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/DisplayAs.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dd2e6690a4e514f0b93596b416ea6e1a +timeCreated: 1515069828 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs b/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs new file mode 100644 index 0000000..6454939 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs @@ -0,0 +1,25 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class Indent : MultiPropertyAttribute + { + #if UNITY_EDITOR + internal override void OnPreGUI(Rect position, SerializedProperty property) + { + EditorGUI.indentLevel++; + } + internal override void OnPostGUI(Rect position, SerializedProperty property) + { + EditorGUI.indentLevel--; + } + #endif + } + +} + diff --git a/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs.meta new file mode 100644 index 0000000..ccaf4a2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/Indent.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a02d36b0684b3461fad08bed56e9798c +timeCreated: 1511529530 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs b/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs new file mode 100644 index 0000000..4a08288 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs @@ -0,0 +1,52 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using System.Reflection; + +[System.AttributeUsage(System.AttributeTargets.Field)] +public class InspectorButtonAttribute : PropertyAttribute +{ + public static float kDefaultButtonWidth = 80; + + public readonly string MethodName; + + private float _buttonWidth = kDefaultButtonWidth; + public float ButtonWidth + { + get { return _buttonWidth; } + set { _buttonWidth = value; } + } + + public InspectorButtonAttribute(string MethodName) + { + this.MethodName = MethodName; + } +} + +#if UNITY_EDITOR +[CustomPropertyDrawer(typeof(InspectorButtonAttribute))] +public class InspectorButtonPropertyDrawer : PropertyDrawer +{ + private MethodInfo _eventMethodInfo = null; + + public override void OnGUI(Rect position, SerializedProperty prop, GUIContent label) + { + InspectorButtonAttribute inspectorButtonAttribute = (InspectorButtonAttribute)attribute; + Rect buttonRect = new Rect(position.x + (position.width - inspectorButtonAttribute.ButtonWidth) * 0.5f, position.y, inspectorButtonAttribute.ButtonWidth, position.height); + if (GUI.Button(buttonRect, label.text)) + { + System.Type eventOwnerType = prop.serializedObject.targetObject.GetType(); + string eventName = inspectorButtonAttribute.MethodName; + + if (_eventMethodInfo == null) + _eventMethodInfo = eventOwnerType.GetMethod(eventName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); + + if (_eventMethodInfo != null) + _eventMethodInfo.Invoke(prop.serializedObject.targetObject, null); + else + Debug.LogWarning(string.Format("InspectorButton: Unable to find method {0} in {1}", eventName, eventOwnerType)); + } + } +} +#endif diff --git a/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs.meta new file mode 100644 index 0000000..cc768a2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/InspectorButtonAttribute.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: bada34fec41c44b4b90af1fe27ca7a95 +timeCreated: 1440029519 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs b/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs new file mode 100644 index 0000000..8942696 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs @@ -0,0 +1,29 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class MultiDelayed : MultiPropertyAttribute + { + #if UNITY_EDITOR + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + // Now draw the property as a Slider or an IntSlider based on whether it's a float or integer. + if (property.propertyType == SerializedPropertyType.Float) + EditorGUI.DelayedFloatField(position, property, label); + else if (property.propertyType == SerializedPropertyType.Integer) + EditorGUI.DelayedIntField(position, property, label); + else if (property.propertyType == SerializedPropertyType.String) + EditorGUI.DelayedTextField(position, property, label); + else + EditorGUI.LabelField(position, label.text, "Use MultiRange with float or int."); + } + #endif + } + +} + diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs.meta new file mode 100644 index 0000000..7c12818 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiDelayed.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 17d0e7e43f7f844aba84497d6385c920 +timeCreated: 1511969575 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs b/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs new file mode 100644 index 0000000..f1face3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs @@ -0,0 +1,96 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + [System.AttributeUsage(System.AttributeTargets.Field)] + public abstract class MultiPropertyAttribute : PropertyAttribute + { + #if UNITY_EDITOR + public IOrderedEnumerable stored = null; + + public virtual void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + EditorGUI.PropertyField(position,property,label); + } + + internal virtual void OnPreGUI(Rect position, SerializedProperty property){} + internal virtual void OnPostGUI(Rect position, SerializedProperty property){} + + internal virtual bool IsVisible(SerializedProperty property){return true;} + internal virtual float? GetPropertyHeight( SerializedProperty property, GUIContent label){return null;} + #endif + } + + #if UNITY_EDITOR + [CustomPropertyDrawer(typeof(MultiPropertyAttribute),true)] + public class MultiPropertyDrawer : PropertyDrawer + { + private MultiPropertyAttribute RetrieveAttributes() + { + MultiPropertyAttribute mAttribute = attribute as MultiPropertyAttribute; + + // Get the attribute list, sorted by "order". + if (mAttribute.stored == null) + { + mAttribute.stored = fieldInfo.GetCustomAttributes(typeof(MultiPropertyAttribute), false).OrderBy(s => ((PropertyAttribute)s).order); + } + + return mAttribute; + } + + public override float GetPropertyHeight(SerializedProperty property, GUIContent label) + { + MultiPropertyAttribute mAttribute = RetrieveAttributes(); + + // If the attribute is invisible, regain the standard vertical spacing. + foreach (MultiPropertyAttribute attr in mAttribute.stored) + if (!attr.IsVisible(property)) + return -EditorGUIUtility.standardVerticalSpacing; + + // In case no attribute returns a modified height, return the property's default one: + float height = base.GetPropertyHeight(property, label); + + // Check if any of the attributes wants to modify height: + foreach (object atr in mAttribute.stored) + { + if (atr as MultiPropertyAttribute != null) + { + var tempheight = ((MultiPropertyAttribute)atr).GetPropertyHeight(property, label); + if (tempheight.HasValue) + { + height = tempheight.Value; + break; + } + } + } + return height; + } + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + MultiPropertyAttribute mAttribute = RetrieveAttributes(); + + // Calls to IsVisible. If it returns false for any attribute, the property will not be rendered. + foreach (MultiPropertyAttribute attr in mAttribute.stored) + if (!attr.IsVisible(property)) return; + + // Calls to OnPreRender before the last attribute draws the UI. + foreach (MultiPropertyAttribute attr in mAttribute.stored) + attr.OnPreGUI(position,property); + + // The last attribute is in charge of actually drawing something: + ((MultiPropertyAttribute)mAttribute.stored.Last()).OnGUI(position,property,label); + + // Calls to OnPostRender after the last attribute draws the UI. These are called in inverse order. + foreach (MultiPropertyAttribute attr in mAttribute.stored.Reverse()) + attr.OnPostGUI(position,property); + } + } + #endif +} diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs.meta new file mode 100644 index 0000000..9bda2a2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiPropertyAttribute.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 71f4de68ec5de40edbf3e4f24c49ba18 +timeCreated: 1511952779 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs b/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs new file mode 100644 index 0000000..dfb5a4c --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs @@ -0,0 +1,34 @@ +using System; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class MultiRange : MultiPropertyAttribute + { + float min; + float max; + public MultiRange(float min, float max) + { + this.min = min; + this.max = max; + } + #if UNITY_EDITOR + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + // Now draw the property as a Slider or an IntSlider based on whether it's a float or integer. + if (property.propertyType == SerializedPropertyType.Float) + EditorGUI.Slider(position, property, min, max, label); + else if (property.propertyType == SerializedPropertyType.Integer) + EditorGUI.IntSlider(position, property, (int)min, (int)max, label); + else + EditorGUI.LabelField(position, label.text, "Use MultiRange with float or int."); + } + #endif + } + +} + diff --git a/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs.meta new file mode 100644 index 0000000..946d7f2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/MultiRange.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ab2178abf0a6343e19742febdd9784e3 +timeCreated: 1511954360 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs b/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs new file mode 100644 index 0000000..c476bfa --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs @@ -0,0 +1,120 @@ +using System; +using System.Reflection; +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + +namespace Obi{ + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class SerializeProperty : PropertyAttribute + { + public string PropertyName { get; private set; } + + public SerializeProperty(string propertyName) + { + PropertyName = propertyName; + } + } + + #if UNITY_EDITOR + [CustomPropertyDrawer(typeof(SerializeProperty))] + public class SerializePropertyAttributeDrawer : PropertyDrawer + { + private PropertyInfo propertyFieldInfo = null; + private object target = null; + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + if (target == null) + target = GetSource(property); + + // Find the property field using reflection, in order to get access to its getter/setter. + if (propertyFieldInfo == null) + propertyFieldInfo = target.GetType().GetProperty(((SerializeProperty)attribute).PropertyName, + BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic); + + if (propertyFieldInfo != null){ + + // Retrieve the value using the property getter: + object value = propertyFieldInfo.GetValue(target,null); + + // Draw the property: + EditorGUI.BeginProperty(position,label,property); + EditorGUI.BeginChangeCheck(); + value = DrawProperty(position,property.propertyType,propertyFieldInfo.PropertyType,value,label); + + // If any changes were detected, call the property setter: + if (EditorGUI.EndChangeCheck() && propertyFieldInfo != null){ + + // Record object state for undo: + Undo.RecordObject(property.serializedObject.targetObject, "Inspector"); + + // Call property setter: + propertyFieldInfo.SetValue(target,value,null); + } + EditorGUI.EndProperty(); + + }else{ + EditorGUI.LabelField(position,"Error: could not retrieve property."); + } + } + + private object GetSource(SerializedProperty property){ + + object target = property.serializedObject.targetObject; + string[] data = property.propertyPath.Split('.'); + + if (data.Length == 1) + return target; + else{ + for (int i = 0; i < data.Length-1;++i){ + target = target.GetType().GetField(data[i]).GetValue(target); + } + } + + return target; + } + + private object DrawProperty(Rect position, SerializedPropertyType propertyType, Type type, object value, GUIContent label) + { + switch (propertyType) { + case SerializedPropertyType.Integer: + return EditorGUI.IntField(position,label,(int)value); + case SerializedPropertyType.Boolean: + return EditorGUI.Toggle(position,label,(bool)value); + case SerializedPropertyType.Float: + return EditorGUI.FloatField(position,label,(float)value); + case SerializedPropertyType.String: + return EditorGUI.TextField(position,label,(string)value); + case SerializedPropertyType.Color: + return EditorGUI.ColorField(position,label,(Color)value); + case SerializedPropertyType.ObjectReference: + return EditorGUI.ObjectField(position,label,(UnityEngine.Object)value,type,true); + case SerializedPropertyType.ExposedReference: + return EditorGUI.ObjectField(position,label,(UnityEngine.Object)value,type,true); + case SerializedPropertyType.LayerMask: + return EditorGUI.LayerField(position,label,(int)value); + case SerializedPropertyType.Enum: + return EditorGUI.EnumPopup(position,label,(Enum)value); + case SerializedPropertyType.Vector2: + return EditorGUI.Vector2Field(position,label,(Vector2)value); + case SerializedPropertyType.Vector3: + return EditorGUI.Vector3Field(position,label,(Vector3)value); + case SerializedPropertyType.Vector4: + return EditorGUI.Vector4Field(position,label,(Vector4)value); + case SerializedPropertyType.Rect: + return EditorGUI.RectField(position,label,(Rect)value); + case SerializedPropertyType.AnimationCurve: + return EditorGUI.CurveField(position,label,(AnimationCurve)value); + case SerializedPropertyType.Bounds: + return EditorGUI.BoundsField(position,label,(Bounds)value); + default: + throw new NotImplementedException("Unimplemented propertyType "+propertyType+"."); + } + } + + } + #endif +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs.meta new file mode 100644 index 0000000..ce59fb0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/SerializeProperty.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9b22b3eff389444b1b4ab3bc2d6402b6 +timeCreated: 1511456560 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs b/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs new file mode 100644 index 0000000..1d0244b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs @@ -0,0 +1,56 @@ +using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif +using System.Reflection; + +namespace Obi{ + + [System.AttributeUsage(System.AttributeTargets.Field)] + public class VisibleIf : MultiPropertyAttribute + { + public string MethodName { get; private set; } + public bool Negate {get; private set;} + + private MethodInfo eventMethodInfo = null; + private FieldInfo fieldInfo = null; + + public VisibleIf(string methodName, bool negate = false) + { + this.MethodName = methodName; + this.Negate = negate; + } + + #if UNITY_EDITOR + internal override bool IsVisible(SerializedProperty property) + { + return Visibility(property) == !Negate; + } + + private bool Visibility(SerializedProperty property) + { + System.Type eventOwnerType = property.serializedObject.targetObject.GetType(); + string eventName = MethodName; + + // Try finding a method with the name provided: + if (eventMethodInfo == null) + eventMethodInfo = eventOwnerType.GetMethod(eventName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); + + // If we could not find a method with that name, look for a field: + if (eventMethodInfo == null && fieldInfo == null) + fieldInfo = eventOwnerType.GetField(eventName, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public | BindingFlags.NonPublic); + + if (eventMethodInfo != null) + return (bool)eventMethodInfo.Invoke(property.serializedObject.targetObject, null); + else if (fieldInfo != null) + return (bool)fieldInfo.GetValue(property.serializedObject.targetObject); + else + Debug.LogWarning(string.Format("VisibleIf: Unable to find method or field {0} in {1}", eventName, eventOwnerType)); + + return true; + } + #endif + } + + +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs.meta b/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs.meta new file mode 100644 index 0000000..c89b2e1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Attributes/VisibleIf.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e52da649989a94da8b1a5d1e1fe5ff8a +timeCreated: 1511456085 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions.meta b/String Theory/Assets/Obi/Scripts/Collisions.meta new file mode 100644 index 0000000..f69d809 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0507b097be2324070b9912008b71a4a8 +folderAsset: yes +timeCreated: 1448942565 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers.meta new file mode 100644 index 0000000..8f55bd3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 16e8693eb314d42888bd5a08daebe03a +folderAsset: yes +timeCreated: 1501157275 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D.meta new file mode 100644 index 0000000..98f5ed0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: e56c9feb62e6b4f9ea6517ebb106419b +folderAsset: yes +timeCreated: 1503483313 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs new file mode 100644 index 0000000..1e715ad --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiBoxShapeTracker2D : ObiShapeTracker + { + private Vector2 size; + private Vector2 center; + + public ObiBoxShapeTracker2D(BoxCollider2D collider){ + this.collider = collider; + adaptor.is2D = true; + oniShape = Oni.CreateShape(Oni.ShapeType.Box); + } + + public override bool UpdateIfNeeded (){ + + BoxCollider2D box = collider as BoxCollider2D; + + if (box != null && (box.size != size || box.offset != center)){ + size = box.size; + center = box.offset; + adaptor.Set(center, size); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs.meta new file mode 100644 index 0000000..90d91f6 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiBoxShapeTracker2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e3701e56c1528404daa61e704345b750 +timeCreated: 1501960568 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs new file mode 100644 index 0000000..bdaf18e --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs @@ -0,0 +1,42 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiCapsuleShapeTracker2D : ObiShapeTracker + { + private CapsuleDirection2D direction; + private Vector2 size; + private Vector2 center; + + public ObiCapsuleShapeTracker2D(CapsuleCollider2D collider){ + this.collider = collider; + adaptor.is2D = true; + oniShape = Oni.CreateShape(Oni.ShapeType.Capsule); + } + + public override bool UpdateIfNeeded (){ + + CapsuleCollider2D capsule = collider as CapsuleCollider2D; + + if (capsule != null && (capsule.size != size || + capsule.direction != direction || + capsule.offset != center)){ + size = capsule.size; + direction = capsule.direction; + center = capsule.offset; + + adaptor.Set(center, + (capsule.direction == CapsuleDirection2D.Horizontal ? size.y : size.x)*0.5f, + Mathf.Max(size.x,size.y), + capsule.direction == CapsuleDirection2D.Horizontal ? 0 : 1); + + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs.meta new file mode 100644 index 0000000..9e50057 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCapsuleShapeTracker2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fe1cd08d83cfe4785b8d5bb8e0bd3dd9 +timeCreated: 1501961541 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs new file mode 100644 index 0000000..7bcee09 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiCircleShapeTracker2D : ObiShapeTracker + { + private float radius; + private Vector2 center; + + public ObiCircleShapeTracker2D(CircleCollider2D collider){ + this.collider = collider; + adaptor.is2D = true; + oniShape = Oni.CreateShape(Oni.ShapeType.Sphere); + } + + public override bool UpdateIfNeeded (){ + + CircleCollider2D sphere = collider as CircleCollider2D; + + if (sphere != null && (sphere.radius != radius || sphere.offset != center)){ + radius = sphere.radius; + center = sphere.offset; + adaptor.Set(center, radius); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs.meta new file mode 100644 index 0000000..e2c7b7f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiCircleShapeTracker2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4290734bafa8c46d8862202365a9f83b +timeCreated: 1501960324 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs new file mode 100644 index 0000000..98560e0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs @@ -0,0 +1,76 @@ +using System; +using UnityEngine; +using System.Runtime.InteropServices; + +namespace Obi{ + + public class ObiEdgeShapeTracker2D : ObiShapeTracker + { + private int pointCount; + private GCHandle pointsHandle; + private GCHandle indicesHandle; + private bool edgeDataHasChanged = false; + + public ObiEdgeShapeTracker2D(EdgeCollider2D collider){ + + this.collider = collider; + adaptor.is2D = true; + oniShape = Oni.CreateShape(Oni.ShapeType.EdgeMesh); + + UpdateEdgeData(); + } + + public void UpdateEdgeData(){ + + EdgeCollider2D edge = collider as EdgeCollider2D; + + if (edge != null){ + + Vector3[] vertices = new Vector3[edge.pointCount]; + int[] indices = new int[edge.edgeCount*2]; + + Vector2[] points = edge.points; + for (int i = 0; i < edge.pointCount; ++i){ + vertices[i] = points[i]; + } + + for (int i = 0; i < edge.edgeCount; ++i){ + indices[i*2] = i; + indices[i*2+1] = i+1; + } + + Oni.UnpinMemory(pointsHandle); + Oni.UnpinMemory(indicesHandle); + + pointsHandle = Oni.PinMemory(vertices); + indicesHandle = Oni.PinMemory(indices); + + edgeDataHasChanged = true; + } + } + + public override bool UpdateIfNeeded (){ + + EdgeCollider2D edge = collider as EdgeCollider2D; + + if (edge != null && (edge.pointCount != pointCount || + edgeDataHasChanged)){ + + pointCount = edge.pointCount; + edgeDataHasChanged = false; + adaptor.Set(pointsHandle.AddrOfPinnedObject(),indicesHandle.AddrOfPinnedObject(),edge.pointCount,edge.edgeCount*2); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + public override void Destroy(){ + base.Destroy(); + + Oni.UnpinMemory(pointsHandle); + Oni.UnpinMemory(indicesHandle); + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs.meta new file mode 100644 index 0000000..07524ca --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers2D/ObiEdgeShapeTracker2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2d2b0912e5ba74985bb209d365e52f4b +timeCreated: 1502808634 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D.meta new file mode 100644 index 0000000..859897c --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3eba36295266249e08782d3327db66cd +folderAsset: yes +timeCreated: 1503483325 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs new file mode 100644 index 0000000..eea3208 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiBoxShapeTracker : ObiShapeTracker + { + private Vector3 size; + private Vector3 center; + + public ObiBoxShapeTracker(BoxCollider collider){ + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.Box); + } + + public override bool UpdateIfNeeded (){ + + BoxCollider box = collider as BoxCollider; + + if (box != null && (box.size != size || box.center != center)){ + size = box.size; + center = box.center; + adaptor.Set(center, size); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs.meta new file mode 100644 index 0000000..9e3ef16 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiBoxShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7f9acb590fcdd47838d4e1929e463712 +timeCreated: 1501960568 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs new file mode 100644 index 0000000..7d1eeda --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs @@ -0,0 +1,60 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiCapsuleShapeTracker : ObiShapeTracker + { + private int direction; + private float radius; + private float height; + private Vector3 center; + + public ObiCapsuleShapeTracker(CapsuleCollider collider){ + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.Capsule); + } + + public ObiCapsuleShapeTracker(CharacterController collider){ + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.Capsule); + } + + public override bool UpdateIfNeeded (){ + + CapsuleCollider capsule = collider as CapsuleCollider; + + if (capsule != null && (capsule.radius != radius || + capsule.height != height || + capsule.direction != direction || + capsule.center != center)){ + radius = capsule.radius; + height = capsule.height; + direction = capsule.direction; + center = capsule.center; + adaptor.Set(center, radius, height, direction); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + + CharacterController character = collider as CharacterController; + + if (character != null && (character.radius != radius || + character.height != height || + character.center != center)){ + radius = character.radius; + height = character.height; + center = character.center; + adaptor.Set(center, radius, height, 1); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs.meta new file mode 100644 index 0000000..488258d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiCapsuleShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ab81f697ad33c47c0b487129c7ef1761 +timeCreated: 1501961541 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs new file mode 100644 index 0000000..61f9e0f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs @@ -0,0 +1,33 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; + +namespace Obi{ + + public class ObiDistanceFieldShapeTracker : ObiShapeTracker + { + public ObiDistanceField distanceField; + + private bool fieldDataHasChanged = false; + + public ObiDistanceFieldShapeTracker(ObiDistanceField distanceField){ + this.distanceField = distanceField; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.SignedDistanceField); + fieldDataHasChanged = true; + } + + public override bool UpdateIfNeeded (){ + + if (distanceField != null && distanceField.Initialized && fieldDataHasChanged){ + Oni.SetShapeDistanceField(oniShape,distanceField.OniDistanceField); + fieldDataHasChanged = false; + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs.meta new file mode 100644 index 0000000..71b25fc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiDistanceFieldShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b9b443b752c21400ca6cfc151526f107 +timeCreated: 1504879085 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs new file mode 100644 index 0000000..a1f621b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs @@ -0,0 +1,132 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using System.Runtime.InteropServices; + +namespace Obi{ + + public class ObiMeshShapeTracker : ObiShapeTracker + { + private class MeshDataHandles{ + + private int refCount = 1; + private GCHandle verticesHandle; + private GCHandle indicesHandle; + + public int RefCount{ + get{return refCount;} + } + + public IntPtr VerticesAddress{ + get{return verticesHandle.AddrOfPinnedObject();} + } + + public IntPtr IndicesAddress{ + get{return indicesHandle.AddrOfPinnedObject();} + } + + public void FromMesh(Mesh mesh){ + Oni.UnpinMemory(verticesHandle); + Oni.UnpinMemory(indicesHandle); + verticesHandle = Oni.PinMemory(mesh.vertices); + indicesHandle = Oni.PinMemory(mesh.triangles); + } + + public void Ref(){ + refCount++; + } + + public void Unref(){ + refCount--; + if (refCount <= 0){ + refCount = 0; + Oni.UnpinMemory(verticesHandle); + Oni.UnpinMemory(indicesHandle); + } + } + } + + private static Dictionary meshDataCache = new Dictionary(); + private bool meshDataHasChanged = false; + private MeshDataHandles handles; + + public ObiMeshShapeTracker(MeshCollider collider){ + + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.TriangleMesh); + + UpdateMeshData(); + + } + + /** + * Updates mesh data, in case the collider mesh had its vertices modified, or is an entirely different mesh. + */ + public void UpdateMeshData(){ + + MeshCollider meshCollider = collider as MeshCollider; + + if (meshCollider != null){ + + Mesh mesh = meshCollider.sharedMesh; + + // Decrease reference count of current handles: + if (handles != null) + handles.Unref(); + + MeshDataHandles newHandles; + + // if handles do not exist for this mesh, create them: + if (!meshDataCache.TryGetValue(mesh,out newHandles)){ + handles = new MeshDataHandles(); + meshDataCache[mesh] = handles; + } + // if the handles already exist, increase their reference count and set them as the current handles. + else{ + newHandles.Ref(); + handles = newHandles; + } + + // Update handles from mesh: + handles.FromMesh(meshCollider.sharedMesh); + + meshDataHasChanged = true; + } + } + + public override bool UpdateIfNeeded (){ + + MeshCollider meshCollider = collider as MeshCollider; + + if (meshCollider != null){ + + Mesh mesh = meshCollider.sharedMesh; + + if (mesh != null && meshDataHasChanged){ + meshDataHasChanged = false; + adaptor.Set(handles.VerticesAddress,handles.IndicesAddress,mesh.vertexCount,mesh.triangles.Length); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + } + return false; + } + + public override void Destroy(){ + base.Destroy(); + + MeshCollider meshCollider = collider as MeshCollider; + + if (meshCollider != null && handles != null){ + + handles.Unref(); // Decrease handles refcount. + + if (handles.RefCount <= 0) + meshDataCache.Remove(meshCollider.sharedMesh); + + } + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs.meta new file mode 100644 index 0000000..f7911fb --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiMeshShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c955001531e3444fd9615a5272954dea +timeCreated: 1502875710 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs new file mode 100644 index 0000000..d72d781 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs @@ -0,0 +1,27 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public abstract class ObiShapeTracker + { + protected Component collider; + protected Oni.Shape adaptor = new Oni.Shape(); + protected IntPtr oniShape = IntPtr.Zero; + + public IntPtr OniShape { + get{return oniShape;} + } + + public virtual void Destroy(){ + Oni.DestroyShape(oniShape); + oniShape = IntPtr.Zero; + } + + public abstract bool UpdateIfNeeded (); + + } + +} + + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs.meta new file mode 100644 index 0000000..749c718 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5f455a735ac894ee7bddecd2b5a64ca8 +timeCreated: 1501960324 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs new file mode 100644 index 0000000..25fc87b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace Obi{ + + public class ObiSphereShapeTracker : ObiShapeTracker + { + private float radius; + private Vector3 center; + + public ObiSphereShapeTracker(SphereCollider collider){ + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.Sphere); + } + + public override bool UpdateIfNeeded (){ + + SphereCollider sphere = collider as SphereCollider; + + if (sphere != null && (sphere.radius != radius || sphere.center != center)){ + radius = sphere.radius; + center = sphere.center; + adaptor.Set(center, radius); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + return false; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs.meta new file mode 100644 index 0000000..9468536 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiSphereShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 221c651500acc4cbfa30ed329aebb822 +timeCreated: 1501960324 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs new file mode 100644 index 0000000..c142fbd --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs @@ -0,0 +1,79 @@ +using System; +using UnityEngine; +using System.Runtime.InteropServices; + +namespace Obi{ + + public class ObiTerrainShapeTracker : ObiShapeTracker + { + private Vector3 size; + private int resolutionU; + private int resolutionV; + private GCHandle dataHandle; + private bool heightmapDataHasChanged = false; + + public ObiTerrainShapeTracker(TerrainCollider collider){ + + this.collider = collider; + adaptor.is2D = false; + oniShape = Oni.CreateShape(Oni.ShapeType.Heightmap); + + UpdateHeightData(); + } + + public void UpdateHeightData(){ + + TerrainCollider terrain = collider as TerrainCollider; + + if (terrain != null){ + + TerrainData data = terrain.terrainData; + + float[,] heights = data.GetHeights(0,0,data.heightmapWidth,data.heightmapHeight); + + float[] buffer = new float[data.heightmapWidth * data.heightmapHeight]; + for (int y = 0; y < data.heightmapHeight; ++y) + for (int x = 0; x < data.heightmapWidth; ++x) + buffer[y*data.heightmapWidth+x] = heights[y,x]; + + Oni.UnpinMemory(dataHandle); + + dataHandle = Oni.PinMemory(buffer); + + heightmapDataHasChanged = true; + } + } + + public override bool UpdateIfNeeded (){ + + TerrainCollider terrain = collider as TerrainCollider; + + if (terrain != null){ + + TerrainData data = terrain.terrainData; + + if (data != null && (data.size != size || + data.heightmapWidth != resolutionU || + data.heightmapHeight != resolutionV || + heightmapDataHasChanged)){ + + size = data.size; + resolutionU = data.heightmapWidth; + resolutionV = data.heightmapHeight; + heightmapDataHasChanged = false; + adaptor.Set(size,resolutionU,resolutionV,dataHandle.AddrOfPinnedObject()); + Oni.UpdateShape(oniShape,ref adaptor); + return true; + } + } + return false; + } + + public override void Destroy(){ + base.Destroy(); + + Oni.UnpinMemory(dataHandle); + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs.meta new file mode 100644 index 0000000..21b385e --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ColliderTrackers/Trackers3D/ObiTerrainShapeTracker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 601187ba897f54e20b787637df64e96b +timeCreated: 1502808634 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs new file mode 100644 index 0000000..d61c938 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs @@ -0,0 +1,116 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Add this component to any Collider that you want to be considered by Obi. + */ + [ExecuteInEditMode] + [RequireComponent(typeof(Collider))] + public class ObiCollider : ObiColliderBase + { + + [SerializeProperty("SourceCollider")] + [SerializeField] private Collider sourceCollider; + + public Collider SourceCollider{ + set{ + if (value != null && value.gameObject != this.gameObject){ + Debug.LogError("The Collider component must reside in the same GameObject as ObiCollider."); + return; + } + + sourceCollider = value; + RemoveCollider(); + AddCollider(); + + } + get{return sourceCollider;} + } + + [SerializeProperty("UseDistanceFields")] + [SerializeField] private bool useDistanceFields = false; + + public bool UseDistanceFields{ + set{ + if (useDistanceFields != value){ + + useDistanceFields = value; + CreateTracker(); + + } + } + get{return useDistanceFields;} + } + + [Indent] + [VisibleIf("useDistanceFields")] + public ObiDistanceField distanceField; /**< Distance field used by this collider.*/ + + /** + * Creates an OniColliderTracker of the appropiate type. + */ + protected override void CreateTracker(){ + + if (useDistanceFields) + tracker = new ObiDistanceFieldShapeTracker(distanceField); + else{ + + if (sourceCollider is SphereCollider) + tracker = new ObiSphereShapeTracker((SphereCollider)sourceCollider); + else if (sourceCollider is BoxCollider) + tracker = new ObiBoxShapeTracker((BoxCollider)sourceCollider); + else if (sourceCollider is CapsuleCollider) + tracker = new ObiCapsuleShapeTracker((CapsuleCollider)sourceCollider); + else if (sourceCollider is CharacterController) + tracker = new ObiCapsuleShapeTracker((CharacterController)sourceCollider); + else if (sourceCollider is TerrainCollider) + tracker = new ObiTerrainShapeTracker((TerrainCollider)sourceCollider); + else if (sourceCollider is MeshCollider){ + tracker = new ObiMeshShapeTracker((MeshCollider)sourceCollider); + }else + Debug.LogWarning("Collider type not supported by Obi."); + + } + + } + + /*public void OnDrawGizmos() + { + if (tracker is ObiDistanceFieldShapeTracker) + { + if (tracker.OniShape != IntPtr.Zero && ((ObiDistanceFieldShapeTracker)tracker).distanceField != null){ + + Gizmos.matrix = transform.localToWorldMatrix; + ((ObiDistanceFieldShapeTracker)tracker).distanceField.Visualize(); + } + } + }*/ + + protected override Component GetUnityCollider(ref bool enabled){ + + if (sourceCollider != null) + enabled = sourceCollider.enabled; + + return sourceCollider; + } + + protected override void UpdateAdaptor(){ + adaptor.Set(sourceCollider, Phase, Thickness); + Oni.UpdateCollider(oniCollider,ref adaptor); + } + + private void Awake(){ + + if (SourceCollider == null) + SourceCollider = GetComponent(); + else + AddCollider(); + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs.meta new file mode 100644 index 0000000..3269d8f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6757b231cedd544c583ef8aeaf773b2a +timeCreated: 1502054791 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 450 + icon: {fileID: 2800000, guid: 6da22d6bce08a4f3d86542bb903de689, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs new file mode 100644 index 0000000..170c267 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs @@ -0,0 +1,72 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Add this component to any Collider that you want to be considered by Obi. + */ + [ExecuteInEditMode] + [RequireComponent(typeof(Collider2D))] + public class ObiCollider2D : ObiColliderBase + { + [SerializeProperty("SourceCollider")] + [SerializeField] private Collider2D sourceCollider; + + public Collider2D SourceCollider{ + set{ + if (value.gameObject != this.gameObject){ + Debug.LogError("The Collider component must reside in the same GameObject as ObiCollider."); + }else{ + sourceCollider = value; + RemoveCollider(); + AddCollider(); + } + } + get{return sourceCollider;} + } + + /** + * Creates an OniColliderTracker of the appropiate type. + */ + protected override void CreateTracker(){ + + if (sourceCollider is CircleCollider2D) + tracker = new ObiCircleShapeTracker2D((CircleCollider2D)sourceCollider); + else if (sourceCollider is BoxCollider2D) + tracker = new ObiBoxShapeTracker2D((BoxCollider2D)sourceCollider); + else if (sourceCollider is CapsuleCollider2D) + tracker = new ObiCapsuleShapeTracker2D((CapsuleCollider2D)sourceCollider); + else if (sourceCollider is EdgeCollider2D) + tracker = new ObiEdgeShapeTracker2D((EdgeCollider2D)sourceCollider); + else + Debug.LogWarning("Collider2D type not supported by Obi."); + + } + + protected override Component GetUnityCollider(ref bool enabled){ + + if (sourceCollider != null) + enabled = sourceCollider.enabled; + + return sourceCollider; + } + + protected override void UpdateAdaptor(){ + adaptor.Set(sourceCollider, Phase, Thickness); + Oni.UpdateCollider(oniCollider,ref adaptor); + } + + private void Awake(){ + + if (SourceCollider == null) + SourceCollider = GetComponent(); + else + AddCollider(); + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs.meta new file mode 100644 index 0000000..06928c2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollider2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 7f6a9934a1a0f44e89ccbb25355461bb +timeCreated: 1503509235 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: e7185d0557058412db2fc499de3a0739, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs new file mode 100644 index 0000000..807c4b7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs @@ -0,0 +1,241 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Implements common functionality for ObiCollider and ObiCollider2D. + */ + public abstract class ObiColliderBase : MonoBehaviour + { + public static Dictionary idToCollider = new Dictionary(); /**< holds pairs of . + Contacts returned by Obi will provide the instance ID of the + collider involved in the collision, use it to index this dictionary + and find the actual object.*/ + + [SerializeProperty("CollisionMaterial")] + [SerializeField] private ObiCollisionMaterial material; + + [SerializeProperty("Phase")] + [SerializeField] private int phase = 0; + + [SerializeProperty("Thickness")] + [SerializeField] private float thickness = 0; + + public ObiCollisionMaterial CollisionMaterial{ + set{ + material = value; + UpdateMaterial(); + } + get{return material;} + } + + public int Phase{ + set{ + if (phase != value){ + phase = value; + dirty = true; + } + } + get{return phase;} + } + + public float Thickness{ + set{ + if (thickness != value){ + thickness = value; + dirty = true; + } + } + get{return thickness;} + } + + public IntPtr OniCollider{ + get{return oniCollider;} + } + + protected IntPtr oniCollider = IntPtr.Zero; + protected ObiRigidbodyBase obiRigidbody; + protected bool wasUnityColliderEnabled = true; + protected bool dirty = false; + + protected ObiShapeTracker tracker; /**< tracker object used to determine when to update the collider's shape*/ + protected Oni.Collider adaptor = new Oni.Collider(); /**< adaptor struct used to transfer collider data to the library.*/ + + /** + * Creates an OniColliderTracker of the appropiate type. + */ + protected abstract void CreateTracker(); + + protected abstract Component GetUnityCollider(ref bool enabled); + + protected abstract void UpdateAdaptor(); + + protected void CreateRigidbody(){ + + obiRigidbody = null; + + // find the first rigidbody up our hierarchy: + Rigidbody rb = GetComponentInParent(); + Rigidbody2D rb2D = GetComponentInParent(); + + // if we have an rigidbody above us, see if it has a ObiRigidbody component and add one if it doesn't: + if (rb != null){ + + obiRigidbody = rb.GetComponent(); + + if (obiRigidbody == null) + obiRigidbody = rb.gameObject.AddComponent(); + + Oni.SetColliderRigidbody(oniCollider,obiRigidbody.OniRigidbody); + + }else if (rb2D != null){ + + obiRigidbody = rb2D.GetComponent(); + + if (obiRigidbody == null) + obiRigidbody = rb2D.gameObject.AddComponent(); + + Oni.SetColliderRigidbody(oniCollider,obiRigidbody.OniRigidbody); + + }else{ + Oni.SetColliderRigidbody(oniCollider,IntPtr.Zero); + } + + } + + private void UpdateMaterial(){ + if (material != null) + Oni.SetColliderMaterial(oniCollider,material.OniCollisionMaterial); + else + Oni.SetColliderMaterial(oniCollider,IntPtr.Zero); + } + + private void OnTransformParentChanged(){ + CreateRigidbody(); + } + + protected void AddCollider(){ + + Component unityCollider = GetUnityCollider(ref wasUnityColliderEnabled); + + if (unityCollider != null){ + + // register the collider: + idToCollider[unityCollider.GetInstanceID()] = unityCollider; + + CreateTracker(); + oniCollider = Oni.CreateCollider(); + + if (tracker != null) + Oni.SetColliderShape(oniCollider,tracker.OniShape); + + // Send initial collider data: + UpdateAdaptor(); + + // Update collider material: + UpdateMaterial(); + + // Create rigidbody if necessary, and link ourselves to it: + CreateRigidbody(); + + // Subscribe collider callback: + ObiSolver.OnUpdateColliders += UpdateIfNeeded; + ObiSolver.OnAfterUpdateColliders += ResetTransformChanges; + + } + } + + protected void RemoveCollider(){ + + // Unregister collider: + Component unityCollider = GetUnityCollider(ref wasUnityColliderEnabled); + if (unityCollider != null){ + idToCollider.Remove(unityCollider.GetInstanceID()); + } + + // Unsubscribe collider callback: + ObiSolver.OnUpdateColliders -= UpdateIfNeeded; + ObiSolver.OnAfterUpdateColliders -= ResetTransformChanges; + + // Remove and destroy collider: + Oni.RemoveCollider(oniCollider); + Oni.DestroyCollider(oniCollider); + oniCollider = IntPtr.Zero; + + // Destroy shape tracker: + if (tracker != null){ + tracker.Destroy(); + tracker = null; + } + } + + /** + * Check if the collider transform or its shape have changed any relevant property, and update their Oni counterparts. + */ + private void UpdateIfNeeded(object sender, EventArgs e){ + + bool unityColliderEnabled = false; + Component unityCollider = GetUnityCollider(ref unityColliderEnabled); + + if (unityCollider != null){ + + // update the collider: + if ((tracker != null && tracker.UpdateIfNeeded()) || + transform.hasChanged || + dirty || + unityColliderEnabled != wasUnityColliderEnabled){ + + dirty = false; + wasUnityColliderEnabled = unityColliderEnabled; + + // remove the collider from all solver's spatial partitioning grid: + Oni.RemoveCollider(oniCollider); + + // update the collider: + UpdateAdaptor(); + + // re-add the collider to all solver's spatial partitioning grid: + if (unityColliderEnabled){ + Oni.AddCollider(oniCollider); + } + + } + } + // If the unity collider is null but its Oni counterpart isn't, the unity collider has been destroyed. + else if (oniCollider != IntPtr.Zero){ + RemoveCollider(); + } + + } + + private void ResetTransformChanges(object sender, EventArgs e){ + transform.hasChanged = false; + } + + private void OnDestroy(){ + + // Always cleanup before leaving: + RemoveCollider(); + + } + + private void OnEnable(){ + + // Add collider to current solvers: + Oni.AddCollider(oniCollider); + + } + + private void OnDisable(){ + + // Remove collider from current solvers: + Oni.RemoveCollider(oniCollider); + + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs.meta new file mode 100644 index 0000000..7bc649a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiColliderBase.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5a055da07c6fe4debad9680a4b251f7a +timeCreated: 1503477796 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs new file mode 100644 index 0000000..2bf6687 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs @@ -0,0 +1,47 @@ +using UnityEngine; +using System; +using System.Collections; + +namespace Obi{ + +/** + * Holds information about the physics properties of a particle or collider, and how it should react to collisions. + */ +public class ObiCollisionMaterial : ScriptableObject +{ + private IntPtr oniCollisionMaterial = IntPtr.Zero; + Oni.CollisionMaterial adaptor = new Oni.CollisionMaterial(); + + public float friction; + public float stickiness; + public float stickDistance; + + public Oni.MaterialCombineMode frictionCombine; + public Oni.MaterialCombineMode stickinessCombine; + + public IntPtr OniCollisionMaterial{ + get{return oniCollisionMaterial;} + } + + public void OnEnable(){ + oniCollisionMaterial = Oni.CreateCollisionMaterial(); + OnValidate(); + } + + public void OnDisable(){ + Oni.DestroyCollisionMaterial(oniCollisionMaterial); + oniCollisionMaterial = IntPtr.Zero; + } + + public void OnValidate() + { + adaptor.friction = friction; + adaptor.stickiness = stickiness; + adaptor.stickDistance = stickDistance; + adaptor.frictionCombine = frictionCombine; + adaptor.stickinessCombine = stickinessCombine; + + Oni.UpdateCollisionMaterial(oniCollisionMaterial,ref adaptor); + } +} +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs.meta new file mode 100644 index 0000000..bf25cb7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiCollisionMaterial.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5b9c84cdb747944209b1c8753933c5db +timeCreated: 1483360014 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: e101664ae1c454916896aaaa3199221c, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs new file mode 100644 index 0000000..9b5c1fb --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs @@ -0,0 +1,173 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + [ExecuteInEditMode] + public class ObiDistanceField : ScriptableObject + { + [SerializeProperty("InputMesh")] + [SerializeField] private Mesh input = null; + + [HideInInspector][SerializeField] private float minNodeSize = 0; + [HideInInspector][SerializeField] private Bounds bounds = new Bounds(); + [HideInInspector] public Oni.DFNode[] nodes; /**< list of distance field nodes*/ + + [Range(0.00001f,0.1f)] + public float maxError = 0.01f; + + [Range(1, 8)] + public int maxDepth = 5; + + IntPtr oniDistanceField; + + public bool Initialized{ + get{return nodes != null;} + } + + public IntPtr OniDistanceField { + get{return oniDistanceField;} + } + + public Bounds FieldBounds { + get{return bounds;} + } + + public float EffectiveSampleSize { + get{return minNodeSize;} + } + + public Mesh InputMesh{ + set{ + if (value != input){ + Reset(); + input = value; + } + } + get{return input;} + } + + public void OnEnable(){ + + oniDistanceField = Oni.CreateDistanceField(); + + // Check integrity after serialization, (re?) initialize if there's data missing. + if (nodes != null){ + Oni.SetDistanceFieldNodes(oniDistanceField,nodes,nodes.Length); + } + } + + public void OnDisable(){ + Oni.DestroyDistanceField(oniDistanceField); + } + + public void Reset(){ + nodes = null; + if (input != null) + bounds = input.bounds; + } + + public IEnumerator Generate(){ + + Reset(); + + if (input == null) + yield break; + + // build distance field: + int[] tris = input.triangles; + Vector3[] verts = input.vertices; + Oni.StartBuildingDistanceField(oniDistanceField,maxError,maxDepth,verts,tris,verts.Length,tris.Length/3); + + int i = 0; + bool done = false; + while (!done){ + + for (int j = 0; j < 16; ++j) + done |= Oni.ContinueBuildingDistanceField(oniDistanceField); + + i += 16; + yield return new CoroutineJob.ProgressInfo("Processed nodes: "+i,1); + } + + // retrieve nodes: + int count = Oni.GetDistanceFieldNodeCount(oniDistanceField); + nodes = new Oni.DFNode[count]; + Oni.GetDistanceFieldNodes(oniDistanceField,nodes); + + // calculate min node size; + minNodeSize = float.PositiveInfinity; + for (int j = 0; j < nodes.Length; ++j) + minNodeSize = Mathf.Min(minNodeSize, nodes[j].center[3] * 2); + + // get bounds: + float max = Mathf.Max(bounds.size[0],Mathf.Max(bounds.size[1],bounds.size[2]))+0.2f; + bounds.size = new Vector3(max,max,max); + } + + /** + * Return a volume texture containing a representation of this distance field. + */ + public Texture3D GetVolumeTexture(int size){ + + if (!Initialized) + return null; + + // upper bound of the distance from any point inside the bounds to the surface. + float maxDist = Mathf.Max(bounds.size.x,bounds.size.y,bounds.size.z); + + float spacingX = bounds.size.x / (float)size; + float spacingY = bounds.size.y / (float)size; + float spacingZ = bounds.size.z / (float)size; + + Texture3D tex = new Texture3D (size, size, size, TextureFormat.Alpha8, false); + + var cols = new Color[size*size*size]; + int idx = 0; + Color c = Color.black; + + for (int z = 0; z < size; ++z) + { + for (int y = 0; y < size; ++y) + { + for (int x = 0; x < size; ++x, ++idx) + { + Vector3 samplePoint = bounds.min + new Vector3(spacingX * x + spacingX*0.5f, + spacingY * y + spacingY*0.5f, + spacingZ * z + spacingZ*0.5f); + + float distance = Oni.SampleDistanceField(oniDistanceField,samplePoint.x,samplePoint.y,samplePoint.z); + + if (distance >= 0) + c.a = distance.Remap(0,maxDist*0.1f,0.5f,1); + else + c.a = distance.Remap(-maxDist*0.1f,0,0,0.5f); + + cols[idx] = c; + } + } + } + tex.SetPixels (cols); + tex.Apply (); + return tex; + + } + + + /*public void Visualize(){ + + for (int i = 0; i < nodes.Length; ++i ) + { + Gizmos.color = new Color(1,1,1,0.2f); + Gizmos.DrawWireCube(nodes[i].center,Vector3.one * nodes[i].center[3] * 2); + } + + if (nodes == null || nodes.Length == 0) + return; + }*/ + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs.meta new file mode 100644 index 0000000..9f06815 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiDistanceField.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d31207380edf34b1b84ce50af22f2356 +timeCreated: 1516041748 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: a83ed40096e3a40efa85f35b091e6298, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs new file mode 100644 index 0000000..817e267 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs @@ -0,0 +1,49 @@ +using UnityEngine; +using System; +using System.Collections; + +namespace Obi{ + + /** + * Small helper class that lets you specify Obi-only properties for rigidbodies. + */ + + [ExecuteInEditMode] + [RequireComponent(typeof(Rigidbody))] + public class ObiRigidbody : ObiRigidbodyBase + { + private Rigidbody unityRigidbody; + + public override void Awake(){ + unityRigidbody = GetComponent(); + base.Awake(); + } + + public override void UpdateIfNeeded(object sender, EventArgs e){ + + velocity = unityRigidbody.velocity; + angularVelocity = unityRigidbody.angularVelocity; + + adaptor.Set(unityRigidbody,kinematicForParticles); + Oni.UpdateRigidbody(oniRigidbody,ref adaptor); + + } + + /** + * Reads velocities back from the solver. + */ + public override void UpdateVelocities(object sender, EventArgs e){ + + // kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver: + if (Application.isPlaying && (unityRigidbody.isKinematic || !kinematicForParticles)){ + + Oni.GetRigidbodyVelocity(oniRigidbody,ref oniVelocities); + unityRigidbody.velocity += oniVelocities.linearVelocity - velocity; + unityRigidbody.angularVelocity += oniVelocities.angularVelocity - angularVelocity; + + } + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs.meta new file mode 100644 index 0000000..7a15a80 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 62359d80fdc0e4315ab6331b78ec5b90 +timeCreated: 1502137073 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 1788ce7c914374d949486d9789c9f306, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs new file mode 100644 index 0000000..424c641 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using System; +using System.Collections; + +namespace Obi{ + + /** + * Small helper class that lets you specify Obi-only properties for rigidbodies. + */ + + [ExecuteInEditMode] + [RequireComponent(typeof(Rigidbody2D))] + public class ObiRigidbody2D : ObiRigidbodyBase + { + private Rigidbody2D unityRigidbody; + + public override void Awake(){ + unityRigidbody = GetComponent(); + base.Awake(); + } + + public override void UpdateIfNeeded(object sender, EventArgs e){ + + velocity = new Vector3(unityRigidbody.velocity.x,unityRigidbody.velocity.y,0); + angularVelocity = new Vector3(0,0,unityRigidbody.angularVelocity * Mathf.Deg2Rad); + + adaptor.Set(unityRigidbody,kinematicForParticles); + Oni.UpdateRigidbody(oniRigidbody,ref adaptor); + + } + + /** + * Reads velocities back from the solver. + */ + public override void UpdateVelocities(object sender, EventArgs e){ + + // kinematic rigidbodies are passed to Obi with zero velocity, so we must ignore the new velocities calculated by the solver: + if (Application.isPlaying && (unityRigidbody.isKinematic || !kinematicForParticles)){ + + Oni.GetRigidbodyVelocity(oniRigidbody,ref oniVelocities); + Vector3 deltaVel = oniVelocities.linearVelocity - velocity; + unityRigidbody.velocity += new Vector2(deltaVel.x,deltaVel.y); + unityRigidbody.angularVelocity += (oniVelocities.angularVelocity[2] - angularVelocity[2]) * Mathf.Rad2Deg; + + } + + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs.meta new file mode 100644 index 0000000..8b4dbc1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbody2D.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d8e1dfa1dce354ed499bfb5d2b1cd799 +timeCreated: 1517939164 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 21e01eb398ab24a7abb1f3b493af6b20, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs new file mode 100644 index 0000000..136daa4 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs @@ -0,0 +1,50 @@ +using UnityEngine; +using System; +using System.Collections; + +namespace Obi{ + + /** + * Small helper class that lets you specify Obi-only properties for rigidbodies. + */ + + [ExecuteInEditMode] + public abstract class ObiRigidbodyBase : MonoBehaviour + { + public bool kinematicForParticles = false; + + protected IntPtr oniRigidbody = IntPtr.Zero; + + protected Oni.Rigidbody adaptor = new Oni.Rigidbody(); + protected Oni.RigidbodyVelocities oniVelocities = new Oni.RigidbodyVelocities(); + + protected Vector3 velocity, angularVelocity; + + public IntPtr OniRigidbody { + get{return oniRigidbody;} + } + + public virtual void Awake(){ + oniRigidbody = Oni.CreateRigidbody(); + UpdateIfNeeded(this,null); + ObiSolver.OnUpdateColliders += UpdateIfNeeded; + ObiSolver.OnUpdateRigidbodies += UpdateVelocities; + } + + public void OnDestroy(){ + ObiSolver.OnUpdateColliders -= UpdateIfNeeded; + ObiSolver.OnUpdateRigidbodies -= UpdateVelocities; + Oni.DestroyRigidbody(oniRigidbody); + oniRigidbody = IntPtr.Zero; + } + + public abstract void UpdateIfNeeded(object sender, EventArgs e); + + /** + * Reads velocities back from the solver. + */ + public abstract void UpdateVelocities(object sender, EventArgs e); + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs.meta b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs.meta new file mode 100644 index 0000000..0e3cab7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Collisions/ObiRigidbodyBase.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8f0adb129c9cf4d978dc5964711503b8 +timeCreated: 1516131526 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints.meta b/String Theory/Assets/Obi/Scripts/Constraints.meta new file mode 100644 index 0000000..5ee4ee6 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 6a2374255732a4fb99af36fd9ee570d2 +folderAsset: yes +timeCreated: 1448942513 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches.meta new file mode 100644 index 0000000..7c4bc51 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0fd81e8a0556243a2ba9d150acf99ba4 +folderAsset: yes +timeCreated: 1477394561 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs new file mode 100644 index 0000000..4ba9ddc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs @@ -0,0 +1,102 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[Serializable] +public class ObiAerodynamicConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List aerodynamicIndices = new List(); /**< particle indices, 1 per constraint.*/ + [HideInInspector] public List aerodynamicCoeffs = new List(); /**< Per-particle aerodynamic coeffs, 3 per constraint.*/ + + int[] solverIndices = new int[0]; + + public ObiAerodynamicConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Aerodynamics; + } + + public override void Clear(){ + activeConstraints.Clear(); + aerodynamicIndices.Clear(); + aerodynamicCoeffs.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index, float area, float drag, float lift){ + activeConstraints.Add(constraintCount); + aerodynamicIndices.Add(index); + aerodynamicCoeffs.Add(area); + aerodynamicCoeffs.Add(drag); + aerodynamicCoeffs.Add(lift); + constraintCount++; + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + aerodynamicIndices.RemoveAt(index); + aerodynamicCoeffs.RemoveRange(index*3,3); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(1); + + for (int i = 0; i < ConstraintCount; i++){ + if (aerodynamicIndices[i] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[aerodynamicIndices.Count]; + for (int i = 0; i < aerodynamicIndices.Count; i++) + { + solverIndices[i] = constraints.Actor.particleIndices[aerodynamicIndices[i]]; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiAerodynamicConstraints dc = (ObiAerodynamicConstraints) constraints; + + for (int i = 0; i < aerodynamicCoeffs.Count; i+=3){ + aerodynamicCoeffs[i+1] = dc.dragCoefficient * dc.airDensity; + aerodynamicCoeffs[i+2] = dc.liftCoefficient * dc.airDensity; + } + + Oni.SetAerodynamicConstraints(batch,solverIndices,aerodynamicCoeffs.ToArray(),ConstraintCount); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs.meta new file mode 100644 index 0000000..fbe1eb7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiAerodynamicConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 34cbba2613af44eb8af5dab90f77b14a +timeCreated: 1480093641 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs new file mode 100644 index 0000000..63ce314 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds data about bend constraints for an actor. + */ +[Serializable] +public class ObiBendConstraintBatch : ObiConstraintBatch +{ + + public enum BendIndexType{ + First = 0, + Second = 1, + Pivot = 2 + } + + [HideInInspector] public List bendingIndices = new List(); /**< Distance constraint indices.*/ + [HideInInspector] public List restBends = new List(); /**< Rest distances.*/ + [HideInInspector] public List bendingStiffnesses = new List(); /**< Bend offsets and stiffnesses of distance constraits.*/ + + int[] solverIndices = new int[0]; + + public ObiBendConstraintBatch(bool cooked, bool sharesParticles) : + base(cooked,sharesParticles){ + } + + public ObiBendConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) : + base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Bending; + } + + public override void Clear(){ + activeConstraints.Clear(); + bendingIndices.Clear(); + restBends.Clear(); + bendingStiffnesses.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index1, int index2, int index3, float restBend, float bending, float stiffness){ + activeConstraints.Add(constraintCount); + bendingIndices.Add(index1); + bendingIndices.Add(index2); + bendingIndices.Add(index3); + restBends.Add(restBend); + bendingStiffnesses.Add(new Vector2(bending,stiffness)); + constraintCount++; + } + + public void InsertConstraint(int constraintIndex, int index1, int index2, int index3, float restBend, float bending, float stiffness){ + if (constraintIndex < 0 || constraintIndex > ConstraintCount) + return; + + // update active indices: + for (int i = 0; i < activeConstraints.Count; ++i){ + if (activeConstraints[i] >= constraintIndex) + activeConstraints[i]++; + } + + activeConstraints.Add(constraintIndex); + + bendingIndices.Insert(constraintIndex*3,index1); + bendingIndices.Insert(constraintIndex*3+1,index2); + bendingIndices.Insert(constraintIndex*3+2,index3); + restBends.Insert(constraintIndex,restBend); + bendingStiffnesses.Insert(constraintIndex,new Vector2(bending,stiffness)); + constraintCount++; + } + + public void SetParticleIndex(int constraintIndex, int particleIndex, BendIndexType type, bool wraparound){ + if (!wraparound){ + if (constraintIndex >= 0 && constraintIndex < ConstraintCount) + bendingIndices[constraintIndex*3+(int)type] = particleIndex; + }else + bendingIndices[(int)ObiUtils.Mod(constraintIndex,ConstraintCount)*3+(int)type] = particleIndex; + + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + bendingIndices.RemoveRange(index*3,3); + restBends.RemoveAt(index); + bendingStiffnesses.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(5); + + for (int i = 0; i < ConstraintCount; i++){ + if (bendingIndices[i*3] == particleIndex || bendingIndices[i*3+1] == particleIndex || bendingIndices[i*3+2] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + public override void Cook() + { + batch = Oni.CreateBatch((int)Oni.ConstraintType.Bending,true); + + // Send initial data to batch: + Oni.SetBendingConstraints(batch,bendingIndices.ToArray(),restBends.ToArray(),bendingStiffnesses.ToArray(),ConstraintCount); + + // cook the batch and retrieve new sorted data: + if (Oni.CookBatch(batch)) + { + constraintCount = Oni.GetBatchConstraintCount(batch); + activeConstraints = Enumerable.Range(0, constraintCount).ToList(); + + int[] cookedIndices = new int[constraintCount*3]; + float[] cookedRestLengths = new float[constraintCount]; + Vector2[] cookedStiffnesses = new Vector2[constraintCount]; + + Oni.GetBendingConstraints(batch,cookedIndices,cookedRestLengths,cookedStiffnesses); + + bendingIndices = new List(cookedIndices); + restBends = new List(cookedRestLengths); + bendingStiffnesses = new List(cookedStiffnesses); + + int phaseCount = Oni.GetBatchPhaseCount(batch); + int[] phases = new int[phaseCount]; + Oni.GetBatchPhaseSizes(batch,phases); + this.phaseSizes = new List(phases); + } + + Oni.DestroyBatch(batch); + batch = IntPtr.Zero; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[bendingIndices.Count]; + for (int i = 0; i < restBends.Count; i++) + { + solverIndices[i*3] = constraints.Actor.particleIndices[bendingIndices[i*3]]; + solverIndices[i*3+1] = constraints.Actor.particleIndices[bendingIndices[i*3+1]]; + solverIndices[i*3+2] = constraints.Actor.particleIndices[bendingIndices[i*3+2]]; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiBendingConstraints bc = (ObiBendingConstraints) constraints; + + for (int i = 0; i < bendingStiffnesses.Count; i++){ + bendingStiffnesses[i] = new Vector2(bc.maxBending,StiffnessToCompliance(bc.stiffness)); + } + + Oni.SetBendingConstraints(batch,solverIndices,restBends.ToArray(),bendingStiffnesses.ToArray(),ConstraintCount); + Oni.SetBatchPhaseSizes(batch,phaseSizes.ToArray(),phaseSizes.Count); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs.meta new file mode 100644 index 0000000..008fb08 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiBendConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 59e4baa5645b849f397942e103f5e0fb +timeCreated: 1479136061 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs new file mode 100644 index 0000000..2efc9f0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs @@ -0,0 +1,141 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi +{ + /** + * ObiConstraintBatch are groups of constraints of the same type that are added/removed together from the solver. + * Batches can be of two main types: + * + * - Cooked: cooked batches reorder their constraints for better data locality and to enable the vectorized code path. + * Once the cooking proccess has finished constraints can't be added or removed, only activated/deactivated, + * but they yield very good performance. + * + * - Raw: raw batches allow for efficient addition/removal of constraints on the fly, and very efficient activation/deactivation. + * They do not require cooking but perform worse than cooked batches, as they don't do anyhting special regarding + * vectorization or improving cache data locality. + * + * ObiBatchedConstraints hold parameters for a group of batches of the same type. + */ + [Serializable] + public abstract class ObiConstraintBatch + { + protected IntPtr batch; /**< pointer to constraint batch in the solver.*/ + + public float maxYoungModulus = 0.02f; /**< default value of max stiffness (N/m2)*/ + public float minYoungModulus = 0.0001f; /**< default value of min stiffness (N/m2)*/ + + [SerializeField][HideInInspector] protected int constraintCount = 0; /**< amount of constraints in this batch*/ + [SerializeField][HideInInspector] protected bool cooked = false; /**< returns whether this batch supports cooking or not.*/ + [SerializeField][HideInInspector] protected bool sharesParticles = false; /**< returns whether this batch must be done serially or can benefit from multithreading.*/ + + [SerializeField][HideInInspector] protected List activeConstraints = new List(); /**< list of active constraint indices.*/ + [SerializeField][HideInInspector] protected List phaseSizes = new List(); /**< phase sizes for cooked batches.*/ + + public IntPtr OniBatch{ + get{return batch;} + } + + public int ConstraintCount{ + get{return constraintCount;} + } + public bool IsCooked{ + get{return cooked;} + } + public bool SharesParticles{ + get{return sharesParticles;} + } + public IEnumerable ActiveConstraints + { + get{return activeConstraints.AsReadOnly();} + } + + // Implement this method to provide info about the batch type: + public abstract Oni.ConstraintType GetConstraintType(); + + // Implement these method to provide a custom clearing/cooking/swapping implementation. + public abstract void Clear(); + public virtual void Cook(){} + + // Implement these methods to perform custom actions when adding/removing the batch from the solver. + protected abstract void OnAddToSolver(ObiBatchedConstraints constraints); + protected abstract void OnRemoveFromSolver(ObiBatchedConstraints constraints); + + // Implement these methods to push/pull constraint data to/from the solver. + public abstract void PushDataToSolver(ObiBatchedConstraints constraints); + public abstract void PullDataFromSolver(ObiBatchedConstraints constraints); + + public abstract List GetConstraintsInvolvingParticle(int particleIndex); + + protected float StiffnessToCompliance(float stiffness){ + float minCompliance = 1.0f/Mathf.Max(minYoungModulus,0.00001f); + float maxCompliance = 1.0f/Mathf.Max(maxYoungModulus,minYoungModulus); + return Mathf.Lerp(minCompliance,maxCompliance,stiffness); + } + + public void ActivateConstraint(int index){ + if (!activeConstraints.Contains(index)) + activeConstraints.Add(index); + } + + public void DeactivateConstraint(int index){ + activeConstraints.Remove(index); + } + + public ObiConstraintBatch(bool cooked, bool sharesParticles){ + this.cooked = cooked; + this.sharesParticles = sharesParticles; + } + + /** + * This constructor allows to override min/max young modulus, used to map a stiffness range of (0,1) to physical compliance values. + */ + public ObiConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus){ + this.cooked = cooked; + this.sharesParticles = sharesParticles; + this.maxYoungModulus = maxYoungModulus; + this.minYoungModulus = minYoungModulus; + } + + public void AddToSolver(ObiBatchedConstraints constraints){ + + // create a constraint batch: + batch = Oni.CreateBatch((int)GetConstraintType(),cooked); + Oni.AddBatch(constraints.Actor.Solver.OniSolver,batch,sharesParticles); + + // custom stuff: + OnAddToSolver(constraints); + } + + public void RemoveFromSolver(ObiBatchedConstraints constraints){ + + // custom stuff: + OnRemoveFromSolver(constraints); + + // remove the constraint batch from the solver + // (no need to destroy it as its destruction is managed by the solver) + Oni.RemoveBatch(constraints.Actor.Solver.OniSolver,batch); + + // important: set the batch pointer to null, as it could be destroyed by the solver. + batch = IntPtr.Zero; + + } + + public void SetActiveConstraints(){ + Oni.SetActiveConstraints(batch,activeConstraints.ToArray(),activeConstraints.Count); + } + + public void Enable(){ + Oni.EnableBatch(batch,true); + } + + public void Disable(){ + Oni.EnableBatch(batch,false); + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs.meta new file mode 100644 index 0000000..f74ad83 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ffaa6f1eb4acf45f9a16af74f2456737 +timeCreated: 1477404397 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs new file mode 100644 index 0000000..9f413e5 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs @@ -0,0 +1,182 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[Serializable] +public class ObiDistanceConstraintBatch : ObiConstraintBatch +{ + + public enum DistanceIndexType{ + First = 0, + Second = 1 + } + + [HideInInspector] public List springIndices = new List(); /**< Distance constraint indices.*/ + [HideInInspector] public List restLengths = new List(); /**< Rest distances.*/ + [HideInInspector] public List stiffnesses = new List(); /**< Stiffnesses of distance constraits.*/ + + int[] solverIndices = new int[0]; + + public ObiDistanceConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public ObiDistanceConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) : + base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Distance; + } + + public override void Clear(){ + activeConstraints.Clear(); + springIndices.Clear(); + restLengths.Clear(); + stiffnesses.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index1, int index2, float restLength, float stretchStiffness, float compressionStiffness){ + activeConstraints.Add(constraintCount); + springIndices.Add(index1); + springIndices.Add(index2); + restLengths.Add(restLength); + stiffnesses.Add(new Vector2(stretchStiffness,compressionStiffness)); + constraintCount++; + } + + public void InsertConstraint(int constraintIndex, int index1, int index2, float restLength, float stretchStiffness, float compressionStiffness){ + + if (constraintIndex < 0 || constraintIndex > ConstraintCount) + return; + + // update active indices: + for (int i = 0; i < activeConstraints.Count; ++i){ + if (activeConstraints[i] >= constraintIndex) + activeConstraints[i]++; + } + + activeConstraints.Add(constraintIndex); + + springIndices.Insert(constraintIndex*2,index1); + springIndices.Insert(constraintIndex*2+1,index2); + restLengths.Insert(constraintIndex,restLength); + stiffnesses.Insert(constraintIndex,new Vector2(stretchStiffness,compressionStiffness)); + constraintCount++; + } + + public void SetParticleIndex(int constraintIndex, int particleIndex, DistanceIndexType type, bool wraparound){ + + if (!wraparound){ + if (constraintIndex >= 0 && constraintIndex < ConstraintCount) + springIndices[constraintIndex*2+(int)type] = particleIndex; + }else + springIndices[(int)ObiUtils.Mod(constraintIndex,ConstraintCount)*2+(int)type] = particleIndex; + + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + springIndices.RemoveRange(index*2,2); + restLengths.RemoveAt(index); + stiffnesses.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(10); + + for (int i = 0; i < ConstraintCount; i++){ + if (springIndices[i*2] == particleIndex || springIndices[i*2+1] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + public override void Cook() + { + batch = Oni.CreateBatch((int)Oni.ConstraintType.Distance,true); + + // Send initial data to batch: + Oni.SetDistanceConstraints(batch,springIndices.ToArray(),restLengths.ToArray(),stiffnesses.ToArray(),ConstraintCount); + + // cook the batch and retrieve new sorted data: + if (Oni.CookBatch(batch)) + { + constraintCount = Oni.GetBatchConstraintCount(batch); + activeConstraints = Enumerable.Range(0, constraintCount).ToList(); + + int[] cookedIndices = new int[constraintCount*2]; + float[] cookedRestLengths = new float[constraintCount]; + Vector2[] cookedStiffnesses = new Vector2[constraintCount]; + + Oni.GetDistanceConstraints(batch,cookedIndices,cookedRestLengths,cookedStiffnesses); + + springIndices = new List(cookedIndices); + restLengths = new List(cookedRestLengths); + stiffnesses = new List(cookedStiffnesses); + + int phaseCount = Oni.GetBatchPhaseCount(batch); + int[] phases = new int[phaseCount]; + Oni.GetBatchPhaseSizes(batch,phases); + this.phaseSizes = new List(phases); + } + + Oni.DestroyBatch(batch); + batch = IntPtr.Zero; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[springIndices.Count]; + for (int i = 0; i < restLengths.Count; i++) + { + solverIndices[i*2] = constraints.Actor.particleIndices[springIndices[i*2]]; + solverIndices[i*2+1] = constraints.Actor.particleIndices[springIndices[i*2+1]]; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiDistanceConstraints dc = (ObiDistanceConstraints) constraints; + + float[] scaledRestLengths = new float[restLengths.Count]; + + for (int i = 0; i < restLengths.Count; i++){ + scaledRestLengths[i] = restLengths[i]*dc.stretchingScale; + stiffnesses[i] = new Vector2(StiffnessToCompliance(dc.stiffness),dc.slack*scaledRestLengths[i]); + } + + Oni.SetDistanceConstraints(batch,solverIndices,scaledRestLengths,stiffnesses.ToArray(),ConstraintCount); + Oni.SetBatchPhaseSizes(batch,phaseSizes.ToArray(),phaseSizes.Count); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs.meta new file mode 100644 index 0000000..7edcd37 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiDistanceConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d58cd2246b76549cf999b1878109d4c8 +timeCreated: 1477567051 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs new file mode 100644 index 0000000..c65e5fc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs @@ -0,0 +1,142 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[Serializable] +public class ObiPinConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List pinIndices = new List(); /**< Pin constraint indices.*/ + [HideInInspector] public List pinBodies = new List(); /**< Pin bodies.*/ + [HideInInspector] public List pinOffsets = new List(); /**< Offset expressed in the attachment's local space.*/ + [HideInInspector] public List stiffnesses = new List(); /**< Stiffnesses of pin constraits.*/ + + [HideInInspector] public List pinBreakResistance = new List(); /**< Per-constraint tear resistances.*/ + + int[] solverIndices = new int[0]; + IntPtr[] solverColliders = new IntPtr[0]; + + float[] constraintForces; + + public ObiPinConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public ObiPinConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) : + base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Pin; + } + + public override void Clear(){ + activeConstraints.Clear(); + pinIndices.Clear(); + pinBodies.Clear(); + pinOffsets.Clear(); + stiffnesses.Clear(); + pinBreakResistance.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index1, ObiColliderBase body, Vector3 offset, float stiffness){ + activeConstraints.Add(constraintCount); + pinIndices.Add(index1); + pinBodies.Add(body); + pinOffsets.Add(offset); + stiffnesses.Add(stiffness); + pinBreakResistance.Add(float.MaxValue); + constraintCount++; + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + pinIndices.RemoveAt(index); + pinBodies.RemoveAt(index); + pinOffsets.RemoveAt(index); + stiffnesses.RemoveAt(index); + pinBreakResistance.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(5); + + for (int i = 0; i < ConstraintCount; i++){ + if (pinIndices[i] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[pinIndices.Count]; + solverColliders = new IntPtr[pinIndices.Count]; + for (int i = 0; i < pinOffsets.Count; i++) + { + solverIndices[i] = constraints.Actor.particleIndices[pinIndices[i]]; + solverColliders[i] = pinBodies[i] != null ? pinBodies[i].OniCollider : IntPtr.Zero; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiPinConstraints pc = (ObiPinConstraints) constraints; + + for (int i = 0; i < stiffnesses.Count; i++){ + stiffnesses[i] = StiffnessToCompliance(pc.stiffness); + } + + Oni.SetPinConstraints(batch,solverIndices,pinOffsets.ToArray(),solverColliders,stiffnesses.ToArray(),ConstraintCount); + + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + + public void BreakConstraints(){ + + if (constraintForces == null || constraintForces.Length != ConstraintCount) + constraintForces = new float[ConstraintCount]; + + Oni.GetBatchConstraintForces(batch,constraintForces,ConstraintCount,0); + + bool torn = false; + for (int i = 0; i < constraintForces.Length; i++){ + if (-constraintForces[i] * 1000 > pinBreakResistance[i]){ // units are kilonewtons. + activeConstraints.Remove(i); + torn = true; + } + } + + if (torn) + SetActiveConstraints(); + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs.meta new file mode 100644 index 0000000..9a84d9f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiPinConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 987563d814a494787aa3577b9d3fab4d +timeCreated: 1480683481 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs new file mode 100644 index 0000000..d02a8c3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs @@ -0,0 +1,122 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Holds data about shape matching constraints for an actor. + */ +[Serializable] +public class ObiShapeMatchingConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List shapeIndices = new List(); /**< particle indices.*/ + [HideInInspector] public List firstIndex = new List(); /**< index of first triangle for each constraint.*/ + [HideInInspector] public List numIndices = new List(); /**< num of triangles for each constraint.*/ + + [HideInInspector] public List shapeStiffness = new List(); /**< pressure and stiffness for each constraint.*/ + + int[] solverIndices; + + public ObiShapeMatchingConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.ShapeMatching; + } + + public override void Clear(){ + activeConstraints.Clear(); + shapeIndices.Clear(); + firstIndex.Clear(); + numIndices.Clear(); + shapeStiffness.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int[] particleIndices, float stiffness){ + + activeConstraints.Add(constraintCount); + + firstIndex.Add((int)shapeIndices.Count); + numIndices.Add((int)particleIndices.Length); + shapeIndices.AddRange(particleIndices); + + shapeStiffness.Add(stiffness); + + constraintCount++; + + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + shapeIndices.RemoveRange(firstIndex[index],numIndices[index]); + firstIndex.RemoveAt(index); + numIndices.RemoveAt(index); + shapeStiffness.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(4); + + for (int i = 0; i < ConstraintCount; i++){ + for (int j = 0; j < numIndices[i]; j++){ + if (shapeIndices[firstIndex[i] + j] == particleIndex){ + constraints.Add(i); + } + } + } + + return constraints; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[shapeIndices.Count]; + for (int i = 0; i < shapeIndices.Count; i++) + { + solverIndices[i] = constraints.Actor.particleIndices[shapeIndices[i]]; + } + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + //ObiShapeMatchingConstraints sc = (ObiShapeMatchingConstraints) constraints; + + for (int i = 0; i < shapeStiffness.Count; i++){ + shapeStiffness[i] = 1;//StiffnessToCompliance(sc.stiffness); + } + + Oni.SetShapeMatchingConstraints(batch, + solverIndices, + firstIndex.ToArray(), + numIndices.ToArray(), + shapeStiffness.ToArray(), + ConstraintCount); + + Oni.CalculateRestShapeMatching(constraints.Actor.Solver.OniSolver,batch); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs.meta new file mode 100644 index 0000000..3d5f194 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiShapeMatchingConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ef3f6b769bacf4734ad3490428dc48ca +timeCreated: 1523121173 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs new file mode 100644 index 0000000..d1df7dc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs @@ -0,0 +1,194 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[Serializable] +public class ObiSkinConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List skinIndices = new List(); /**< Distance constraint indices.*/ + [HideInInspector] public List skinPoints = new List(); /**< Skin constraint anchor points, in world space.*/ + [HideInInspector] public List skinNormals = new List(); /**< Rest distances.*/ + [HideInInspector] public List skinRadiiBackstop = new List(); /**< Rest distances.*/ + [HideInInspector] public List skinStiffnesses = new List(); /**< Stiffnesses of distance constraits.*/ + + int[] solverIndices = new int[0]; + + public ObiSkinConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public ObiSkinConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) : + base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Skin; + } + + public override void Clear(){ + activeConstraints.Clear(); + skinIndices.Clear(); + skinPoints.Clear(); + skinNormals.Clear(); + skinRadiiBackstop.Clear(); + skinStiffnesses.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index, Vector4 point, Vector4 normal, float radius, float collisionRadius, float backstop, float stiffness){ + activeConstraints.Add(constraintCount); + skinIndices.Add(index); + skinPoints.Add(point); + skinNormals.Add(normal); + skinRadiiBackstop.Add(radius); + skinRadiiBackstop.Add(collisionRadius); + skinRadiiBackstop.Add(backstop); + skinStiffnesses.Add(stiffness); + constraintCount++; + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + skinIndices.RemoveAt(index); + skinPoints.RemoveAt(index); + skinNormals.RemoveAt(index); + skinStiffnesses.RemoveAt(index); + skinRadiiBackstop.RemoveRange(index*3,3); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(1); + + for (int i = 0; i < ConstraintCount; i++){ + if (skinIndices[i] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + public override void Cook() + { + batch = Oni.CreateBatch((int)Oni.ConstraintType.Skin,true); + + // Send initial data to batch: + Oni.SetSkinConstraints(batch,skinIndices.ToArray(),skinPoints.ToArray(),skinNormals.ToArray(),skinRadiiBackstop.ToArray(),skinStiffnesses.ToArray(),ConstraintCount); + + // cook the batch and retrieve new sorted data: + if (Oni.CookBatch(batch)) + { + constraintCount = Oni.GetBatchConstraintCount(batch); + activeConstraints = Enumerable.Range(0, constraintCount).ToList(); + + int[] cookedIndices = new int[constraintCount]; + Vector4[] cookedPoints = new Vector4[constraintCount]; + Vector4[] cookedNormals = new Vector4[constraintCount]; + float[] cookedRadiiBackstop = new float[constraintCount*3]; + float[] cookedStiffnesses = new float[constraintCount]; + + Oni.GetSkinConstraints(batch,cookedIndices,cookedPoints,cookedNormals,cookedRadiiBackstop,cookedStiffnesses); + + skinIndices = new List(cookedIndices); + skinPoints = new List(cookedPoints); + skinNormals = new List(cookedNormals); + skinRadiiBackstop = new List(cookedRadiiBackstop); + skinStiffnesses = new List(cookedStiffnesses); + + int phaseCount = Oni.GetBatchPhaseCount(batch); + int[] phases = new int[phaseCount]; + Oni.GetBatchPhaseSizes(batch,phases); + this.phaseSizes = new List(phases); + } + + Oni.DestroyBatch(batch); + batch = IntPtr.Zero; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[skinIndices.Count]; + for (int i = 0; i < skinIndices.Count; i++) + { + solverIndices[i] = constraints.Actor.particleIndices[skinIndices[i]]; + solverIndices[i] = constraints.Actor.particleIndices[skinIndices[i]]; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiSkinConstraints sc = (ObiSkinConstraints) constraints; + + float[] stiffnesses = new float[skinStiffnesses.Count]; + + for (int i = 0; i < stiffnesses.Length; i++){ + stiffnesses[i] = StiffnessToCompliance(skinStiffnesses[i] * sc.stiffness); + } + + Oni.SetSkinConstraints(batch,solverIndices, + skinPoints.ToArray(), + skinNormals.ToArray(), + skinRadiiBackstop.ToArray(), + stiffnesses, + ConstraintCount); + Oni.SetBatchPhaseSizes(batch,phaseSizes.ToArray(),phaseSizes.Count); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + int[] cookedIndices = new int[constraintCount]; + Vector4[] cookedPoints = new Vector4[constraintCount]; + Vector4[] cookedNormals = new Vector4[constraintCount]; + float[] cookedRadiiBackstop = new float[constraintCount*3]; + float[] cookedStiffnesses = new float[constraintCount]; + + Oni.GetSkinConstraints(batch,cookedIndices,cookedPoints,cookedNormals,cookedRadiiBackstop,cookedStiffnesses); + + skinPoints = new List(cookedPoints); + skinNormals = new List(cookedNormals); + // dont retrieve radii and stiffness, since the solver never modifies them. + } + + /** + * Returns the position of a skin constraint in world space. + */ + public Vector3 GetSkinPosition(int index){ + return skinPoints[index]; + } + + /** + * Returns the normal of a skin constraint in world space. + */ + public Vector3 GetSkinNormal(int index){ + return skinNormals[index]; + } + + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs.meta new file mode 100644 index 0000000..1f79fb7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiSkinConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e8fb8974d62ec4d7986588381bcc077a +timeCreated: 1480437524 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs new file mode 100644 index 0000000..3f0b34a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs @@ -0,0 +1,146 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[Serializable] +public class ObiTetherConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List tetherIndices = new List(); /**< Tether constraint indices.*/ + [HideInInspector] public List maxLengthsScales = new List(); /**< Max distance and scale for each tether.*/ + [HideInInspector] public List stiffnesses = new List(); /**< Stiffnesses of distance constraits.*/ + + + int[] solverIndices = new int[0]; + + public ObiTetherConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public ObiTetherConstraintBatch(bool cooked, bool sharesParticles, float minYoungModulus, float maxYoungModulus) : + base(cooked,sharesParticles,minYoungModulus,maxYoungModulus){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Tether; + } + + public override void Clear(){ + activeConstraints.Clear(); + tetherIndices.Clear(); + maxLengthsScales.Clear(); + stiffnesses.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int index1, int index2, float maxLength, float scale, float stiffness){ + activeConstraints.Add(constraintCount); + tetherIndices.Add(index1); + tetherIndices.Add(index2); + maxLengthsScales.Add(new Vector2(maxLength,scale)); + stiffnesses.Add(stiffness); + constraintCount++; + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + tetherIndices.RemoveRange(index*2,2); + maxLengthsScales.RemoveAt(index); + stiffnesses.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(4); + + for (int i = 0; i < ConstraintCount; i++){ + if (tetherIndices[i*2] == particleIndex || tetherIndices[i*2+1] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + public override void Cook() + { + batch = Oni.CreateBatch((int)Oni.ConstraintType.Tether,true); + + // Send initial data to batch: + Oni.SetTetherConstraints(batch,tetherIndices.ToArray(),maxLengthsScales.ToArray(),stiffnesses.ToArray(),ConstraintCount); + + // cook the batch and retrieve new sorted data: + if (Oni.CookBatch(batch)) + { + constraintCount = Oni.GetBatchConstraintCount(batch); + activeConstraints = Enumerable.Range(0, constraintCount).ToList(); + + int[] cookedIndices = new int[constraintCount*2]; + Vector2[] cookedRestLengths = new Vector2[constraintCount]; + float[] cookedStiffnesses = new float[constraintCount]; + + Oni.GetTetherConstraints(batch,cookedIndices,cookedRestLengths,cookedStiffnesses); + + tetherIndices = new List(cookedIndices); + maxLengthsScales = new List(cookedRestLengths); + stiffnesses = new List(cookedStiffnesses); + + int phaseCount = Oni.GetBatchPhaseCount(batch); + int[] phases = new int[phaseCount]; + Oni.GetBatchPhaseSizes(batch,phases); + this.phaseSizes = new List(phases); + } + + Oni.DestroyBatch(batch); + batch = IntPtr.Zero; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[tetherIndices.Count]; + for (int i = 0; i < ConstraintCount; i++) + { + solverIndices[i*2] = constraints.Actor.particleIndices[tetherIndices[i*2]]; + solverIndices[i*2+1] = constraints.Actor.particleIndices[tetherIndices[i*2+1]]; + } + + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiTetherConstraints tc = (ObiTetherConstraints) constraints; + + for (int i = 0; i < ConstraintCount; i++){ + maxLengthsScales[i] = new Vector2(maxLengthsScales[i].x, tc.tetherScale); + stiffnesses[i] = StiffnessToCompliance(tc.stiffness); + } + + Oni.SetTetherConstraints(batch,solverIndices,maxLengthsScales.ToArray(),stiffnesses.ToArray(),ConstraintCount); + Oni.SetBatchPhaseSizes(batch,phaseSizes.ToArray(),phaseSizes.Count); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs.meta new file mode 100644 index 0000000..63a4c4f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiTetherConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 62f305ee67bd143e993465d75736efce +timeCreated: 1480429486 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs new file mode 100644 index 0000000..e52e146 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Holds data about volume constraints for an actor. + */ +[Serializable] +public class ObiVolumeConstraintBatch : ObiConstraintBatch +{ + + [HideInInspector] public List triangleIndices = new List(); /**< Triangle indices.*/ + [HideInInspector] public List firstTriangle = new List(); /**< index of first triangle for each constraint.*/ + [HideInInspector] public List numTriangles = new List(); /**< num of triangles for each constraint.*/ + + [HideInInspector] public List restVolumes = new List(); /**< rest volume for each constraint.*/ + [HideInInspector] public List pressureStiffness = new List(); /**< pressure and stiffness for each constraint.*/ + + int[] solverIndices; + + public ObiVolumeConstraintBatch(bool cooked, bool sharesParticles) : base(cooked,sharesParticles){ + } + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Volume; + } + + public override void Clear(){ + activeConstraints.Clear(); + triangleIndices.Clear(); + firstTriangle.Clear(); + numTriangles.Clear(); + restVolumes.Clear(); + pressureStiffness.Clear(); + constraintCount = 0; + } + + public void AddConstraint(int[] triangles, float restVolume, float pressure, float stiffness){ + + activeConstraints.Add(constraintCount); + + firstTriangle.Add((int)triangleIndices.Count/3); + numTriangles.Add((int)triangles.Length/3); + triangleIndices.AddRange(triangles); + + restVolumes.Add(restVolume); + pressureStiffness.Add(new Vector2(pressure,stiffness)); + + constraintCount++; + + } + + public void RemoveConstraint(int index){ + + if (index < 0 || index >= ConstraintCount) + return; + + activeConstraints.Remove(index); + for(int i = 0; i < activeConstraints.Count; ++i) + if (activeConstraints[i] > index) activeConstraints[i]--; + + triangleIndices.RemoveRange(firstTriangle[index],numTriangles[index]); + firstTriangle.RemoveAt(index); + numTriangles.RemoveAt(index); + restVolumes.RemoveAt(index); + pressureStiffness.RemoveAt(index); + constraintCount--; + } + + public override List GetConstraintsInvolvingParticle(int particleIndex){ + + List constraints = new List(4); + + for (int i = 0; i < ConstraintCount; i++){ + if (triangleIndices[i*3] == particleIndex || triangleIndices[i*3+1] == particleIndex || triangleIndices[i*3+2] == particleIndex) + constraints.Add(i); + } + + return constraints; + } + + protected override void OnAddToSolver(ObiBatchedConstraints constraints){ + + // Set solver constraint data: + solverIndices = new int[triangleIndices.Count]; + for (int i = 0; i < triangleIndices.Count; i++) + { + solverIndices[i] = constraints.Actor.particleIndices[triangleIndices[i]]; + } + } + + protected override void OnRemoveFromSolver(ObiBatchedConstraints constraints){ + } + + public override void PushDataToSolver(ObiBatchedConstraints constraints){ + + if (constraints == null || constraints.Actor == null || !constraints.Actor.InSolver) + return; + + ObiVolumeConstraints vc = (ObiVolumeConstraints) constraints; + + for (int i = 0; i < pressureStiffness.Count; i++){ + pressureStiffness[i] = new Vector2(vc.overpressure,StiffnessToCompliance(vc.stiffness)); + } + + Oni.SetVolumeConstraints(batch,solverIndices, + firstTriangle.ToArray(), + numTriangles.ToArray(), + restVolumes.ToArray(), + pressureStiffness.ToArray(), + ConstraintCount); + } + + public override void PullDataFromSolver(ObiBatchedConstraints constraints){ + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs.meta new file mode 100644 index 0000000..db7b475 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ConstraintBatches/ObiVolumeConstraintBatch.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8fa2b0c7c0e0648c19c8e591cf9af306 +timeCreated: 1480409603 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs new file mode 100644 index 0000000..35e7f0e --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs @@ -0,0 +1,78 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Holds information about aerodynamic constraints for an actor. + */ + [DisallowMultipleComponent] + public class ObiAerodynamicConstraints : ObiBatchedConstraints + { + + [Tooltip("Air density in kg/m3. Higher densities will make both drag and lift forces stronger.")] + public float airDensity = 1.225f; + + [Tooltip("How much is the cloth affected by drag forces. Extreme values can cause the cloth to behave unrealistically, so use with care.")] + public float dragCoefficient = 0.05f; + + [Tooltip("How much is the cloth affected by lift forces. Extreme values can cause the cloth to behave unrealistically, so use with care.")] + public float liftCoefficient = 0.05f; + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Aerodynamics; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiAerodynamicConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public void OnValidate(){ + airDensity = Mathf.Max(0,airDensity); + dragCoefficient = Mathf.Max(0,dragCoefficient); + liftCoefficient = Mathf.Max(0,liftCoefficient); + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiAerodynamicConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiAerodynamicConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.blue; + + foreach (ObiAerodynamicConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + Gizmos.DrawWireSphere(actor.GetParticlePosition(batch.aerodynamicIndices[i]),0.01f); + } + } + + } + + } +} + + + + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs.meta new file mode 100644 index 0000000..dc8dc02 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiAerodynamicConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b2eed677ea63241b1acd1dae2f4245c2 +timeCreated: 1448330640 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 8626b43f419d1466a9dc1c1509308b13, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs new file mode 100644 index 0000000..2428103 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Class to hold per-actor information for a kind of constraints. + * + * You can only add or remove constraints when the actor is not in the solver. If you need to continously + * add and remove constraints, the best approach is to reserve a bunch of constraints beforehand and then + * individually activate/deactivate/update them. + */ +[ExecuteInEditMode] +public abstract class ObiBatchedConstraints : MonoBehaviour, IObiSolverClient +{ + + public bool visualize = false; + [NonSerialized] protected ObiActor actor; + [NonSerialized] protected bool inSolver; + + public ObiActor Actor{ + get{return actor;} + } + + public bool InSolver{ + get{return inSolver;} + } + + /*public int ConstraintCount{ + get{return constraintCount;} + }*/ + + + /** + * Returns a list of all constraint indices involving at least one the provided particle indices. + */ + //public abstract List GetConstraintsInvolvingParticle(int particleIndex); + + public abstract Oni.ConstraintType GetConstraintType(); + + public abstract IEnumerable GetBatches(); + public abstract void Clear(); + + protected void OnAddToSolver(object info){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.AddToSolver(this); + } + protected void OnRemoveFromSolver(object info){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.RemoveFromSolver(this); + } + + public void PushDataToSolver(ParticleData data = ParticleData.NONE){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.PushDataToSolver(this); + } + public void PullDataFromSolver(ParticleData data = ParticleData.NONE){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.PullDataFromSolver(this); + } + public void SetActiveConstraints(){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.SetActiveConstraints(); + } + + public void Enable(){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.Enable(); + } + public void Disable(){ + foreach(ObiConstraintBatch batch in GetBatches()) + batch.Disable(); + } + + public bool AddToSolver(object info){ + + if (inSolver || actor == null || !actor.InSolver) + return false; + + // custom addition code: + OnAddToSolver(info); + + inSolver = true; + + // push data to solver: + PushDataToSolver(); + + // set active constraints: + SetActiveConstraints(); + + // enable/disable all batches: + if (isActiveAndEnabled) + Enable(); + else + Disable(); + + return true; + + } + + public bool RemoveFromSolver(object info){ + + if (!inSolver || actor == null || !actor.InSolver) + return false; + + OnRemoveFromSolver(null); + + inSolver = false; + + return true; + + } + + public void GrabActor(){ + actor = GetComponent(); + } + + public void OnEnable(){ + + // this will grab the actor component, in case the actor hasn't called GrabActor yet. + GrabActor(); + + if (actor != null && actor.enabled) + Enable(); + } + + public void OnDisable(){ + + if (actor == null || !actor.InSolver) + return; + + Disable(); + + } + + public void OnDestroy(){ + RemoveFromSolver(null); + } +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs.meta new file mode 100644 index 0000000..02125a9 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiBatchedConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3ab5c01204f5648b7a259938e9c5705b +timeCreated: 1474830258 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs new file mode 100644 index 0000000..c91c5a1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs @@ -0,0 +1,67 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about bend constraints for an actor. + */ +[DisallowMultipleComponent] +public class ObiBendingConstraints : ObiBatchedConstraints +{ + [Tooltip("Bending offset. Leave at zero to keep the original bending amount.")] + public float maxBending = 0; /**< Stiffness of structural spring constraints.*/ + + [Range(0,1)] + [Tooltip("Cloth resistance to bending. Higher values will yield more stiff cloth.")] + public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/ + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Bending; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiBendConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiBendConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiBendConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = new Color(0.5f,0,1,1); + + foreach (ObiBendConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + Gizmos.DrawLine(actor.GetParticlePosition(batch.bendingIndices[i*3]), + actor.GetParticlePosition(batch.bendingIndices[i*3+1])); + } + } + + } + +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs.meta new file mode 100644 index 0000000..0d62f3d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiBendingConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ace78e748fafc46e2bcce5cf7c83f4df +timeCreated: 1448866095 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: f9aac3aba3ca7456d807e7fab120eb8a, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs new file mode 100644 index 0000000..f7ce18b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about distance constraints for an actor. + */ +[DisallowMultipleComponent] +public class ObiDistanceConstraints : ObiBatchedConstraints +{ + [Tooltip("Scale of stretching constraints. Values > 1 will expand initial cloth size, values < 1 will make it shrink.")] + public float stretchingScale = 1; /**< Stiffness of structural spring constraints.*/ + + [Range(0,1)] + [Tooltip("Cloth resistance to stretching. Lower values will yield more elastic cloth.")] + public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/ + + [Range(0,1)] + [Tooltip("Amount of compression slack. 0 means total resistance to compression, 1 no resistance at all. 0.5 means constraints will allow a compression of up to 50% of their rest length.")] + public float slack = 0; /**< Resistance of structural spring constraints to compression.*/ + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Distance; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiDistanceConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiDistanceConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiDistanceConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.green; + + foreach (ObiDistanceConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + Gizmos.DrawLine(actor.GetParticlePosition(batch.springIndices[i*2]), + actor.GetParticlePosition(batch.springIndices[i*2+1])); + } + } + + } +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs.meta new file mode 100644 index 0000000..c6b4c34 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiDistanceConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0a146e95606ea44239b6ebf927418fb6 +timeCreated: 1447902341 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 8be685232a6ad41508d8bbe9d003a892, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs new file mode 100644 index 0000000..26339ac --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs @@ -0,0 +1,74 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + +/** + * Holds information about pin constraints for an actor. + */ +[DisallowMultipleComponent] +public class ObiPinConstraints : ObiBatchedConstraints +{ + + [Range(0,1)] + [Tooltip("Pin resistance to stretching. Lower values will yield more elastic pin constraints.")] + public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/ + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Pin; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiPinConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiPinConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiPinConstraintBatch batch){ + batches.Remove(batch); + } + + public void BreakConstraints(){ + for (int i = 0; i < batches.Count; ++i){ + batches[i].BreakConstraints(); + } + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.cyan; + + foreach (ObiPinConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + + if (batch.pinBodies[i] != null){ + Vector3 pinPosition = batch.pinBodies[i].transform.TransformPoint(batch.pinOffsets[i]); + + Gizmos.DrawLine(actor.GetParticlePosition(batch.pinIndices[i]), + pinPosition); + } + } + } + + } +} +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs.meta new file mode 100644 index 0000000..3f545a9 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiPinConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4e1d0281a5614bc6ac2112ddce068c3 +timeCreated: 1450305456 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 85e4f507907784b9eb4637afe5c2e3a4, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs new file mode 100644 index 0000000..39ebfaf --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs @@ -0,0 +1,77 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Holds information about shape matching constraints for an actor. + */ + [DisallowMultipleComponent] + public class ObiShapeMatchingConstraints : ObiBatchedConstraints + { + + [Range(0,1)] + [Tooltip("Stiffness of the volume constraints. Higher values will make the constraints to try harder to enforce the set volume.")] + public float stiffness = 1; + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.ShapeMatching; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiShapeMatchingConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiShapeMatchingConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiShapeMatchingConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.black; + + foreach (ObiShapeMatchingConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + int first = batch.firstIndex[i]; + + Vector3 p1 = actor.GetParticlePosition(batch.shapeIndices[first]); + for(int j = 1; j < batch.numIndices[i]; ++j){ + + int index = first + j; + Vector3 p2 = actor.GetParticlePosition(batch.shapeIndices[index]); + + Gizmos.DrawLine(p1,p2); + } + } + } + + } + + } +} + + + + + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs.meta new file mode 100644 index 0000000..b3f2953 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiShapeMatchingConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c22df4efae74846518c269f8dfb55a9e +timeCreated: 1523121173 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs new file mode 100644 index 0000000..e5dac19 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs @@ -0,0 +1,78 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Holds information about skin constraints for an actor. + */ + [DisallowMultipleComponent] + public class ObiSkinConstraints : ObiBatchedConstraints + { + + [Range(0,1)] + [Tooltip("Skin constraints stiffness.")] + public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/ + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Skin; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiSkinConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiSkinConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiSkinConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.magenta; + + Matrix4x4 s2wTransform = actor.Solver.transform.localToWorldMatrix; + + foreach (ObiSkinConstraintBatch batch in batches){ + batch.PullDataFromSolver(this); + foreach(int i in batch.ActiveConstraints){ + + Vector3 point = batch.GetSkinPosition(i); + + if (!InSolver){ + point = transform.TransformPoint(point); + }else if (actor.Solver.simulateInLocalSpace){ + point = s2wTransform.MultiplyPoint3x4(point); + } + + if (actor.invMasses[batch.skinIndices[i]] > 0) + Gizmos.DrawLine(point,actor.GetParticlePosition(batch.skinIndices[i])); + } + } + + } + + } +} + + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs.meta new file mode 100644 index 0000000..ce417ff --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiSkinConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f9d33315ba9041609516cce3f41a1f4 +timeCreated: 1447902306 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: e58e2a3c37c7547a8a791a56e0a1ace6, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs new file mode 100644 index 0000000..41028bd --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Holds information about tether constraints for an actor. + */ + [DisallowMultipleComponent] + public class ObiTetherConstraints : ObiBatchedConstraints + { + + [Range(0.1f,2)] + [Tooltip("Scale of tether constraints. Values > 1 will expand initial tether length, values < 1 will make it shrink.")] + public float tetherScale = 1; /**< Stiffness of structural spring constraints.*/ + + [Range(0,1)] + [Tooltip("Tether resistance to stretching. Lower values will enforce tethers with more strenght.")] + public float stiffness = 1; /**< Resistance of structural spring constraints to stretch..*/ + + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Tether; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiTetherConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiTetherConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiTetherConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.yellow; + + foreach (ObiTetherConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + Gizmos.DrawLine(actor.GetParticlePosition(batch.tetherIndices[i*2]), + actor.GetParticlePosition(batch.tetherIndices[i*2+1])); + } + } + + } + + } +} diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs.meta new file mode 100644 index 0000000..4d6b007 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiTetherConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5bc07a3deaaa34d18b286d77893020c9 +timeCreated: 1449282296 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 45a4a839cd07d49f698be261ce71ee3c, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs b/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs new file mode 100644 index 0000000..47388ec --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +namespace Obi{ + + /** + * Holds information about volume constraints for an actor. + */ + [DisallowMultipleComponent] + public class ObiVolumeConstraints : ObiBatchedConstraints + { + + [Tooltip("Amount of pressure applied to the cloth.")] + public float overpressure = 1; + + [Range(0,1)] + [Tooltip("Stiffness of the volume constraints. Higher values will make the constraints to try harder to enforce the set volume.")] + public float stiffness = 1; + + [SerializeField][HideInInspector] private List batches = new List(); + + public override Oni.ConstraintType GetConstraintType(){ + return Oni.ConstraintType.Volume; + } + + public override IEnumerable GetBatches(){ + return batches.Cast(); + } + + public ObiVolumeConstraintBatch GetFirstBatch(){ + return batches.Count > 0 ? batches[0] : null; + } + + public override void Clear(){ + RemoveFromSolver(null); + batches.Clear(); + } + + public void AddBatch(ObiVolumeConstraintBatch batch){ + if (batch != null && batch.GetConstraintType() == GetConstraintType()) + batches.Add(batch); + } + + public void RemoveBatch(ObiVolumeConstraintBatch batch){ + batches.Remove(batch); + } + + public void OnDrawGizmosSelected(){ + + if (!visualize) return; + + Gizmos.color = Color.red; + + foreach (ObiVolumeConstraintBatch batch in batches){ + foreach(int i in batch.ActiveConstraints){ + int first = batch.firstTriangle[i]; + for(int j = 0; j < batch.numTriangles[i]; ++j){ + + int triangle = first + j; + + Vector3 p1 = actor.GetParticlePosition(batch.triangleIndices[triangle*3]); + Vector3 p2 = actor.GetParticlePosition(batch.triangleIndices[triangle*3+1]); + Vector3 p3 = actor.GetParticlePosition(batch.triangleIndices[triangle*3+2]); + + Gizmos.DrawLine(p1,p2); + Gizmos.DrawLine(p1,p3); + Gizmos.DrawLine(p2,p3); + } + } + } + + } + + } +} + + + + + diff --git a/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs.meta b/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs.meta new file mode 100644 index 0000000..b41cbf0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Constraints/ObiVolumeConstraints.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0e6a9ec34a7234d2fbeb3d6ebd2fdff7 +timeCreated: 1448433347 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: d9d3ddf824bd449e5b405439ee034b12, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Coroutines.meta b/String Theory/Assets/Obi/Scripts/Coroutines.meta new file mode 100644 index 0000000..3ceb9d3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Coroutines.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 232dbc8dfe1624cc3ac35594884d0edd +folderAsset: yes +timeCreated: 1438097540 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs b/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs new file mode 100644 index 0000000..c4c5aa2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs @@ -0,0 +1,130 @@ +using UnityEngine; +using System; +using System.Diagnostics; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Implementation of asynchronous jobs that can return data, throw exceptions, and have a duration threshold + * below which they are run synchronously. + */ +public class CoroutineJob{ + + public class ProgressInfo{ + public string userReadableInfo; + public float progress; + public ProgressInfo(string userReadableInfo,float progress){ + this.userReadableInfo = userReadableInfo; + this.progress = progress; + } + } + + public object Result { + get{ + if(e != null){ + throw e; + } + return result; + } + } + + public bool IsDone{ + get{ + return isDone; + } + } + + public bool RaisedException{ + get{ + return raisedException; + } + } + + private object result; + private bool isDone; + private bool raisedException; + private bool stop; + private Exception e; + + public int asyncThreshold = 0; //Time in milliseconds that must pass before job switches to async mode. By default, the job is asynchronous from the start. + + private void Init(){ + isDone = false; + raisedException = false; + stop = false; + result = null; + } + + /** + * Runs the provided coroutine in a completely syncrhonous way, just like it would if it wasn't a coroutine, and + * returns a list of all coroutine results, in the order they were yielded. Will immediately rethrow any exceptions thrown by the coroutine. + */ + public static object RunSynchronously(IEnumerator coroutine){ + + List results = new List(); + + if (coroutine == null){ + return results; + } + + try{ + while(coroutine.MoveNext()){ + results.Add(coroutine.Current); + } + }catch(Exception e){ + throw e; + } + + return results; + + } + + public IEnumerator Start(IEnumerator coroutine){ + + Init(); + + if (coroutine == null){ + isDone = true; + yield break; + } + + Stopwatch sw = new Stopwatch(); + sw.Start(); + + while(!stop){ + + try{ + if(!coroutine.MoveNext()){ + isDone = true; + sw.Stop(); + yield break; + } + } + catch(Exception e){ + this.e = e; + raisedException = true; + UnityEngine.Debug.LogException(e); + isDone = true; + sw.Stop(); + yield break; + } + + result = coroutine.Current; + + //If too much time has passed sine job start, switch to async mode: + if (sw.ElapsedMilliseconds > asyncThreshold){ + yield return result; + } + } + + } + + public void Stop(){ + stop = true; + } + +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs.meta b/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs.meta new file mode 100644 index 0000000..ec16b06 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Coroutines/CoroutineJob.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b34adb10b4f264b629f464bfc872d515 +timeCreated: 1438097545 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs b/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs new file mode 100644 index 0000000..d988f71 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs @@ -0,0 +1,87 @@ +using UnityEngine; +#if (UNITY_EDITOR) + using UnityEditor; +#endif +using System.Collections; + +namespace Obi +{ + +/** + * Implementation of coroutines for the editor. These are just like regular coroutines, except they can be started from + * any editor class, can be explicitly stopped, and you can look at their partial results. + */ +public class EditorCoroutine +{ + public static EditorCoroutine StartCoroutine( IEnumerator _routine ) + { + EditorCoroutine coroutine = new EditorCoroutine(_routine); + coroutine.Start(); + return coroutine; + } + + readonly IEnumerator routine; + + object result; + public object Result{ + get{return result;} + } + + bool isDone; + public bool IsDone{ + get{return isDone;} + } + + EditorCoroutine( IEnumerator _routine ) + { + routine = _routine; + } + + void Start() + { + isDone = false; + result = null; + #if (UNITY_EDITOR) + EditorApplication.update += Update; + #endif + Update (); + } + + public void Stop() + { + isDone = true; + #if (UNITY_EDITOR) + EditorApplication.update -= Update; + #endif + } + + void Update() + { + bool next = routine.MoveNext(); + result = routine.Current; + + if (!next) + { + Stop(); + } + } + + public static void ShowCoroutineProgressBar(string title, EditorCoroutine coroutine){ + + #if (UNITY_EDITOR) + if (coroutine != null && !coroutine.IsDone){ + CoroutineJob.ProgressInfo progressInfo = coroutine.Result as CoroutineJob.ProgressInfo; + if (progressInfo != null){ + if (EditorUtility.DisplayCancelableProgressBar(title, progressInfo.userReadableInfo, progressInfo.progress)){ + coroutine.Stop(); + } + } + }else{ + EditorUtility.ClearProgressBar(); + } + #endif + + } + +} +} \ No newline at end of file diff --git a/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs.meta b/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs.meta new file mode 100644 index 0000000..023fca3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Coroutines/EditorCoroutine.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 65c4fa737e0dc4ac8acb314d96b75115 +timeCreated: 1440488659 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/DataStructures.meta b/String Theory/Assets/Obi/Scripts/DataStructures.meta new file mode 100644 index 0000000..0f647ac --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85f483067050f424eaca406941e4724c +folderAsset: yes +timeCreated: 1437126884 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs b/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs new file mode 100644 index 0000000..ab5415c --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs @@ -0,0 +1,164 @@ +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi +{ + /** + * Custom IList implementation that allows access to the underlying raw array, for efficient C++ interop. Also + * includes some auxiliar methods that make it easier and faster to send data back and forth between C# and C++. + */ + public class ObiList : IList + { + private T[] data = new T[16]; + private int count = 0; + + #region Implementation of IEnumerable + + public IEnumerator GetEnumerator() + { + for (int i = 0; i < count;++i) + yield return data[i]; + } + + IEnumerator IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + + #endregion + + #region Implementation of ICollection + + public void Add(T item) + { + data[count] = item; + EnsureCapacity(++count); + } + + public void Clear() + { + count = 0; + } + + public bool Contains(T item) + { + for (int i = 0; i < count; ++i) + if (data[i].Equals(item)) + return true; + return false; + } + + public void CopyTo(T[] array, int arrayIndex) + { + if (array == null) + throw new ArgumentNullException(); + + if (array.Length-arrayIndex < count) + throw new ArgumentException(); + + Array.Copy(data,0,array,arrayIndex,count); + } + + public bool Remove(T item) + { + bool found = false; + for (int i = 0; i < count; ++i) + { + // Look for the element, and mark it as found. + if (!found && data[i].Equals(item)) + found = true; + + //If we found the element and are not at the last element, displace the element 1 position backwards. + if (found && i < count-1) + { + data[i] = data[i+1]; + } + } + + // If we found and removed the element, reduce the element count by 1. + if (found) + count--; + + return found; + } + + public int Count + { + get { return count; } + } + + public bool IsReadOnly + { + get { return false; } + } + + #endregion + + #region Implementation of IList + + public int IndexOf(T item) + { + return Array.IndexOf(data,item); + } + + public void Insert(int index, T item) + { + if (index < 0 || index > count) + throw new ArgumentOutOfRangeException(); + + EnsureCapacity(++count); + + for (int i = count-1; i > index; ++i) + { + data[i] = data[i-1]; + } + + data[index] = item; + } + + public void RemoveAt(int index) + { + for (int i = index; i < count; ++i) + { + if (i < count-1) + { + data[i] = data[i+1]; + } + } + + count--; + } + + public T this[int index] + { + get { return data[index]; } + set { data[index] = value; } + } + + #endregion + + #region Added stuff + + public T[] Data{ + get{return data;} + } + + /** + * Ensures a minimal capacity of count elements, then sets the new count. Useful when passing the backing array to C++ + * for being filled with new data. + */ + public void SetCount(int count){ + EnsureCapacity(count); + this.count = count; + } + + public void EnsureCapacity(int capacity){ + if (capacity >= data.Length) + Array.Resize(ref data,capacity*2); + } + + #endregion + } +} + diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs.meta b/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs.meta new file mode 100644 index 0000000..c47f6ad --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiList.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d8100b324be8f46cc9578fd52193a876 +timeCreated: 1513467715 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs b/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs new file mode 100644 index 0000000..a207b25 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs @@ -0,0 +1,250 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + /** + * An ObiParticleCache can store the result of the simulation performed by an ObiSolver, for later playback. + */ + public class ObiParticleCache : ScriptableObject + { + + public class UncompressedFrame{ + public List indices = new List(); + public List positions = new List(); + } + + /** + * Particle cache frames use a cell-based compression scheme, in which + * particles are inserted in "cells"(buckets) based on their 3d coordinates. Then they store + * a 24-bit offset from their cell position. This meets our 3 requirements for particle caches: + * - On the fly compression. + * - On the fly decompression. + * - Fast frame interpolation. + */ + [Serializable] + public class Frame{ + + public float time; + + public List positions; /**< List of cell offsets for each particle. Assumed to be ordered in increasing index order.*/ + public List indices; /**< List of particle indices.*/ + + public Frame(){ + time = 0; + positions = new List(); + indices = new List(); + } + + public void Clear(){ + time = 0; + positions.Clear(); + indices.Clear(); + } + + public int SizeInBytes(){ + return sizeof(float) + + positions.Count * sizeof(float) * 3 + + indices.Count * sizeof(int); + } + + /** + * Interpolates two frames and returns the result. + */ + public static void Lerp(Frame a, Frame b, ref Frame result, float mu){ + + result.Clear(); + + result.time = Mathf.Lerp(a.time,b.time,mu); + + // Since both indices arrays are guaranteed to be sorted, + // we can find and interpolate common particles in linear time. + int i = 0; + int j = 0; + int aCount = a.indices.Count; + int bCount = b.indices.Count; + + float oneMinusMu = 1-mu; + Vector3 interpolatedPosition = Vector3.zero; + + while(i < aCount && j < bCount){ + + int indexa = a.indices[i]; + int indexb = b.indices[j]; + + if (indexa > indexb){ //only exists in b. + result.indices.Add(indexb); + result.positions.Add(b.positions[j]); + j++; + } + + else if (indexa < indexb){ //only exists in a. + result.indices.Add(indexa); + result.positions.Add(a.positions[i]); + i++; + } + + else{ // common particle, interpolate: + result.indices.Add(indexa); + + Vector3 apos = a.positions[i]; + Vector3 bpos = b.positions[j]; + interpolatedPosition.Set(apos.x * oneMinusMu + bpos.x * mu, + apos.y * oneMinusMu + bpos.y * mu, + apos.z * oneMinusMu + bpos.z * mu); + result.positions.Add(interpolatedPosition); + i++; j++; + } + } + + } + } + + public float referenceIntervalSeconds = 0.5f; /**< Interval in seconds between frame references.*/ + public bool localSpace = true; /**< If true, particle positions will be expressed in the solver's local space.*/ + [SerializeField] private float duration = 0; /**< Amount of baked time in seconds.*/ + [SerializeField] private List frames; /**< List of frames.*/ + [SerializeField] private List references; /**< List of reference frame indices. Used for eficient playback.*/ + + public float Duration{ + get{return duration;} + } + + public int FrameCount{ + get{return frames.Count;} + } + + public void OnEnable(){ + + if (frames == null) + frames = new List(); + + if (references == null) + references = new List(){0}; + + } + + public int SizeInBytes(){ + int size = 0; + foreach(Frame f in frames){ + size += f.SizeInBytes(); + } + size += references.Count * sizeof(int); + return size; + } + + public void Clear(){ + + duration = 0; + frames.Clear(); + references.Clear(); + references.Add(0); + + #if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(this); + #endif + + } + + private int GetBaseFrame(float time){ + int referenceIndex = Mathf.FloorToInt(time / referenceIntervalSeconds); + if (referenceIndex >= 0 && referenceIndex < references.Count) + return references[referenceIndex]; + return int.MaxValue; + } + + public void AddFrame(Frame frame){ + + // Get reference frame index: + int referenceIndex = Mathf.FloorToInt(frame.time / referenceIntervalSeconds); + + // if the reference doesnt exist, create new references up to it. + if (referenceIndex >= references.Count){ + + // calculate how much time we need to fill with references: + float unreferencedTime = frame.time - Mathf.Max(0,references.Count-1) * referenceIntervalSeconds; + + // generate reference frames to fill the gap: + while (unreferencedTime >= referenceIntervalSeconds){ + references.Add(frames.Count); + unreferencedTime -= referenceIntervalSeconds; + } + + } + + // Append frame: + if (frame.time >= duration){ + frames.Add(frame); + duration = frame.time; + } + + // Replace frame: + else{ + + int baseFrame = references[referenceIndex]; + + // Get the first frame after the current one, and replace it. + for (int nextFrame = baseFrame; nextFrame < frames.Count; ++nextFrame){ + + if (frames[nextFrame].time > frame.time){ + + frames[nextFrame] = frame; + + return; + + } + + } + + } + + #if UNITY_EDITOR + UnityEditor.EditorUtility.SetDirty(this); + #endif + + } + + /** + * Retrieves the frame for a given time. If the provided time is between two frames, performs + * linear interpolation of these frames. + */ + public void GetFrame(float time, bool interpolate, ref Frame result){ + + time = Mathf.Clamp(time,0,duration); + + int baseFrame = GetBaseFrame(time); + + // short linear search from base frame: + for (int nextFrame = baseFrame; nextFrame < frames.Count; ++nextFrame){ + + if (frames[nextFrame].time > time){ + + if (interpolate){ + + // Get previous frame: + int prevFrame = Mathf.Max(0,nextFrame-1); + + // Calulate interpolation parameter: + float mu = 0; + if (nextFrame != prevFrame) + mu = (time-frames[prevFrame].time)/(frames[nextFrame].time-frames[prevFrame].time); + + // Return interpolated frame: + Frame.Lerp(frames[prevFrame],frames[nextFrame],ref result,mu); + + }else{ + result = frames[nextFrame]; + } + + return; + + } + + } + + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs.meta b/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs.meta new file mode 100644 index 0000000..7f69f5b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiParticleCache.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 788b7fa0ba4be40c194fb528c8de8905 +timeCreated: 1458523478 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: a6ca9fa94fee146baaeb88535653d6a5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs b/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs new file mode 100644 index 0000000..35b050e --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs @@ -0,0 +1,53 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi +{ + public class ObiRopeSection : ScriptableObject + { + [HideInInspector] public List vertices; + public int snapX = 0; + public int snapY = 0; + + public int Segments{ + get{return vertices.Count-1;} + } + + public void OnEnable(){ + + if (vertices == null){ + vertices = new List(); + CirclePreset(8); + } + + } + + public void CirclePreset(int segments){ + + vertices.Clear(); + + for (int j = 0; j <= segments; ++j){ + float angle = 2 * Mathf.PI / segments * j; + vertices.Add(Mathf.Cos(angle)*Vector2.right + Mathf.Sin(angle)*Vector2.up); + } + } + + /** + * Snaps a float value to the nearest multiple of snapInterval. + */ + public static int SnapTo(float val, int snapInterval, int threshold){ + int intVal = (int) val; + if (snapInterval <= 0) + return intVal; + int under = Mathf.FloorToInt(val / snapInterval) * snapInterval; + int over = under + snapInterval; + if (intVal - under < threshold) return under; + if (over - intVal < threshold) return over; + return intVal; + } + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs.meta b/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs.meta new file mode 100644 index 0000000..368fe54 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/DataStructures/ObiRopeSection.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 7c414884b42cd4bb69f4317b5e04c7ae +labels: +- ObiRope +timeCreated: 1464327536 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: fdb742a900c8d453ea5ce5027e80ad00, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Emitter.meta b/String Theory/Assets/Obi/Scripts/Emitter.meta new file mode 100644 index 0000000..54f00fc --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fa58327b902814d928c3deac0bf81ff9 +folderAsset: yes +timeCreated: 1455694791 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs new file mode 100644 index 0000000..a2b21a0 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs @@ -0,0 +1,63 @@ +using UnityEngine; +using System; + +namespace Obi{ + +/** + * Base class for emitter materials, which hold information about the physical properties of the substance emitted by an emitter. + */ +public abstract class ObiEmitterMaterial : ScriptableObject +{ + public class MaterialChangeEventArgs : EventArgs{ + + public MaterialChanges changes; + + public MaterialChangeEventArgs(MaterialChanges changes){ + this.changes = changes; + } + } + + [Flags] + public enum MaterialChanges{ + PER_MATERIAL_DATA = 0, + PER_PARTICLE_DATA = 1 << 0 + } + + public float resolution = 1; + public float restDensity = 1000; /**< rest density of the material.*/ + + private System.EventHandler onChangesMade; + public event System.EventHandler OnChangesMade { + + add { + onChangesMade -= value; + onChangesMade += value; + } + remove { + onChangesMade -= value; + } + } + + public void CommitChanges(MaterialChanges changes){ + if (onChangesMade != null) + onChangesMade(this,new MaterialChangeEventArgs(changes)); + } + + /** + * Returns the diameter (2 * radius) of a single particle of this material. + */ + public float GetParticleSize(Oni.SolverParameters.Mode mode){ + return 1f / (10 * Mathf.Pow(resolution,1/(mode == Oni.SolverParameters.Mode.Mode3D ? 3.0f : 2.0f))); + } + + /** + * Returns the mass (in kilograms) of a single particle of this material. + */ + public float GetParticleMass(Oni.SolverParameters.Mode mode){ + return restDensity * Mathf.Pow(GetParticleSize(mode),mode == Oni.SolverParameters.Mode.Mode3D ? 3 : 2); + } + + public abstract Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode); +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs.meta b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs.meta new file mode 100644 index 0000000..2542184 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterial.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1317a0005f3bb456e96b3d7e6a9e1666 +timeCreated: 1466752960 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: b5fa1dfe7194445cbbfd1310b2453261, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs new file mode 100644 index 0000000..8185dd1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs @@ -0,0 +1,52 @@ +using UnityEngine; +using System.Collections; +using System; + +namespace Obi +{ + public class ObiEmitterMaterialFluid : ObiEmitterMaterial + { + // fluid parameters: + public float smoothing = 1.5f; + public float viscosity = 0.05f; /**< viscosity of the fluid particles.*/ + public float surfaceTension = 0.1f; /**< surface tension of the fluid particles.*/ + + // gas parameters: + public float buoyancy = -1.0f; /**< how dense is this material with respect to air?*/ + public float atmosphericDrag = 0; /**< amount of drag applied by the surrounding air to particles near the surface of the material.*/ + public float atmosphericPressure = 0; /**< amount of pressure applied by the surrounding air particles.*/ + public float vorticity = 0.0f; /**< amount of baroclinic vorticity injected.*/ + + // elastoplastic parameters: + //public float elasticRange; /** radius around a particle in which distance constraints are created.*/ + //public float plasticCreep; /**< rate at which a deformed plastic material regains its shape*/ + //public float plasticThreshold; /**< amount of stretching stress that a elastic material must undergo to become plastic.*/ + + public void OnValidate(){ + + resolution = Mathf.Max(0.001f,resolution); + restDensity = Mathf.Max(0.001f,restDensity); + smoothing = Mathf.Max(1,smoothing); + viscosity = Mathf.Max(0,viscosity); + atmosphericDrag = Mathf.Max(0,atmosphericDrag); + + } + + public override Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode) + { + Oni.FluidMaterial material = new Oni.FluidMaterial(); + + // smoothing radius must be at least twice the particle radius, so that particle centers can reach each other. That's why the size is not multiplied by 0.5f. + material.smoothingRadius = GetParticleSize(mode) * smoothing; + material.restDensity = restDensity; + material.viscosity = viscosity; + material.surfaceTension = surfaceTension; + material.buoyancy = buoyancy; + material.atmosphericDrag = atmosphericDrag; + material.atmosphericPressure = atmosphericPressure; + material.vorticity = vorticity; + return material; + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs.meta b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs.meta new file mode 100644 index 0000000..648aebb --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialFluid.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 45b3b3073315a4191bcde3b6ca445dc7 +timeCreated: 1487699531 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ea94643102f314a62a9fab85aaf9c559, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs new file mode 100644 index 0000000..42aa0bd --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs @@ -0,0 +1,34 @@ +using UnityEngine; +using System.Collections; +using System; + +namespace Obi +{ + public class ObiEmitterMaterialGranular : ObiEmitterMaterial + { + + public float randomness = 0; + + public void OnValidate(){ + + resolution = Mathf.Max(0.001f,resolution); + restDensity = Mathf.Max(0.001f,restDensity); + randomness = Mathf.Max(0,randomness); + } + + public override Oni.FluidMaterial GetEquivalentOniMaterial(Oni.SolverParameters.Mode mode) + { + Oni.FluidMaterial material = new Oni.FluidMaterial(); + material.smoothingRadius = GetParticleSize(mode); + material.restDensity = restDensity; + material.viscosity = 0; + material.surfaceTension = 0; + material.buoyancy = -1; + material.atmosphericDrag = 0; + material.atmosphericPressure = 0; + material.vorticity = 0; + return material; + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs.meta b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs.meta new file mode 100644 index 0000000..e2028ef --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterMaterialGranular.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 80d3192cdf39d44d6801183df37e1f78 +timeCreated: 1487699422 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 7cf34d3db0e2e4a009f29fe06a4240d4, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs new file mode 100644 index 0000000..d12213a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs @@ -0,0 +1,94 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + + +namespace Obi{ + + [ExecuteInEditMode] + public abstract class ObiEmitterShape : MonoBehaviour + { + [Serializable] + public struct DistributionPoint{ + public Vector3 position; + public Vector3 velocity; + public Color color; + + public DistributionPoint(Vector3 position, Vector3 velocity){ + this.position = position; + this.velocity = velocity; + this.color = Color.white; + } + + public DistributionPoint(Vector3 position, Vector3 velocity, Color color){ + this.position = position; + this.velocity = velocity; + this.color = color; + } + + public DistributionPoint GetTransformed(Matrix4x4 transform, Color multiplyColor){ + return new DistributionPoint(transform.MultiplyPoint3x4(position), + transform.MultiplyVector(velocity), + color*multiplyColor); + } + } + + [SerializeProperty("Emitter")] + [SerializeField] protected ObiEmitter emitter; + + public Color color = Color.white; + + [HideInInspector] public float particleSize = 0; + [HideInInspector] public List distribution = new List(); + + protected Matrix4x4 l2sTransform; + + public ObiEmitter Emitter{ + set{ + if (emitter != value){ + + if (emitter != null){ + emitter.RemoveShape(this); + } + + emitter = value; + + if (emitter != null){ + emitter.AddShape(this); + } + } + } + get{return emitter;} + } + + public Matrix4x4 ShapeLocalToSolverMatrix{ + get{return l2sTransform;} + } + + public void OnEnable(){ + if (emitter != null) + emitter.AddShape(this); + } + + public void OnDisable(){ + if (emitter != null) + emitter.RemoveShape(this); + } + + public void UpdateLocalToSolverMatrix(){ + if (emitter != null && emitter.InSolver){ + if (emitter.Solver.simulateInLocalSpace) + l2sTransform = emitter.Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix * emitter.InitialScaleMatrix.inverse; + else + l2sTransform = transform.localToWorldMatrix * emitter.InitialScaleMatrix.inverse; + }else{ + l2sTransform = transform.localToWorldMatrix; + } + } + + public abstract void GenerateDistribution(); + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs.meta b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs.meta new file mode 100644 index 0000000..0ca0b2d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Emitter/ObiEmitterShape.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 75911416a3152475487a072d9265f58d +timeCreated: 1455751442 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Oni.cs b/String Theory/Assets/Obi/Scripts/Oni.cs new file mode 100644 index 0000000..515963e --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Oni.cs @@ -0,0 +1,997 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Runtime.InteropServices; +using Obi; + +/** + * Interface for the Oni particle physics library. + */ +public static class Oni { + + public const int ConstraintTypeCount = 12; + + public enum ConstraintType + { + Tether = 0, + Volume = 1, + Bending = 2, + Distance = 3, + Pin = 4, + ParticleCollision = 5, + Density = 6, + Collision = 7, + Skin = 8, + Aerodynamics = 9, + Stitch = 10, + ShapeMatching = 11, + }; + + public enum ParticlePhase{ + SelfCollide = 1 << 24, + Fluid = 1 << 25 + } + + public enum ShapeType{ + Sphere = 0, + Box = 1, + Capsule = 2, + Heightmap = 3, + TriangleMesh = 4, + EdgeMesh = 5, + SignedDistanceField = 6 + } + + public enum MaterialCombineMode{ + Average = 0, + Minimium = 1, + Multiply = 2, + Maximum = 3 + } + + public enum NormalsUpdate{ + Recalculate = 0, + Skin = 1 + } + + public enum ProfileMask : uint{ + ThreadIdMask = 0xffff0000, + TypeMask = 0x000000ff, + StackLevelMask = 0x0000ff00 + } + + public struct ProfileInfo + { + public double start; + public double end; + public uint info; + public int pad; + [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 64)] + public string name; + } + + public struct GridCell + { + public Vector3 center; + public Vector3 size; + public int count; + } + + [Serializable] + public struct SolverParameters{ + + public enum Interpolation + { + None, + Interpolate, + }; + + public enum Mode + { + Mode3D, + Mode2D, + }; + + [Tooltip("In 2D mode, particles are simulated on the XY plane only. For use in conjunction with Unity's 2D mode.")] + public Mode mode; + + [Tooltip("Same as Rigidbody.interpolation. Set to INTERPOLATE for cloth that is applied on a main character or closely followed by a camera. NONE for everything else.")] + public Interpolation interpolation; + + public Vector3 gravity; + + [Tooltip("Percentage of velocity lost per second, between 0% (0) and 100% (1).")] + [Range(0,1)] + public float damping; + + [Tooltip("Max ratio between a particle's longest and shortest axis. Use 1 for isotropic (completely round) particles.")] + [Range(1,5)] + public float maxAnisotropy; + + [Tooltip("Radius of diffuse particle advection. Large values yield better quality but are more expensive.")] + public float advectionRadius; + + [Tooltip("Kinetic energy below which particle positions arent updated. Energy values are mass-normalized, so all particles in the solver have the same threshold.")] + public float sleepThreshold; + + public SolverParameters(Interpolation interpolation, Vector4 gravity){ + this.mode = Mode.Mode3D; + this.gravity = gravity; + this.interpolation = interpolation; + damping = 0; + maxAnisotropy = 3; + advectionRadius = 0.5f; + sleepThreshold = 0.001f; + } + + } + + [Serializable] + public struct ConstraintParameters{ + + public enum EvaluationOrder + { + Sequential, + Parallel + }; + + [Tooltip("Order in which constraints are evaluated. SEQUENTIAL converges faster but is not very stable. PARALLEL is very stable but converges slowly, requiring more iterations to achieve the same result.")] + public EvaluationOrder evaluationOrder; /**< Constraint evaluation order.*/ + + [Tooltip("Number of relaxation iterations performed by the constraint solver. A low number of iterations will perform better, but be less accurate.")] + public int iterations; /**< Amount of solver iterations per step for this constraint group.*/ + + [Tooltip("Over (or under if < 1) relaxation factor used. At 1, no overrelaxation is performed. At 2, constraints double their relaxation rate. High values reduce stability but improve convergence.")] + [Range(0.1f,2)] + public float SORFactor; /**< Sucessive over-relaxation factor for parallel evaluation order.*/ + + [Tooltip("Whether this constraint group is solved or not.")] + [MarshalAs(UnmanagedType.I1)] + public bool enabled; + + public ConstraintParameters(bool enabled, EvaluationOrder order, int iterations){ + this.enabled = enabled; + this.iterations = iterations; + this.evaluationOrder = order; + this.SORFactor = 1; + } + + } + + // In this particular case, size is forced to 112 bytes to ensure 16 byte memory alignment needed by Oni. + [StructLayout(LayoutKind.Sequential, Size = 112)] + public struct Contact{ + public Vector4 point; /**< Speculative point of contact. */ + public Vector4 normal; /**< Normal direction. */ + public Vector4 tangent; /**< Tangent direction. */ + public Vector4 bitangent; /**< Bitangent direction. */ + public float distance; /** distance between both colliding entities at the beginning of the timestep.*/ + + public float normalImpulse; + public float tangentImpulse; + public float bitangentImpulse; + public float stickImpulse; + + public int particle; /** particle index*/ + public int other; /** particle or rigidbody index*/ + } + + public struct BoneWeights + { + public int bone0; + public int bone1; + public int bone2; + public int bone3; + public float weight0; + public float weight1; + public float weight2; + public float weight3; + + public BoneWeights(BoneWeight weight){ + bone0 = weight.boneIndex0; + bone1 = weight.boneIndex1; + bone2 = weight.boneIndex2; + bone3 = weight.boneIndex3; + weight0 = weight.weight0; + weight1 = weight.weight1; + weight2 = weight.weight2; + weight3 = weight.weight3; + } + } + + [Serializable] + public struct Rigidbody{ + + public Quaternion rotation; + public Vector3 linearVelocity; + public Vector3 angularVelocity; + public Vector3 centerOfMass; + public Vector3 inertiaTensor; + public float inverseMass; + + public void Set(UnityEngine.Rigidbody source, bool kinematicForParticles){ + + bool kinematic = !Application.isPlaying || source.isKinematic || kinematicForParticles; + + rotation = source.rotation; + linearVelocity = kinematicForParticles ? Vector3.zero : source.velocity; + angularVelocity = kinematicForParticles ? Vector3.zero : source.angularVelocity; + + // center of mass in unity is affected by local rotation and position, but not scale. We need it expressed in world space: + centerOfMass = source.transform.position + source.transform.rotation * source.centerOfMass; + + Vector3 invTensor = new Vector3((source.constraints & RigidbodyConstraints.FreezeRotationX) != 0?0:1/source.inertiaTensor.x, + (source.constraints & RigidbodyConstraints.FreezeRotationY) != 0?0:1/source.inertiaTensor.y, + (source.constraints & RigidbodyConstraints.FreezeRotationZ) != 0?0:1/source.inertiaTensor.z); + + // the inertia tensor is a diagonal matrix (Vector3) because it is expressed in the space generated by the principal axes of rotation (inertiaTensorRotation). + inertiaTensor = kinematic ? Vector3.zero : source.inertiaTensorRotation * invTensor; + inverseMass = kinematic ? 0 : 1/source.mass; + + } + + public void Set(UnityEngine.Rigidbody2D source, bool kinematicForParticles){ + + bool kinematic = !Application.isPlaying || source.isKinematic || kinematicForParticles; + + rotation = Quaternion.AngleAxis(source.rotation,Vector3.forward); + linearVelocity = source.velocity; + + // For some weird reason, in 2D angular velocity is measured in *degrees* per second, + // instead of radians. Seriously Unity, WTF?? + angularVelocity = new Vector4(0,0,source.angularVelocity * Mathf.Deg2Rad,0); + + // center of mass in unity is affected by local rotation and poistion, but not scale. We need it expressed in world space: + centerOfMass = source.transform.position + source.transform.rotation * source.centerOfMass; + + inertiaTensor = kinematic ? Vector3.zero : new Vector3(0,0,(source.constraints & RigidbodyConstraints2D.FreezeRotation) != 0?0:1/source.inertia); + inverseMass = kinematic ? 0 : 1/source.mass; + + } + + } + + [Serializable] + public struct RigidbodyVelocities{ + public Vector3 linearVelocity; + public Vector3 angularVelocity; + } + + + [Serializable] + public struct Collider{ + + public Quaternion rotation; + public Vector3 translation; + public Vector3 scale; + + public Vector3 boundsMin; + public Vector3 boundsMax; + + public int id; + public float contactOffset; + public int collisionGroup; + + [MarshalAs(UnmanagedType.I1)] + public bool trigger; + + public void Set(UnityEngine.Collider source, int phase, float thickness){ + boundsMin = source.bounds.min - Vector3.one*(thickness + source.contactOffset); + boundsMax = source.bounds.max + Vector3.one*(thickness + source.contactOffset); + translation = source.transform.position; + rotation = source.transform.rotation; + scale = source.transform.lossyScale; + contactOffset = thickness; + this.collisionGroup = phase; + this.trigger = source.isTrigger; + this.id = source.GetInstanceID(); + } + + public void Set(UnityEngine.Collider2D source, int phase, float thickness){ + boundsMin = source.bounds.min - Vector3.one * (thickness + 0.01f); //allow some room for contacts to be generated before penetration. + boundsMax = source.bounds.max + Vector3.one * (thickness + 0.01f); + translation = source.transform.position; + rotation = source.transform.rotation; + scale = source.transform.lossyScale; + contactOffset = thickness; + this.collisionGroup = phase; + this.trigger = source.isTrigger; + this.id = source.GetInstanceID(); + } + } + + [Serializable] + public struct Shape{ + + public Vector3 center; + public Vector3 size; + + public IntPtr data; + public IntPtr indices; + + public int dataCount; + public int indexCount; + + public int resolutionU; + public int resolutionV; + + [MarshalAs(UnmanagedType.I1)] + public bool is2D; + + public void Set(Vector3 center, float radius){ // sphere + this.center = center; + this.size = Vector3.one * radius; + } + + public void Set(Vector3 center, Vector3 size){ // box + this.center = center; + this.size = size; + } + + public void Set(Vector3 center, float radius, float height, int direction){ // capsule + this.center = center; + this.size = new Vector3(radius,height,direction); + } + + public void Set(Vector3 size, int resolutionU, int resolutionV, IntPtr data){ // terrain + this.size = size; + this.resolutionU = resolutionU; + this.resolutionV = resolutionV; + this.data = data; + this.dataCount = resolutionU * resolutionV; + } + + public void Set(IntPtr data, IntPtr indices, int dataCount, int indicesCount){ // mesh + this.data = data; + this.indices = indices; + this.dataCount = dataCount; + this.indexCount = indicesCount; + } + } + + [Serializable] + public struct CollisionMaterial{ + public float friction; + public float stickiness; + public float stickDistance; + public MaterialCombineMode frictionCombine; + public MaterialCombineMode stickinessCombine; + } + + [Serializable] + public struct FluidMaterial{ + public float smoothingRadius; + public float restDensity; + public float viscosity; + public float surfaceTension; + public float buoyancy; + public float atmosphericDrag; + public float atmosphericPressure; + public float vorticity; + public float elasticRange; + public float plasticCreep; + public float plasticThreshold; + } + + [Serializable] + [StructLayout(LayoutKind.Sequential, Size = 64)] // The last member is an int, so there are 12 bytes left at the end. We must ensure 64 bytes for correct array alignment. Check on everyone!!! + public struct DFNode{ + public Vector4 distancesA; + public Vector4 distancesB; + public Vector4 center; + public int firstChild; + } + + [Serializable] + public struct HalfEdge{ + public int index; + public int indexInFace; + public int face; + public int nextHalfEdge; + public int pair; + public int endVertex; + + public HalfEdge(int index){ + this.index = index; + indexInFace = -1; + face = -1; + nextHalfEdge = -1; + pair = -1; + endVertex = -1; + } + } + + [Serializable] + public struct Vertex{ + public int index; + public int halfEdge; + public Vector3 position; + + public Vertex(Vector3 position, int index, int halfEdge){ + this.index = index; + this.halfEdge = halfEdge; + this.position = position; + } + } + + [Serializable] + public struct Face{ + public int index; + public int halfEdge; + + public Face(int index){ + this.index = index; + halfEdge = -1; + } + } + + [Serializable] + public struct MeshInformation{ + public float volume; + public float area; + public int borderEdgeCount; + + [MarshalAs(UnmanagedType.I1)] + public bool closed; + [MarshalAs(UnmanagedType.I1)] + public bool nonManifold; + } + + public struct Anisotropy{ + public Vector4 b1; + public Vector4 b2; + public Vector4 b3; + } + + public static GCHandle PinMemory(object data){ + return GCHandle.Alloc(data, GCHandleType.Pinned); + } + + public static void UnpinMemory(GCHandle handle){ + if (handle.IsAllocated) + handle.Free(); + } + + #if (UNITY_IOS && !UNITY_EDITOR) + const string LIBNAME = "__Internal"; + #elif ((UNITY_ANDROID || UNITY_STANDALONE_LINUX) && !UNITY_EDITOR) + const string LIBNAME = "Oni"; + #else + const string LIBNAME = "libOni"; + #endif + + [DllImport (LIBNAME)] + public static extern IntPtr CreateCollider(); + + [DllImport (LIBNAME)] + public static extern void DestroyCollider(IntPtr collider); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateShape(ShapeType shapeType); + + [DllImport (LIBNAME)] + public static extern void DestroyShape(IntPtr shape); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateRigidbody(); + + [DllImport (LIBNAME)] + public static extern void DestroyRigidbody(IntPtr rigidbody); + + [DllImport (LIBNAME)] + public static extern void UpdateCollider(IntPtr collider, ref Oni.Collider adaptor); + + [DllImport (LIBNAME)] + public static extern void UpdateShape(IntPtr shape, ref Oni.Shape adaptor); + + [DllImport (LIBNAME)] + public static extern void UpdateRigidbody(IntPtr rigidbody, ref Oni.Rigidbody adaptor); + + [DllImport (LIBNAME)] + public static extern void GetRigidbodyVelocity(IntPtr rigidbody, ref RigidbodyVelocities velocities); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateDistanceField(); + + [DllImport (LIBNAME)] + public static extern void DestroyDistanceField(IntPtr df); + + [DllImport (LIBNAME)] + public static extern void StartBuildingDistanceField(IntPtr df, float maxError, int maxDepth, Vector3[] vertexPos, int[] triIndices, int numVertices, int numTriangles); + + [DllImport (LIBNAME)] + public static extern bool ContinueBuildingDistanceField(IntPtr df); + + [DllImport (LIBNAME)] + public static extern float SampleDistanceField(IntPtr df, float x, float y, float z); + + [DllImport (LIBNAME)] + public static extern int GetDistanceFieldNodeCount(IntPtr df); + + [DllImport (LIBNAME)] + public static extern void GetDistanceFieldNodes(IntPtr df, DFNode[] nodes); + + [DllImport (LIBNAME)] + public static extern void SetDistanceFieldNodes(IntPtr df, DFNode[] nodes, int num); + + [DllImport (LIBNAME)] + public static extern void SetShapeDistanceField(IntPtr shape, IntPtr distanceField); + + [DllImport (LIBNAME)] + public static extern void SetColliderShape(IntPtr collider, IntPtr shape); + + [DllImport (LIBNAME)] + public static extern void SetColliderRigidbody(IntPtr collider, IntPtr rigidbody); + + [DllImport (LIBNAME)] + public static extern void SetColliderMaterial(IntPtr collider, IntPtr material); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateCollisionMaterial(); + + [DllImport (LIBNAME)] + public static extern void DestroyCollisionMaterial(IntPtr material); + + [DllImport (LIBNAME)] + public static extern void UpdateCollisionMaterial(IntPtr material, ref CollisionMaterial adaptor); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateSolver(int maxParticles, int maxNeighbours); + + [DllImport (LIBNAME)] + public static extern void DestroySolver(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern void InitializeFrame(IntPtr solver,ref Vector4 translation, ref Vector4 scale, ref Quaternion rotation); + + [DllImport (LIBNAME)] + public static extern void UpdateFrame(IntPtr solver,ref Vector4 translation, ref Vector4 scale, ref Quaternion rotation, float dt); + + [DllImport (LIBNAME)] + public static extern void ApplyFrame(IntPtr solver,float linearVelocityScale, float angularVelocityScale, float linearInertiaScale, float angularInertiaScale, float dt); + + [DllImport (LIBNAME)] + public static extern void AddCollider(IntPtr collider); + + [DllImport (LIBNAME)] + public static extern void RemoveCollider(IntPtr collider); + + [DllImport (LIBNAME)] + public static extern void GetBounds(IntPtr solver, ref Vector3 min, ref Vector3 max); + + [DllImport (LIBNAME)] + public static extern int GetParticleGridSize(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern void GetParticleGrid(IntPtr solver, GridCell[] cells); + + [DllImport (LIBNAME)] + public static extern void SetSolverParameters(IntPtr solver, ref SolverParameters parameters); + + [DllImport (LIBNAME)] + public static extern void GetSolverParameters(IntPtr solver, ref SolverParameters parameters); + + [DllImport (LIBNAME)] + public static extern int SetActiveParticles(IntPtr solver, int[] active, int num); + + [DllImport (LIBNAME)] + public static extern void AddSimulationTime(IntPtr solver, float time); + + [DllImport (LIBNAME)] + public static extern void ResetSimulationTime(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern void UpdateSolver(IntPtr solver, uint substeps, float substep_dt); + + [DllImport (LIBNAME)] + public static extern void ApplyPositionInterpolation(IntPtr solver, float step_dt); + + [DllImport (LIBNAME)] + public static extern void UpdateSkeletalAnimation(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern int GetConstraintCount(IntPtr solver, int type); + + [DllImport (LIBNAME)] + public static extern void GetActiveConstraintIndices(IntPtr solver, int[] indices, int num , int type); + + [DllImport (LIBNAME)] + public static extern int SetRenderableParticlePositions(IntPtr solver, Vector4[] positions, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetRenderableParticlePositions(IntPtr solver, Vector4[] positions,int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticlePhases(IntPtr solver, int[] phases, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticlePositions(IntPtr solver, Vector4[] positions, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticlePositions(IntPtr solver, Vector4[] positions, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticleOrientations(IntPtr solver, Quaternion[] orientations, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticleOrientations(IntPtr solver, Quaternion[] orientations, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticleInverseMasses(IntPtr solver, float[] invMasses, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticleSolidRadii(IntPtr solver, float[] radii, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticlePrincipalRadii(IntPtr solver, Vector2[] principalRadii, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticleVelocities(IntPtr solver, Vector4[] velocities, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticleVelocities(IntPtr solver, Vector4[] velocities, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int SetParticleAngularVelocities(IntPtr solver, Vector4[] angularVelocities, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticleAngularVelocities(IntPtr solver, Vector4[] angularVelocities, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern void AddParticleExternalForces(IntPtr solver, Vector4[] forces, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern void AddParticleExternalForce(IntPtr solver, ref Vector4 force, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern void AddParticleExternalTorques(IntPtr solver, Vector4[] torques, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern void AddParticleExternalTorque(IntPtr solver, ref Vector4 torque, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern void AddParticleWinds(IntPtr solver, Vector4[] winds, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern void AddParticleWind(IntPtr solver, ref Vector4 wind, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern int GetParticleVorticities(IntPtr solver, Vector4[] vorticities, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticleDensities(IntPtr solver, float[] densities, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int GetParticleAnisotropies(IntPtr solver, Anisotropy[] anisotropies, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern int GetDeformableTriangleCount(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern void SetDeformableTriangles(IntPtr solver, int[] indices, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int RemoveDeformableTriangles(IntPtr solver, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern void SetConstraintGroupParameters(IntPtr solver, int type, ref ConstraintParameters parameters); + + [DllImport (LIBNAME)] + public static extern void GetConstraintGroupParameters(IntPtr solver, int type, ref ConstraintParameters parameters); + + [DllImport (LIBNAME)] + public static extern void SetCollisionMaterials(IntPtr solver, IntPtr[] materials, int[] indices, int num); + + [DllImport (LIBNAME)] + public static extern int SetRestPositions(IntPtr solver, Vector4[] positions, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern void SetFluidMaterials(IntPtr solver, Oni.FluidMaterial[] materials, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int SetFluidMaterialIndices(IntPtr solver, int[] indices, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateDeformableMesh(IntPtr solver, + IntPtr halfEdge, + IntPtr skinConstraintBatch, + [MarshalAs(UnmanagedType.LPArray, SizeConst=16)] float[] worldToLocal, + IntPtr particleIndices, + int vertexCapacity, + int vertexCount); + + [DllImport (LIBNAME)] + public static extern void DestroyDeformableMesh(IntPtr solver, IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern bool TearDeformableMeshAtVertex(IntPtr mesh,int vertexIndex, + ref Vector3 planePoint, + ref Vector3 planeNormal, + int[] updated_edges, + ref int num_edges); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshTBNUpdate(IntPtr mesh,NormalsUpdate normalsUpdate, [MarshalAs(UnmanagedType.I1)]bool skinTangents); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshTransform(IntPtr mesh,[MarshalAs(UnmanagedType.LPArray, SizeConst=16)] float[] worldToLocal); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshSkinMap(IntPtr mesh, IntPtr sourceMesh, IntPtr triangleSkinMap); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshParticleIndices(IntPtr mesh, IntPtr particleIndices); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshData(IntPtr mesh,IntPtr triangles, + IntPtr vertices, + IntPtr normals, + IntPtr tangents, + IntPtr colors, + IntPtr uv1, + IntPtr uv2, + IntPtr uv3, + IntPtr uv4); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshAnimationData(IntPtr mesh,float[] bindPoses,BoneWeights[] weights, int numBones); + + [DllImport (LIBNAME)] + public static extern void SetDeformableMeshBoneTransforms(IntPtr mesh,float[] boneTransforms); + + [DllImport (LIBNAME)] + public static extern void ForceDeformableMeshSkeletalSkinning(IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateBatch(int type, [MarshalAs(UnmanagedType.I1)]bool cooked); + + [DllImport (LIBNAME)] + public static extern void DestroyBatch(IntPtr batch); + + [DllImport (LIBNAME)] + public static extern IntPtr AddBatch(IntPtr solver, IntPtr batch, [MarshalAs(UnmanagedType.I1)]bool sharesParticles); + + [DllImport (LIBNAME)] + public static extern void RemoveBatch(IntPtr solver, IntPtr batch); + + [DllImport (LIBNAME)] + public static extern bool EnableBatch(IntPtr batch, [MarshalAs(UnmanagedType.I1)]bool enabled); + + [DllImport (LIBNAME)] + public static extern int GetBatchConstraintCount(IntPtr batch); + + [DllImport (LIBNAME)] + public static extern int GetBatchConstraintForces(IntPtr batch, float[] forces, int num, int destOffset); + + [DllImport (LIBNAME)] + public static extern int GetBatchPhaseCount(IntPtr batch); + + [DllImport (LIBNAME)] + public static extern void GetBatchPhaseSizes(IntPtr batch, int[] phaseSizes); + + [DllImport (LIBNAME)] + public static extern void SetBatchPhaseSizes(IntPtr batch, int[] phaseSizes, int num); + + [DllImport (LIBNAME)] + public static extern bool CookBatch(IntPtr batch); + + [DllImport (LIBNAME)] + public static extern int SetActiveConstraints(IntPtr batch, int[] active, int num); + + [DllImport (LIBNAME)] + public static extern void SetDistanceConstraints(IntPtr batch, int[] indices, + float[] restLengths, + Vector2[] stiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void GetDistanceConstraints(IntPtr batch, int[] indices, + float[] restLengths, + Vector2[] stiffnesses); + + [DllImport (LIBNAME)] + public static extern void SetBendingConstraints(IntPtr batch, int[] indices, + float[] restBends, + Vector2[] bendingStiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void GetBendingConstraints(IntPtr batch, int[] indices, + float[] restBends, + Vector2[] bendingStiffnesses); + + + [DllImport (LIBNAME)] + public static extern void SetSkinConstraints(IntPtr batch, + int[] indices, + Vector4[] points, + Vector4[] normals, + float[] radiiBackstops, + float[] stiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void GetSkinConstraints(IntPtr batch, + int[] indices, + Vector4[] points, + Vector4[] normals, + float[] radiiBackstops, + float[] stiffnesses); + + [DllImport (LIBNAME)] + public static extern void SetAerodynamicConstraints(IntPtr batch, + int[] particleIndices, + float[] aerodynamicCoeffs, + int num); + + [DllImport (LIBNAME)] + public static extern void SetVolumeConstraints(IntPtr batch, + int[] triangleIndices, + int[] firstTriangle, + int[] numTriangles, + float[] restVolumes, + Vector2[] pressureStiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void SetShapeMatchingConstraints(IntPtr batch, + int[] shapeIndices, + int[] firstIndex, + int[] numIndices, + float[] shapeStiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void CalculateRestShapeMatching(IntPtr solver, IntPtr batch); + + [DllImport (LIBNAME)] + public static extern void SetTetherConstraints(IntPtr batch, + int[] indices, + Vector2[] maxLenghtsScales, + float[] stiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void GetTetherConstraints(IntPtr batch, int[] indices, + Vector2[] maxLenghtsScales, + float[] stiffnesses); + + [DllImport (LIBNAME)] + public static extern void SetPinConstraints(IntPtr batch, + int[] indices, + Vector4[] pinOffsets, + IntPtr[] colliders, + float[] stiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void SetStitchConstraints(IntPtr batch, + int[] indices, + float[] stiffnesses, + int num); + + [DllImport (LIBNAME)] + public static extern void GetCollisionContacts(IntPtr solver, Contact[] contacts, int n); + + [DllImport (LIBNAME)] + public static extern void ClearDiffuseParticles(IntPtr solver); + + [DllImport (LIBNAME)] + public static extern int SetDiffuseParticles(IntPtr solver, Vector4[] positions, int num); + + [DllImport (LIBNAME)] + public static extern int GetDiffuseParticleVelocities(IntPtr solver, Vector4[] velocities, int num, int sourceOffset); + + [DllImport (LIBNAME)] + public static extern void SetDiffuseParticleNeighbourCounts(IntPtr solver, IntPtr neighbourCounts); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateHalfEdgeMesh(); + + [DllImport (LIBNAME)] + public static extern void DestroyHalfEdgeMesh(IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern void SetVertices(IntPtr mesh, IntPtr vertices, int n); + + [DllImport (LIBNAME)] + public static extern void SetHalfEdges(IntPtr mesh, IntPtr halfedges, int n); + + [DllImport (LIBNAME)] + public static extern void SetFaces(IntPtr mesh, IntPtr faces, int n); + + [DllImport (LIBNAME)] + public static extern void SetNormals(IntPtr mesh, IntPtr normals); + + [DllImport (LIBNAME)] + public static extern void SetTangents(IntPtr mesh, IntPtr tangents); + + [DllImport (LIBNAME)] + public static extern void SetInverseOrientations(IntPtr mesh, IntPtr orientations); + + [DllImport (LIBNAME)] + public static extern void SetVisualMap(IntPtr mesh, IntPtr map); + + [DllImport (LIBNAME)] + public static extern int GetVertexCount(IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern int GetHalfEdgeCount(IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern int GetFaceCount(IntPtr mesh); + + [DllImport (LIBNAME)] + public static extern int GetHalfEdgeMeshInfo(IntPtr mesh, ref MeshInformation meshInfo); + + [DllImport (LIBNAME)] + public static extern void CalculatePrimitiveCounts(IntPtr mesh, Vector3[] vertices, int[] triangles, int vertexCount, int triangleCount); + + [DllImport (LIBNAME)] + public static extern void Generate(IntPtr mesh, Vector3[] vertices, int[] triangles, int vertexCount, int triangleCount, ref Vector3 scale); + + [DllImport (LIBNAME)] + public static extern void GetPointCloudAnisotropy(Vector3[] points, int count, float maxAnisotropy, float radius, ref Quaternion orientation, ref Vector3 principalValues); + + [DllImport (LIBNAME)] + public static extern int MakePhase(int group, ParticlePhase flags); + + [DllImport (LIBNAME)] + public static extern int GetGroupFromPhase(int phase); + + [DllImport (LIBNAME)] + public static extern float BendingConstraintRest(float[] constraintCoordinates); + + [DllImport (LIBNAME)] + public static extern IntPtr CreateTriangleSkinMap(); + + [DllImport (LIBNAME)] + public static extern void DestroyTriangleSkinMap(IntPtr skinmap); + + [DllImport (LIBNAME)] + public static extern void Bind(IntPtr skinmap, IntPtr sourcemesh, IntPtr targetmesh, uint[] sourceMasterFlags, uint[] targetSlaveFlags); + + [DllImport (LIBNAME)] + public static extern int GetSkinnedVertexCount(IntPtr skinmap); + + [DllImport (LIBNAME)] + public static extern void GetSkinInfo(IntPtr skinmap, + int[] skinIndices, + int[] sourceTriIndices, + Vector3[] baryPositions, + Vector3[] baryNormals, + Vector3[] baryTangents); + + [DllImport (LIBNAME)] + public static extern void SetSkinInfo(IntPtr skinmap, + int[] skinIndices, + int[] sourceTriIndices, + Vector3[] baryPositions, + Vector3[] baryNormals, + Vector3[] baryTangents, + int num); + + [DllImport (LIBNAME)] + public static extern void WaitForAllTasks(); + + [DllImport (LIBNAME)] + public static extern void ClearTasks(); + + [DllImport (LIBNAME)] + public static extern int GetMaxSystemConcurrency(); + + [DllImport (LIBNAME)] + public static extern void SignalFrameStart(); + + [DllImport (LIBNAME)] + public static extern double SignalFrameEnd(); + + [DllImport (LIBNAME)] + public static extern void EnableProfiler([MarshalAs(UnmanagedType.I1)]bool cooked); + + [DllImport (LIBNAME)] + public static extern int GetProfilingInfoCount(); + + [DllImport (LIBNAME)] + public static extern void GetProfilingInfo([Out] ProfileInfo[] info, int num); +} diff --git a/String Theory/Assets/Obi/Scripts/Oni.cs.meta b/String Theory/Assets/Obi/Scripts/Oni.cs.meta new file mode 100644 index 0000000..e878c13 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Oni.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: df1db1289f87d47fb934d1fdb2ed9965 +timeCreated: 1442803224 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver.meta b/String Theory/Assets/Obi/Scripts/Solver.meta new file mode 100644 index 0000000..be27f84 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 9b70354c2a8424c0d85f24922c2fd48d +folderAsset: yes +timeCreated: 1448942583 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs b/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs new file mode 100644 index 0000000..40b0776 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs @@ -0,0 +1,36 @@ +using UnityEngine; +using System.Collections; + +namespace Obi{ + + [System.Flags] + public enum ParticleData{ + NONE = 0, + ACTIVE_STATUS = 1 << 0, + ACTOR_ID = 1 << 1, + POSITIONS = 1 << 2, + VELOCITIES = 1 << 3, + INV_MASSES = 1 << 4, + VORTICITIES = 1 << 5, + SOLID_RADII = 1 << 6, + PHASES = 1 << 7, + REST_POSITIONS = 1 << 8, + COLLISION_MATERIAL = 1 << 9, + ANGULAR_VELOCITIES = 1 << 10, + PRINCIPAL_RADII = 1 << 11, + ORIENTATIONS = 1 << 12, + ALL = ~0 + } + + /** + * Interface for components that want to benefit from the simulation capabilities of an ObiSolver. + */ + public interface IObiSolverClient + { + bool AddToSolver(object info); + bool RemoveFromSolver(object info); + void PushDataToSolver(ParticleData data = ParticleData.NONE); + void PullDataFromSolver(ParticleData data = ParticleData.NONE); + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs.meta b/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs.meta new file mode 100644 index 0000000..bc5313a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/IObiSolverClient.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4d7342f154f3547449383467f9ed16b1 +timeCreated: 1447827720 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs b/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs new file mode 100644 index 0000000..ba37e23 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using System; + +namespace Obi +{ + [RequireComponent(typeof(Animator))] + [DisallowMultipleComponent] + public class ObiAnimatorController : MonoBehaviour + { + bool updatedThisStep = false; + Animator animator; + + public void Awake(){ + animator = GetComponent(); + } + + public void UpdateAnimation() + { + if (animator != null && animator.enabled && !updatedThisStep){ + animator.playableGraph.Stop(); + animator.Update(Time.fixedDeltaTime); + updatedThisStep = true; + } + } + + public void ResetUpdateFlag(){ + updatedThisStep = false; + } + + public void ResumeAutonomousUpdate(){ + if (animator != null && animator.enabled){ + animator.playableGraph.Play(); + } + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs.meta b/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs.meta new file mode 100644 index 0000000..449528a --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiAnimatorController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b0d48b2ded8e5495cac0e7bf6eb1fa42 +timeCreated: 1487945340 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs b/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs new file mode 100644 index 0000000..0e41a11 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs @@ -0,0 +1,55 @@ +using System; +using System.Collections; +using System.Collections.Generic; + +namespace Obi +{ + /** + * ObiArbiter is used to synchronize the update cycle of several solvers. + */ + public class ObiArbiter + { + private HashSet solvers = new HashSet(); + private int solverCounter = 0; + + public void RegisterSolver (ObiSolver solver) + { + if (solver != null) + solvers.Add(solver); + } + + public void UnregisterSolver (ObiSolver solver) + { + if (solver != null) + solvers.Remove(solver); + } + + /** + * When all solvers have called this, it + * waits until all solver update tasks have been finished. + */ + public bool WaitForAllSolvers() + { + // Increase solver counter: + solverCounter++; + + // If all solvers have started simulating, we must wait for them all to finish: + if (solverCounter >= solvers.Count){ + + solverCounter = 0; + + Oni.WaitForAllTasks(); + + // Notify solvers that they've all completed this simulation step: + foreach(ObiSolver s in solvers){ + s.AllSolversStepEnd(); + } + + return true; + + } + return false; + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs.meta b/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs.meta new file mode 100644 index 0000000..72cf3fb --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiArbiter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2cdcbfee84910483d982923ba1180001 +timeCreated: 1474360653 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs b/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs new file mode 100644 index 0000000..4a4d385 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs @@ -0,0 +1,794 @@ +/** +\mainpage Obi documentation + +Introduction: +------------- + +Obi is a position-based dynamics framework for unity. It enables the simulation of cloth, ropes and fluid in realtime, complete with two-way +rigidbody interaction. + +Features: +------------------- + +- Particles can be pinned both in local space and to rigidbodies (kinematic or not). +- Realistic wind forces. +- Rigidbodies react to particle dynamics, and particles reach to each other and to rigidbodies too. +- Easy prefab instantiation, particle-based actors can be translated, scaled and rotated. +- Simulation can be warm-started in the editor, then all simulation state gets serialized with the object. This means + your prefabs can be stored at any point in the simulation, and they will resume it when instantiated. +- Custom editor tools. + +*/ + +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Threading; +using System.Runtime.InteropServices; +using System.Linq; + +namespace Obi +{ + +/** + * An ObiSolver component simulates particles and their interactions using the Oni unified physics library. + * Several kinds of constraint types and their parameters are exposed, and several Obi components can + * be used to feed particles and constraints to the solver. + */ +[ExecuteInEditMode] +[AddComponentMenu("Physics/Obi/Obi Solver")] +[DisallowMultipleComponent] +public sealed class ObiSolver : MonoBehaviour +{ + + public enum SimulationOrder{ + FixedUpdate, + AfterFixedUpdate, + LateUpdate + } + + public class ObiCollisionEventArgs : System.EventArgs{ + public ObiList contacts = new ObiList(); /**< collision contacts.*/ + } + + public class ObiFluidEventArgs : System.EventArgs{ + + public ObiList indices = new ObiList(); /**< fluid particle indices.*/ + public ObiList vorticities = new ObiList(); + public ObiList densities = new ObiList(); + + } + + public class ParticleInActor{ + public ObiActor actor; + public int indexInActor; + + public ParticleInActor(ObiActor actor, int indexInActor){ + this.actor = actor; + this.indexInActor = indexInActor; + } + } + + public const int MAX_NEIGHBOURS = 92; + public const int CONSTRAINT_GROUPS = 12; + + public static event System.EventHandler OnUpdateColliders; + public static event System.EventHandler OnAfterUpdateColliders; + public static event System.EventHandler OnUpdateRigidbodies; + + public event System.EventHandler OnFrameBegin; + public event System.EventHandler OnStepBegin; + public event System.EventHandler OnFixedParticlesUpdated; + public event System.EventHandler OnStepEnd; + public event System.EventHandler OnBeforePositionInterpolation; + public event System.EventHandler OnBeforeActorsFrameEnd; + public event System.EventHandler OnFrameEnd; + public event System.EventHandler OnCollision; + public event System.EventHandler OnFluidUpdated; + + public int maxParticles = 5000; + + [HideInInspector] [NonSerialized] public bool simulate = true; + + public uint substeps = 1; + + [Tooltip("If enabled, will force the solver to keep simulating even when not visible from any camera.")] + public bool simulateWhenInvisible = true; /**< Whether to keep simulating the cloth when its not visible by any camera.*/ + + [Tooltip("If enabled, the solver object transform will be used as the frame of reference for all actors using this solver, instead of the world's frame.")] + public bool simulateInLocalSpace = false; + + [Indent()] + [VisibleIf("simulateInLocalSpace")] + public float worldLinearVelocityScale = 0; /**< how much does world-space linear velocity affect the actor. This only applies when the solver has "simulateInLocalSpace" enabled.*/ + + [Indent()] + [VisibleIf("simulateInLocalSpace")] + public float worldAngularVelocityScale = 0; /**< how much does world-space angular velocity affect the actor. This only applies when the solver has "simulateInLocalSpace" enabled.*/ + + [Indent()] + [VisibleIf("simulateInLocalSpace")] + public float worldLinearInertiaScale = 0; /**< how much does world-space linear inertia affect the actor. This only applies when the solver has "simulateInLocalSpace" enabled.*/ + + [Indent()] + [VisibleIf("simulateInLocalSpace")] + public float worldAngularInertiaScale = 0; /**< how much does world-space angular inertia affect the actor. This only applies when the solver has "simulateInLocalSpace" enabled.*/ + + + [Tooltip("Determines when will the solver update particles.")] + [SerializeProperty("UpdateOrder")] + [SerializeField] private SimulationOrder simulationOrder = SimulationOrder.FixedUpdate; + + [ChildrenOnly] + public Oni.SolverParameters parameters = new Oni.SolverParameters(Oni.SolverParameters.Interpolation.None, + new Vector4(0,-9.81f,0,0)); + + [HideInInspector] [NonSerialized] public List actors = new List(); + + private int allocatedParticleCount = 0; + [HideInInspector] [NonSerialized] public ParticleInActor[] particleToActor; + [HideInInspector] [NonSerialized] public int[] materialIndices; + [HideInInspector] [NonSerialized] public int[] fluidMaterialIndices; + + private int[] activeParticles; + private List emitterMaterials = new List(); + + [HideInInspector] [NonSerialized] public Vector4[] renderablePositions; /**< renderable particle positions.*/ + [HideInInspector] [NonSerialized] public Oni.Anisotropy[] anisotropies; /**< particle anisotropy matrices.*/ + + // constraint parameters: + [Header("Constraints")] + public Oni.ConstraintParameters distanceConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Sequential,3); + public Oni.ConstraintParameters bendingConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters particleCollisionConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters collisionConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters skinConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Sequential,3); + public Oni.ConstraintParameters volumeConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters shapeMatchingConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters tetherConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters pinConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,3); + public Oni.ConstraintParameters stitchConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,2); + public Oni.ConstraintParameters densityConstraintParameters = new Oni.ConstraintParameters(true,Oni.ConstraintParameters.EvaluationOrder.Parallel,2); + + private IntPtr oniSolver; + + private ObiCollisionEventArgs collisionArgs = new ObiCollisionEventArgs(); + private ObiFluidEventArgs fluidArgs = new ObiFluidEventArgs(); + + private ObiEmitterMaterial defaultFluidMaterial; + private UnityEngine.Bounds bounds = new UnityEngine.Bounds(); + + private bool initialized = false; + private bool isVisible = true; + private float smoothDelta = 0.02f; + private int renderablePositionsClients = 0; /** counter for the amount of actors that need renderable positions.*/ + + private static bool firstFixedUpdate = true; + public static ObiArbiter fixedUpdateArbiter = new ObiArbiter(); + public static ObiArbiter afterFixedUpdateArbiter = new ObiArbiter(); + public static ObiArbiter lateUpdateArbiter = new ObiArbiter(); + + public IntPtr OniSolver + { + get{return oniSolver;} + } + + public UnityEngine.Bounds Bounds + { + get{return bounds;} + } + + public bool IsVisible + { + get{return isVisible;} + } + + public SimulationOrder UpdateOrder{ + set{ + if (simulationOrder != value){ + + switch(simulationOrder){ + case SimulationOrder.FixedUpdate: fixedUpdateArbiter.UnregisterSolver(this); break; + case SimulationOrder.AfterFixedUpdate: afterFixedUpdateArbiter.UnregisterSolver(this); break; + case SimulationOrder.LateUpdate: lateUpdateArbiter.UnregisterSolver(this); break; + } + + simulationOrder = value; + + switch(simulationOrder){ + case SimulationOrder.FixedUpdate: fixedUpdateArbiter.RegisterSolver(this); break; + case SimulationOrder.AfterFixedUpdate: afterFixedUpdateArbiter.RegisterSolver(this); break; + case SimulationOrder.LateUpdate: lateUpdateArbiter.RegisterSolver(this); break; + } + } + } + get{return simulationOrder;} + } + + public int AllocParticleCount{ + get{return allocatedParticleCount;} + } + + public bool IsUpdating{ + get{return (initialized && simulate && (simulateWhenInvisible || IsVisible));} + } + + public void RequireRenderablePositions(){ + renderablePositionsClients++; + } + + public void RelinquishRenderablePositions(){ + if (renderablePositionsClients > 0) + renderablePositionsClients--; + } + + void OnValidate(){ + if (substeps < 1) substeps = 1; + } + + void Awake(){ + + if (Application.isPlaying) //only during game. + Initialize(); + } + + void OnDestroy(){ + if (Application.isPlaying) //only during game. + Teardown(); + } + + void OnEnable(){ + if (!Application.isPlaying) //only in editor. + Initialize(); + + StartCoroutine("RunLateFixedUpdate"); + + switch(simulationOrder){ + case SimulationOrder.FixedUpdate: fixedUpdateArbiter.RegisterSolver(this); break; + case SimulationOrder.AfterFixedUpdate: afterFixedUpdateArbiter.RegisterSolver(this); break; + case SimulationOrder.LateUpdate: lateUpdateArbiter.RegisterSolver(this); break; + } + } + + void OnDisable(){ + if (!Application.isPlaying) //only in editor. + Teardown(); + StopCoroutine("RunLateFixedUpdate"); + switch(simulationOrder){ + case SimulationOrder.FixedUpdate: fixedUpdateArbiter.UnregisterSolver(this); break; + case SimulationOrder.AfterFixedUpdate: afterFixedUpdateArbiter.UnregisterSolver(this); break; + case SimulationOrder.LateUpdate: lateUpdateArbiter.UnregisterSolver(this); break; + } + } + + public void Initialize(){ + + // Tear everything down first: + Teardown(); + + try{ + + // Create a default material: + defaultFluidMaterial = ScriptableObject.CreateInstance(); + defaultFluidMaterial.hideFlags = HideFlags.HideAndDontSave; + + // Create the Oni solver: + oniSolver = Oni.CreateSolver(maxParticles,MAX_NEIGHBOURS); + + // Initialize moving transform: + InitializeTransformFrame(); + + actors = new List(); + activeParticles = new int[maxParticles]; + particleToActor = new ParticleInActor[maxParticles]; + materialIndices = new int[maxParticles]; + fluidMaterialIndices = new int[maxParticles]; + renderablePositions = new Vector4[maxParticles]; + anisotropies = new Oni.Anisotropy[maxParticles]; + + // Initialize materials: + UpdateEmitterMaterials(); + + // Initialize parameters: + UpdateParameters(); + + }catch (Exception exception){ + Debug.LogException(exception); + }finally{ + initialized = true; + }; + + } + + private void Teardown(){ + + if (!initialized) return; + + try{ + + while (actors.Count > 0){ + actors[actors.Count-1].RemoveFromSolver(null); + } + + Oni.DestroySolver(oniSolver); + oniSolver = IntPtr.Zero; + + GameObject.DestroyImmediate(defaultFluidMaterial); + + }catch (Exception exception){ + Debug.LogException(exception); + }finally{ + initialized = false; + } + } + + private void InitializeTransformFrame(){ + Vector4 translation = transform.position; + Vector4 scale = transform.lossyScale; + Quaternion rotation = transform.rotation; + Oni.InitializeFrame(this.oniSolver,ref translation,ref scale, ref rotation); + } + + private void UpdateTransformFrame(float dt){ + if (simulateInLocalSpace){ + Vector4 translation = transform.position; + Vector4 scale = transform.lossyScale; + Quaternion rotation = transform.rotation; + Oni.UpdateFrame(this.oniSolver,ref translation,ref scale, ref rotation,dt); + Oni.ApplyFrame(this.oniSolver,worldLinearVelocityScale,worldAngularVelocityScale,worldLinearInertiaScale,worldAngularInertiaScale,dt); + }else{ + Vector4 translation = Vector4.zero; + Vector4 scale = Vector4.one; + Quaternion rotation = Quaternion.identity; + Oni.InitializeFrame(this.oniSolver,ref translation,ref scale, ref rotation); + } + } + + /** + * Adds the actor to this solver. Will return whether the allocation was sucessful or not. + */ + public bool AddActor(ObiActor actor, int numParticles){ + + if (particleToActor == null || actor == null) + return false; + + int[] allocated = new int[numParticles]; + int allocatedCount = 0; + + for (int i = 0; i < maxParticles && allocatedCount < numParticles; i++){ + if (particleToActor[i] == null){ + allocated[allocatedCount] = i; + allocatedCount++; + } + } + + // could not allocate enough particles. + if (allocatedCount < numParticles){ + return false; + } + + allocatedParticleCount += numParticles; + + // store per-particle actor reference: + for (int i = 0; i < numParticles; ++i) + particleToActor[allocated[i]] = new ParticleInActor(actor,i); + + // set the actor particle indices. + actor.particleIndices = allocated; + + // Add the actor to the actor list: + actors.Add(actor); + + // Update active particles. Update materials, in case the actor has a new one. + UpdateActiveParticles(); + UpdateEmitterMaterials(); + + return true; + + } + + /** + * Removes an actor from this solver. Returns the index that was occupied by the actor in the actor list, or -1 if it was not managed by this solver. + */ + public int RemoveActor(ObiActor actor){ + + if (particleToActor == null || actor == null) + return -1; + + // Find actor index in our actors array: + int index = actors.IndexOf(actor); + + // If we are in charce of this actor indeed, perform all steps necessary to release it. + if (index > -1){ + + allocatedParticleCount -= actor.particleIndices.Length; + + for (int i = 0; i < actor.particleIndices.Length; ++i) + particleToActor[actor.particleIndices[i]] = null; + + actors.RemoveAt(index); + + // Update active particles. Update materials, in case the actor had one. + UpdateActiveParticles(); + UpdateEmitterMaterials(); + + } + + return index; + } + + /** + * Updates solver parameters, sending them to the Oni library. + */ + public void UpdateParameters(){ + + Oni.SetSolverParameters(oniSolver,ref parameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Distance,ref distanceConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Bending,ref bendingConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.ParticleCollision,ref particleCollisionConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Collision,ref collisionConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Density,ref densityConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Skin,ref skinConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Volume,ref volumeConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.ShapeMatching,ref shapeMatchingConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Tether,ref tetherConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Pin,ref pinConstraintParameters); + + Oni.SetConstraintGroupParameters(oniSolver,(int)Oni.ConstraintType.Stitch,ref stitchConstraintParameters); + + } + + /** + * Updates the active particles array. + */ + public void UpdateActiveParticles(){ + + int numActive = 0; + + for (int i = 0; i < actors.Count; ++i){ + + ObiActor currentActor = actors[i]; + + if (currentActor.isActiveAndEnabled){ + for (int j = 0; j < currentActor.particleIndices.Length; ++j){ + if (currentActor.active[j]){ + activeParticles[numActive] = currentActor.particleIndices[j]; + numActive++; + } + } + } + } + + Oni.SetActiveParticles(oniSolver,activeParticles,numActive); + + } + + public void UpdateEmitterMaterials(){ + + // reset the emitter material list: + emitterMaterials = new List(){defaultFluidMaterial}; + + // Setup all materials used by particle actors: + foreach (ObiActor actor in actors){ + + ObiEmitter em = actor as ObiEmitter; + if (em == null) continue; + + int materialIndex = 0; + + if (em.EmitterMaterial != null){ + + materialIndex = emitterMaterials.IndexOf(em.EmitterMaterial); + + // if the material has not been considered before: + if (materialIndex < 0){ + + materialIndex = emitterMaterials.Count; + emitterMaterials.Add(em.EmitterMaterial); + + //keep an eye on material changes: + em.EmitterMaterial.OnChangesMade += emitterMaterial_OnChangesMade; + } + } + + // Update material index for all actor particles: + for(int i = 0; i < actor.particleIndices.Length; i++){ + fluidMaterialIndices[actor.particleIndices[i]] = materialIndex; + } + } + + Oni.SetFluidMaterialIndices(oniSolver,fluidMaterialIndices,fluidMaterialIndices.Length,0); + Oni.FluidMaterial[] mArray = emitterMaterials.ConvertAll(a => a.GetEquivalentOniMaterial(parameters.mode)).ToArray(); + Oni.SetFluidMaterials(oniSolver,mArray,mArray.Length,0); + } + + private void emitterMaterial_OnChangesMade (object sender, ObiEmitterMaterial.MaterialChangeEventArgs e) + { + ObiEmitterMaterial material = sender as ObiEmitterMaterial; + int index = emitterMaterials.IndexOf(material); + if (index >= 0){ + Oni.SetFluidMaterials(oniSolver,new Oni.FluidMaterial[]{material.GetEquivalentOniMaterial(parameters.mode)},1,index); + } + } + + public void AccumulateSimulationTime(float dt){ + Oni.AddSimulationTime(oniSolver,dt); + } + + public void ResetSimulationTime(){ + Oni.ResetSimulationTime(oniSolver); + } + + public void SimulateStep(float stepTime){ + + UpdateTransformFrame(stepTime); + + if (IsUpdating){ + + Oni.ClearDiffuseParticles(oniSolver); + + if (OnStepBegin != null) + OnStepBegin(this,null); + + foreach(ObiActor actor in actors) + actor.OnSolverStepBegin(); + + // Update Oni skeletal mesh skinning after updating animators: + Oni.UpdateSkeletalAnimation(oniSolver); + + // Trigger event right after actors have fixed their particles in OnSolverStepBegin. + if (OnFixedParticlesUpdated != null) + OnFixedParticlesUpdated(this,null); + + // Update the solver (this is internally split in tasks so multiple solvers can be updated in parallel) + Oni.UpdateSolver(oniSolver, substeps, stepTime/(float)substeps); + + // Wait here for all other solvers to finish: + WaitForAllSolvers(); + + } + } + + public void EndFrame(float stepTime){ + + foreach(ObiActor actor in actors) + actor.OnSolverPreInterpolation(); + + if (OnBeforePositionInterpolation != null) + OnBeforePositionInterpolation(this,null); + + Oni.ApplyPositionInterpolation(oniSolver, stepTime); + + // if we need to get renderable positions back from the solver: + if (renderablePositionsClients > 0) + { + // get renderable particle anisotropies: + Oni.GetParticleAnisotropies(oniSolver,anisotropies,anisotropies.Length,0); + + // get renderable particle positions: + Oni.GetRenderableParticlePositions(oniSolver, renderablePositions, renderablePositions.Length,0); + } + + // Trigger fluid update: + TriggerFluidUpdateEvents(); + + if (OnBeforeActorsFrameEnd != null) + OnBeforeActorsFrameEnd(this,null); + + UpdateVisibility(); + + foreach(ObiActor actor in actors) + actor.OnSolverFrameEnd(); + + } + + private void TriggerFluidUpdateEvents(){ + + int numFluidParticles = Oni.GetConstraintCount(oniSolver,(int)Oni.ConstraintType.Density); + + if (OnFluidUpdated != null){ + + fluidArgs.indices.SetCount(numFluidParticles); + fluidArgs.vorticities.SetCount(maxParticles); + fluidArgs.densities.SetCount(maxParticles); + + if (numFluidParticles > 0){ + Oni.GetActiveConstraintIndices(oniSolver,fluidArgs.indices.Data,numFluidParticles,(int)Oni.ConstraintType.Density); + Oni.GetParticleVorticities(oniSolver,fluidArgs.vorticities.Data,maxParticles,0); + Oni.GetParticleDensities(oniSolver,fluidArgs.densities.Data,maxParticles,0); + } + + OnFluidUpdated(this,fluidArgs); + } + } + + private void TriggerCollisionEvents(){ + + int numCollisions = Oni.GetConstraintCount(oniSolver,(int)Oni.ConstraintType.Collision); + + if (OnCollision != null){ + + collisionArgs.contacts.SetCount(numCollisions); + + if (numCollisions > 0) + Oni.GetCollisionContacts(oniSolver,collisionArgs.contacts.Data,numCollisions); + + OnCollision(this,collisionArgs); + + } + } + + private bool AreBoundsValid(Bounds bounds){ + return !(float.IsNaN(bounds.center.x) || float.IsInfinity(bounds.center.x) || + float.IsNaN(bounds.center.y) || float.IsInfinity(bounds.center.y) || + float.IsNaN(bounds.center.z) || float.IsInfinity(bounds.center.z)); + } + + public void UpdateColliders(){ + if (OnUpdateColliders != null) + OnUpdateColliders(this,null); + if (OnAfterUpdateColliders != null) + OnAfterUpdateColliders(this,null); + } + + public void UpdateRigidbodies(){ + if (OnUpdateRigidbodies != null) + OnUpdateRigidbodies(this,null); + } + + public void WaitForAllSolvers(){ + + switch(simulationOrder){ + + case SimulationOrder.FixedUpdate: + if (fixedUpdateArbiter.WaitForAllSolvers()) + UpdateRigidbodies(); + break; + + case SimulationOrder.AfterFixedUpdate: + afterFixedUpdateArbiter.WaitForAllSolvers(); + break; + + case SimulationOrder.LateUpdate: + lateUpdateArbiter.WaitForAllSolvers(); + break; + + } + } + + /** + * Checks if any particle in the solver is visible from at least one camera. If so, sets isVisible to true, false otherwise. + */ + public void UpdateVisibility(){ + + Vector3 min = Vector3.zero, max = Vector3.zero; + Oni.GetBounds(oniSolver,ref min, ref max); + bounds.SetMinMax(min,max); + + if (AreBoundsValid(bounds)){ + + foreach (Camera cam in Camera.allCameras){ + Plane[] planes = GeometryUtility.CalculateFrustumPlanes(cam); + if (GeometryUtility.TestPlanesAABB(planes, bounds)){ + if (!isVisible){ + isVisible = true; + foreach(ObiActor actor in actors) + actor.OnSolverVisibilityChanged(isVisible); + } + return; + } + } + } + + if (isVisible){ + isVisible = false; + foreach(ObiActor actor in actors) + actor.OnSolverVisibilityChanged(isVisible); + } + } + + void Update(){ + + if (!Application.isPlaying) + return; + + if (OnFrameBegin != null) + OnFrameBegin(this,null); + + foreach(ObiActor actor in actors) + actor.OnSolverFrameBegin(); + + if (IsUpdating && simulationOrder != SimulationOrder.LateUpdate){ + AccumulateSimulationTime(Time.deltaTime); + } + + } + + IEnumerator RunLateFixedUpdate() { + while (true) { + + yield return new WaitForFixedUpdate(); + + firstFixedUpdate = true; + + if (Application.isPlaying && simulationOrder == SimulationOrder.AfterFixedUpdate) + SimulateStep(Time.fixedDeltaTime); + } + } + + void FixedUpdate() + { + if (Application.isPlaying){ + + // Update colliders before this frame's first FixedUpdate. + if (firstFixedUpdate){ + firstFixedUpdate = false; + + UpdateColliders(); + + if (ObiProfiler.Instance != null) + ObiProfiler.Instance.StartStep(); + } + + if (simulationOrder == SimulationOrder.FixedUpdate) + SimulateStep(Time.fixedDeltaTime); + + } + } + + public void AllSolversStepEnd() + { + // Trigger solver events: + TriggerCollisionEvents(); + + foreach(ObiActor actor in actors) + actor.OnSolverStepEnd(); + + if (OnStepEnd != null) + OnStepEnd(this,null); + + } + + private void LateUpdate(){ + + float lateUpdateDelta = 0; + + if (Application.isPlaying && simulationOrder == SimulationOrder.LateUpdate){ + + if (Time.deltaTime > 0){ + + // smooth out timestep and accumulate it: + lateUpdateDelta = smoothDelta = Mathf.Lerp(Time.deltaTime,smoothDelta,0.95f); + + AccumulateSimulationTime(lateUpdateDelta); + SimulateStep(lateUpdateDelta); + + }else{ + lateUpdateDelta = 0; + } + + } + + if (!Application.isPlaying) + return; + + EndFrame (simulationOrder == SimulationOrder.LateUpdate ? lateUpdateDelta : Time.fixedDeltaTime); + + if (OnFrameEnd != null) + OnFrameEnd(this,null); + } + +} + +} diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs.meta b/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs.meta new file mode 100644 index 0000000..1c8ed70 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiSolver.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9d174fab52f0c4b8399f25d5c3ea524c +timeCreated: 1452377220 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 100 + icon: {fileID: 2800000, guid: 4bb17fa3a0a95413a817e60391d26010, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs b/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs new file mode 100644 index 0000000..5ec9846 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System; +using System.Collections; + +namespace Obi{ + public class ObiSolverData{ + + + + public ParticleData particleData = ParticleData.NONE; + + public ObiSolverData(ParticleData particleData){ + this.particleData = particleData; + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs.meta b/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs.meta new file mode 100644 index 0000000..f3c98b2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Solver/ObiSolverData.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c788dcdcbf5234ea58728a2187ee3833 +timeCreated: 1449118708 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils.meta b/String Theory/Assets/Obi/Scripts/Utils.meta new file mode 100644 index 0000000..7aa03e4 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8114c2ae03b5c4118a326bc9805a3362 +folderAsset: yes +timeCreated: 1454882590 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces.meta b/String Theory/Assets/Obi/Scripts/Utils/Forces.meta new file mode 100644 index 0000000..bce277f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 57e51b62adcc84dc19a301be9ebf0e51 +folderAsset: yes +timeCreated: 1480348631 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs new file mode 100644 index 0000000..7c9ca53 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System; + +namespace Obi +{ + public class ObiAmbientForceZone : ObiExternalForce + { + + public override void ApplyForcesToActor(ObiActor actor){ + + Matrix4x4 l2sTransform; + if (actor.Solver.simulateInLocalSpace) + l2sTransform = actor.Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix; + else + l2sTransform = transform.localToWorldMatrix; + + Vector4 force = l2sTransform.MultiplyVector(Vector3.forward * (intensity + GetTurbulence(turbulence))); + + if (actor.UsesCustomExternalForces) + Oni.AddParticleWind(actor.Solver.OniSolver,ref force,actor.particleIndices,actor.particleIndices.Length); + else + Oni.AddParticleExternalForce(actor.Solver.OniSolver,ref force,actor.particleIndices,actor.particleIndices.Length); + } + + public void OnDrawGizmosSelected(){ + + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.color = new Color(0,0.7f,1,1); + + // arrow body: + ObiUtils.DrawArrowGizmo(0.5f + GetTurbulence(1),0.2f,0.3f,0.2f); + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs.meta new file mode 100644 index 0000000..aa58981 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiAmbientForceZone.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8f33b658b41e945e0bae1d3f0af0830e +timeCreated: 1482505305 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 300 + icon: {fileID: 2800000, guid: 092f06332c018434b8c8ea86164ef4fd, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs new file mode 100644 index 0000000..a9d4b3b --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs @@ -0,0 +1,33 @@ +using UnityEngine; +using System; + +namespace Obi +{ + public abstract class ObiExternalForce : MonoBehaviour + { + + public float intensity = 0; + public float turbulence = 0; + public float turbulenceFrequency = 1; + public float turbulenceSeed = 0; + public ObiSolver[] affectedSolvers; + + public void FixedUpdate(){ + foreach(ObiSolver solver in affectedSolvers){ + if (solver != null) + foreach(ObiActor actor in solver.actors){ + if (actor != null) + ApplyForcesToActor(actor); + } + } + } + + protected float GetTurbulence(float turbulenceIntensity){ + return Mathf.PerlinNoise(Time.fixedTime * turbulenceFrequency,turbulenceSeed) * turbulenceIntensity; + } + + public abstract void ApplyForcesToActor(ObiActor actor); + + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs.meta new file mode 100644 index 0000000..adabe4f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiExternalForce.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4978a525b6164476d96f5d28d8b309f8 +timeCreated: 1480349422 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs new file mode 100644 index 0000000..84ece12 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs @@ -0,0 +1,76 @@ +using UnityEngine; +using System; + +namespace Obi +{ + public class ObiSphericalForceZone : ObiExternalForce + { + + public float radius = 5; + public bool radial = true; + + public void OnEnable(){ + foreach(ObiSolver solver in affectedSolvers) + solver.RequireRenderablePositions(); + } + + public void OnDisable(){ + foreach(ObiSolver solver in affectedSolvers) + solver.RelinquishRenderablePositions(); + } + + public override void ApplyForcesToActor(ObiActor actor){ + + Matrix4x4 l2sTransform; + if (actor.Solver.simulateInLocalSpace) + l2sTransform = actor.Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix; + else + l2sTransform = transform.localToWorldMatrix; + + Vector4 directionalForce = l2sTransform.MultiplyVector(Vector3.forward * (intensity + GetTurbulence(turbulence))); + + float sqrRadius = radius * radius; + + // Allocate forces array: + Vector4[] forces = new Vector4[actor.particleIndices.Length]; + Vector4 center = new Vector4(transform.position.x,transform.position.y,transform.position.z); + + // Calculate force intensity for each actor particle: + for (int i = 0; i < forces.Length; ++i){ + + Vector4 distanceVector = actor.Solver.renderablePositions[actor.particleIndices[i]] - center; + + float sqrMag = distanceVector.sqrMagnitude; + float falloff = Mathf.Clamp01((sqrRadius - sqrMag) / sqrRadius); + + if (radial) + forces[i] = distanceVector/(Mathf.Sqrt(sqrMag) + float.Epsilon) * falloff * intensity; + else + forces[i] = directionalForce * falloff; + } + + if (actor.UsesCustomExternalForces) + Oni.AddParticleWinds(actor.Solver.OniSolver,forces,actor.particleIndices,actor.particleIndices.Length); + else + Oni.AddParticleExternalForces(actor.Solver.OniSolver,forces,actor.particleIndices,actor.particleIndices.Length); + + } + + public void OnDrawGizmosSelected(){ + Gizmos.matrix = transform.localToWorldMatrix; + Gizmos.color = new Color(0,0.7f,1,1); + Gizmos.DrawWireSphere(Vector3.zero,radius); + + float turb = GetTurbulence(1); + + if (!radial){ + ObiUtils.DrawArrowGizmo(radius + turb,radius*0.2f,radius*0.3f,radius*0.2f); + }else{ + Gizmos.DrawLine(new Vector3(0,0,-radius*0.5f)*turb,new Vector3(0,0,radius*0.5f)*turb); + Gizmos.DrawLine(new Vector3(0,-radius*0.5f,0)*turb,new Vector3(0,radius*0.5f,0)*turb); + Gizmos.DrawLine(new Vector3(-radius*0.5f,0,0)*turb,new Vector3(radius*0.5f,0,0)*turb); + } + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs.meta new file mode 100644 index 0000000..c68d932 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/Forces/ObiSphericalForceZone.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f05961933f21f46a683fc5d5beec4061 +timeCreated: 1482505320 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 400 + icon: {fileID: 2800000, guid: d7b67d3b64785476bb7520aa3190fee3, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs new file mode 100644 index 0000000..9f3c02d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs @@ -0,0 +1,340 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +/** + * Obi spline class. + */ + +namespace Obi{ + + +/** + * Bèzier spline. Provides tangent handles at the control points, which offers greater control compared to + * Catmull-rom splines. + */ +[ExecuteInEditMode] +public class ObiBezierCurve : ObiCurve { + + + public enum BezierCPMode { + Free, + Aligned, + Mirrored + } + + [HideInInspector] public List controlPointModes = null; + [HideInInspector] public BezierCPMode lastOpenCPMode; + [HideInInspector] public Vector3 lastOpenCP; + + public override void Awake(){ + minPoints = 4; + unusedPoints = 2; + pointStride = 3; + base.Awake(); + if (controlPointModes == null){ + controlPointModes = new List(){BezierCPMode.Free,BezierCPMode.Free}; + } + } + + protected override void SetClosed(bool closed){ + + if (this.closed == closed) return; + + if (!this.closed && closed){ + lastOpenCP = controlPoints[0]; + lastOpenCPMode = controlPointModes[0]; + controlPoints[0] = controlPoints[controlPoints.Count-1]; + controlPointModes[0] = controlPointModes[controlPointModes.Count-1]; + }else{ + controlPoints[0] = lastOpenCP; + controlPointModes[0] = lastOpenCPMode; + } + + this.closed = closed; + EnforceMode(0); + } + + public override int GetNumSpans(){ + + return ( controlPoints.Count + ((controlPoints.Count-4)/3) ) / 4; + + } + + public bool IsHandle(int index){ + return index % 3 != 0; + } + + public int GetHandleControlPointIndex(int index){ + + if (index < 0 || index >= controlPoints.Count) + return -1; + + if (index % 3 == 1) + return index-1; + else if (index % 3 == 2) + return index+1; + else return index; + + } + + public List GetHandleIndicesForControlPoint(int index){ + + List handleIndices = new List(); + if (index < 0 || index >= controlPoints.Count) return handleIndices; + + if (!IsHandle(index)) { + + if (closed) { + if (index == 0) { + handleIndices.Add(1); + handleIndices.Add(controlPoints.Count - 2); + } + else if (index == controlPoints.Count - 1) { + handleIndices.Add(1); + handleIndices.Add(index - 1); + } + else { + handleIndices.Add(index + 1); + handleIndices.Add(index - 1); + } + } + else { + if (index > 0) { + handleIndices.Add(index - 1); + } + if (index + 1 < controlPoints.Count) { + handleIndices.Add(index + 1); + } + } + + } + + return handleIndices; + + } + + public override void DisplaceControlPoint(int index, Vector3 delta){ + + if (index < 0 || index >= controlPoints.Count) return; + + if (!IsHandle(index)) { + + if (closed) { + if (index == 0) { + controlPoints[1] += delta; + controlPoints[controlPoints.Count - 2] += delta; + controlPoints[controlPoints.Count - 1] += delta; + } + else if (index == controlPoints.Count - 1) { + controlPoints[0] += delta; + controlPoints[1] += delta; + controlPoints[index - 1] += delta; + } + else { + controlPoints[index - 1] += delta; + controlPoints[index + 1] += delta; + } + } + else { + if (index > 0) { + controlPoints[index - 1] += delta; + } + if (index + 1 < controlPoints.Count) { + controlPoints[index + 1] += delta; + } + } + + } + + controlPoints[index] += delta; + EnforceMode(index); + + } + + public override int GetSpanControlPointForMu(float mu, out float spanMu){ + + int spanCount = GetNumSpans(); + spanMu = mu * spanCount; + int i = (mu >= 1f) ? (spanCount - 1) : (int) spanMu; + spanMu -= i; + + return i * 3; + } + + public BezierCPMode GetControlPointMode (int index) { + int i = (index + 1) / 3; + return controlPointModes[i]; + } + + public void SetControlPointMode (int index, BezierCPMode mode) { + int i = (index + 1) / 3; + controlPointModes[i] = mode; + + if (closed) { + if (i == 0) { + controlPointModes[controlPointModes.Count - 1] = mode; + } + else if (i == controlPointModes.Count - 1) { + controlPointModes[0] = mode; + } + } + + EnforceMode(index); + } + + public void EnforceMode (int index) { + int modeIndex = (index + 1) / 3; + BezierCPMode mode = controlPointModes[modeIndex]; + if (mode == BezierCPMode.Free || !closed && (modeIndex == 0 || modeIndex == controlPointModes.Count - 1)) { + return; + } + + int middleIndex = modeIndex * 3; + int fixedIndex, enforcedIndex; + if (index <= middleIndex) { + fixedIndex = middleIndex - 1; + if (fixedIndex < 0) { + fixedIndex = controlPoints.Count - 2; + } + enforcedIndex = middleIndex + 1; + if (enforcedIndex >= controlPoints.Count) { + enforcedIndex = 1; + } + } + else { + fixedIndex = middleIndex + 1; + if (fixedIndex >= controlPoints.Count) { + fixedIndex = 1; + } + enforcedIndex = middleIndex - 1; + if (enforcedIndex < 0) { + enforcedIndex = controlPoints.Count - 2; + } + } + + Vector3 middle = controlPoints[middleIndex]; + Vector3 enforcedTangent = middle - controlPoints[fixedIndex]; + if (mode == BezierCPMode.Aligned) { + enforcedTangent = enforcedTangent.normalized * Vector3.Distance(middle, controlPoints[enforcedIndex]); + } + controlPoints[enforcedIndex] = middle + enforcedTangent; + } + + public void AddSpan(){ + + int index = controlPoints.Count-1; + + Vector3 lastPosition = controlPoints[index]; + + controlPoints.Add(lastPosition+Vector3.right*0.5f); + controlPoints.Add(lastPosition+Vector3.right); + controlPoints.Add(lastPosition+Vector3.right*1.5f); + + controlPointModes.Add(ObiBezierCurve.BezierCPMode.Free); + + EnforceMode(index); + + if (closed) { + controlPoints[controlPoints.Count - 1] = controlPoints[0]; + controlPointModes[controlPointModes.Count - 1] = controlPointModes[0]; + EnforceMode(0); + } + + } + + public void RemoveCurvePoint(int curvePoint){ + + if (controlPoints.Count <= 4) return; + + int firstPoint = Mathf.Max(0,curvePoint * 3 - 1); + int numPoints = 3; + + // First and last spans have 1 point less to remove. + if (firstPoint == controlPoints.Count-2) + firstPoint -= 1; + + controlPoints.RemoveRange(firstPoint,numPoints); + controlPointModes.RemoveAt(curvePoint); + + if (closed){ + if(firstPoint == controlPoints.Count){ + controlPoints[0] = controlPoints[controlPoints.Count-1]; + controlPointModes[0] = controlPointModes[controlPointModes.Count-1]; + }else if (firstPoint == 0){ + controlPoints[controlPoints.Count-1] = controlPoints[0]; + controlPointModes[controlPointModes.Count-1] = controlPointModes[0]; + } + } + + EnforceMode(firstPoint); + + } + + /** + * 1D bezier spline interpolation + */ + protected override float Evaluate1D(float y0, float y1, float y2, float y3, float mu){ + + float imu = 1 - mu; + return imu * imu * imu * y0 + + 3f * imu * imu * mu * y1 + + 3f * imu * mu * mu * y2 + + mu * mu * mu * y3; + + /*float a0,a1,a2,a3,mu2; + mu2 = mu*mu; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + a2 = -0.5f*y0 + 0.5f*y2; + a3 = y1; + + return(a0*mu*mu2+a1*mu2+a2*mu+a3);*/ + + } + + /** + * 1D catmull rom spline second derivative + */ + protected override float EvaluateFirstDerivative1D(float y0, float y1, float y2, float y3, float mu){ + + float imu = 1 - mu; + return 3f * imu * imu * (y1 - y0) + + 6f * imu * mu * (y2 - y1) + + 3f * mu * mu * (y3 - y2); + + /*float a0,a1,a2,mu2; + mu2 = mu*mu; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + a2 = -0.5f*y0 + 0.5f*y2; + + return(3*a0*mu2 + 2*a1*mu + a2);*/ + } + + + /** + * 1D catmull rom spline second derivative + */ + protected override float EvaluateSecondDerivative1D(float y0, float y1, float y2, float y3, float mu){ + + float imu = 1 - mu; + return 3f * imu * imu * (y1 - y0) + + 6f * imu * mu * (y2 - y1) + + 3f * mu * mu * (y3 - y2); + + /*float a0,a1,a2; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + + return(6*a0*mu + 2*a1 );*/ + + } + + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs.meta new file mode 100644 index 0000000..03d3ad1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiBezierCurve.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 77acfd4578fde4f9893a3bc72deed21a +labels: +- ObiRope +timeCreated: 1466751357 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ed34a2f317b874412ad24d7bab730ad5, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs new file mode 100644 index 0000000..29537c1 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs @@ -0,0 +1,135 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + +/** + * Catmull-rom spline. Provides no tangent handles at the control points. + */ +[ExecuteInEditMode] +public class ObiCatmullRomCurve : ObiCurve { + + [HideInInspector] public Vector3 lastOpenCP0; + [HideInInspector] public Vector3 lastOpenCP1; + [HideInInspector] public Vector3 lastOpenCPN; + + public override void Awake(){ + minPoints = 4; + unusedPoints = 2; + base.Awake(); + } + + protected override void SetClosed(bool closed){ + + if (this.closed == closed) return; + + if (!this.closed && closed){ + + lastOpenCP0 = controlPoints[0]; + lastOpenCP1 = controlPoints[1]; + lastOpenCPN = controlPoints[controlPoints.Count-1]; + + controlPoints[0] = controlPoints[controlPoints.Count-3]; + controlPoints[1] = controlPoints[controlPoints.Count-2]; + controlPoints[controlPoints.Count-1] = controlPoints[2]; + }else{ + controlPoints[0] = lastOpenCP0; + controlPoints[1] = lastOpenCP1; + controlPoints[controlPoints.Count-1] = lastOpenCPN; + } + + this.closed = closed; + } + + public override void DisplaceControlPoint(int index, Vector3 delta){ + + if (index < 0 || index >= controlPoints.Count) return; + + if (closed){ + if (index == 0 || index == controlPoints.Count-3){ + controlPoints[0] += delta; + controlPoints[controlPoints.Count-3] += delta; + }else if (index == 1 || index == controlPoints.Count-2){ + controlPoints[1] += delta; + controlPoints[controlPoints.Count-2] += delta; + }else if (index == 2 || index == controlPoints.Count-1){ + controlPoints[2] += delta; + controlPoints[controlPoints.Count-1] += delta; + }else{ + controlPoints[index] += delta; + } + }else{ + controlPoints[index] += delta; + } + + } + + public override int GetNumSpans(){ + + return controlPoints.Count-unusedPoints-1; + + } + + public override int GetSpanControlPointForMu(float mu, out float spanMu){ + + int spanCount = GetNumSpans(); + spanMu = mu * spanCount; + int i = (mu >= 1f) ? (spanCount - 1) : (int) spanMu; + spanMu -= i; + + return i; + } + + /** + * 1D catmull rom spline interpolation + */ + protected override float Evaluate1D(float y0, float y1, float y2, float y3, float mu){ + + float a0,a1,a2,a3,mu2; + mu2 = mu*mu; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + a2 = -0.5f*y0 + 0.5f*y2; + a3 = y1; + + return(a0*mu*mu2+a1*mu2+a2*mu+a3); + + } + + /** + * 1D catmull rom spline second derivative + */ + protected override float EvaluateFirstDerivative1D(float y0, float y1, float y2, float y3, float mu){ + + float a0,a1,a2,mu2; + mu2 = mu*mu; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + a2 = -0.5f*y0 + 0.5f*y2; + + return(3*a0*mu2 + 2*a1*mu + a2); + } + + + /** + * 1D catmull rom spline second derivative + */ + protected override float EvaluateSecondDerivative1D(float y0, float y1, float y2, float y3, float mu){ + + float a0,a1; + + a0 = -0.5f*y0 + 1.5f*y1 - 1.5f*y2 + 0.5f*y3; + a1 = y0 - 2.5f*y1 + 2f*y2 - 0.5f*y3; + + return(6*a0*mu + 2*a1 ); + + } + + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs.meta new file mode 100644 index 0000000..6e55cd4 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiCatmullRomCurve.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: cfa4095347e0b413686d0c83ff830e4c +labels: +- ObiRope +timeCreated: 1466751301 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 384d4bb8f3c35495e994d9d96c750c27, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs new file mode 100644 index 0000000..d46e778 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs @@ -0,0 +1,326 @@ +using System; +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +/** + * Obi spline class. + */ + +namespace Obi{ + +[ExecuteInEditMode] +public abstract class ObiCurve : MonoBehaviour { + + protected int arcLenghtSamples = 5; + protected int minPoints = 4; + protected int unusedPoints = 2; + protected int pointStride = 1; + + [HideInInspector] public List controlPoints = null; + [HideInInspector][SerializeField] protected List arcLengthTable = null; + [HideInInspector][SerializeField] protected float totalSplineLenght = 0.0f; + [HideInInspector][SerializeField] protected bool closed = false; + + public bool Closed{ + get{return closed;} + set{SetClosed(value);} + } + + /** + * Returns world-space spline lenght. + */ + public float Length{ + get{return totalSplineLenght;} + } + + public virtual void Awake(){ + if (controlPoints == null){ + controlPoints = new List(){Vector3.left, Vector3.zero, Vector3.right, Vector3.right*2}; + } + if (arcLengthTable == null){ + arcLengthTable = new List(); + RecalculateSplineLenght(0.00001f,7); + } + } + + protected abstract void SetClosed(bool closed); + + public abstract void DisplaceControlPoint(int index, Vector3 delta); + + public abstract int GetNumSpans(); + + /** + * Recalculates spline arc lenght in world space using Gauss-Lobatto adaptive integration. + * @param acc minimum accuray desired (eg 0.00001f) + * @param maxevals maximum number of spline evaluations we want to allow per segment. + */ + public float RecalculateSplineLenght(float acc, int maxevals){ + + totalSplineLenght = 0.0f; + arcLengthTable.Clear(); + arcLengthTable.Add(0); + + float step = 1/(float)(arcLenghtSamples+1); + + if (controlPoints.Count >= minPoints){ + for(int k = 1; k < controlPoints.Count-unusedPoints; k += pointStride) { + + Vector3 _p = transform.TransformPoint(controlPoints[k-1]); + Vector3 p = transform.TransformPoint(controlPoints[k]); + Vector3 p_ = transform.TransformPoint(controlPoints[k+1]); + Vector3 p__ = transform.TransformPoint(controlPoints[k+2]); + + for(int i = 0; i <= Mathf.Max(1,arcLenghtSamples); ++i){ + + float a = i*step; + float b = (i+1)*step; + + float segmentLength = GaussLobattoIntegrationStep(_p,p,p_,p__,a,b, + EvaluateFirstDerivative3D(_p,p,p_,p__,a).magnitude, + EvaluateFirstDerivative3D(_p,p,p_,p__,b).magnitude,0,maxevals,acc); + + totalSplineLenght += segmentLength; + + arcLengthTable.Add(totalSplineLenght); + + } + + } + }else{ + Debug.LogWarning("Catmull-Rom spline needs at least 4 control points to be defined."); + } + + return totalSplineLenght; + + } + + /** + * One step of the adaptive integration method using Gauss-Lobatto quadrature. + * Takes advantage of the fact that the arc lenght of a vector function is equal to the + * integral of the magnitude of first derivative. + */ + private float GaussLobattoIntegrationStep(Vector3 p1,Vector3 p2,Vector3 p3,Vector3 p4, + float a, float b, + float fa, float fb, int nevals, int maxevals, float acc){ + + if (nevals >= maxevals) return 0; + + // Constants used in the algorithm + float alpha = Mathf.Sqrt(2.0f/3.0f); + float beta = 1.0f/Mathf.Sqrt(5.0f); + + // Here the abcissa points and function values for both the 4-point + // and the 7-point rule are calculated (the points at the end of + // interval come from the function call, i.e., fa and fb. Also note + // the 7-point rule re-uses all the points of the 4-point rule.) + float h=(b-a)/2; + float m=(a+b)/2; + + float mll=m-alpha*h; + float ml =m-beta*h; + float mr =m+beta*h; + float mrr=m+alpha*h; + nevals += 5; + + float fmll= EvaluateFirstDerivative3D(p1,p2,p3,p4,mll).magnitude; + float fml = EvaluateFirstDerivative3D(p1,p2,p3,p4,ml).magnitude; + float fm = EvaluateFirstDerivative3D(p1,p2,p3,p4,m).magnitude; + float fmr = EvaluateFirstDerivative3D(p1,p2,p3,p4,mr).magnitude; + float fmrr= EvaluateFirstDerivative3D(p1,p2,p3,p4,mrr).magnitude; + + // Both the 4-point and 7-point rule integrals are evaluted + float integral4 = (h/6)*(fa+fb+5*(fml+fmr)); + float integral7 = (h/1470)*(77*(fa+fb)+432*(fmll+fmrr)+625*(fml+fmr)+672*fm); + + // The difference betwen the 4-point and 7-point integrals is the + // estimate of the accuracy + + if((integral4-integral7) < acc || mll<=a || b<=mrr) + { + if (!(m>a && b>m)) + { + Debug.LogError("Spline integration reached an interval with no more machine numbers"); + } + return integral7; + }else{ + return GaussLobattoIntegrationStep(p1,p2,p3,p4, a, mll, fa, fmll, nevals, maxevals, acc) + + GaussLobattoIntegrationStep(p1,p2,p3,p4, mll, ml, fmll, fml, nevals, maxevals, acc) + + GaussLobattoIntegrationStep(p1,p2,p3,p4, ml, m, fml, fm, nevals, maxevals, acc) + + GaussLobattoIntegrationStep(p1,p2,p3,p4, m, mr, fm, fmr, nevals, maxevals, acc) + + GaussLobattoIntegrationStep(p1,p2,p3,p4, mr, mrr, fmr, fmrr, nevals, maxevals, acc) + + GaussLobattoIntegrationStep(p1,p2,p3,p4, mrr, b, fmrr, fb, nevals, maxevals, acc); + + } + } + + /** + * Returns the curve parameter (mu) at a certain length of the curve, using linear interpolation + * of the values cached in arcLengthTable. + */ + public float GetMuAtLenght(float length){ + + if (length <= 0) return 0; + if (length >= totalSplineLenght) return 1; + + int i; + for (i = 1; i < arcLengthTable.Count; ++i) { + if (length < arcLengthTable[i]) break; + } + + float prevMu = (i-1)/(float)(arcLengthTable.Count-1); + float nextMu = i/(float)(arcLengthTable.Count-1); + + float s = (length - arcLengthTable[i-1]) / (arcLengthTable[i] - arcLengthTable[i-1]); + + return prevMu + (nextMu - prevMu) * s; + + } + + public abstract int GetSpanControlPointForMu(float mu, out float spanMu); + + /** + * Returns spline position at time mu, with 0<=mu<=1 where 0 is the start of the spline + * and 1 is the end. + */ + public Vector3 GetPositionAt(float mu){ + + if (controlPoints.Count >= minPoints){ + + if (!System.Single.IsNaN(mu)){ + + float p; + int i = GetSpanControlPointForMu(mu,out p); + + return Evaluate3D(controlPoints[i], + controlPoints[i+1], + controlPoints[i+2], + controlPoints[i+3],p); + }else{ + return controlPoints[0]; + } + + }else + //Special case: degenerate spline - line segment (2 or 3 cps) + if (controlPoints.Count >= 2){ + if (!System.Single.IsNaN(mu)){ + return Vector3.Lerp(controlPoints[0],controlPoints[controlPoints.Count-1],mu); + }else{ + return controlPoints[0]; + } + }else + //Special case: degenerate spline - point + if (controlPoints.Count == 1){ + return controlPoints[0]; + }else{ + throw new InvalidOperationException("Cannot get position in Catmull-Rom spline because it has zero control points."); + } + + } + + /** + * Returns normal tangent vector at time mu, with 0<=mu<=1 where 0 is the start of the spline + * and 1 is the end. + */ + public Vector3 GetFirstDerivativeAt(float mu){ + + if (controlPoints.Count >= minPoints){ + + if (!System.Single.IsNaN(mu)){ + + float p; + int i = GetSpanControlPointForMu(mu,out p); + + return EvaluateFirstDerivative3D(controlPoints[i], + controlPoints[i+1], + controlPoints[i+2], + controlPoints[i+3],p); + }else{ + return controlPoints[controlPoints.Count-1]-controlPoints[0]; + } + }else + //Special case: degenerate spline - line segment (2 or 3 cps) + if (controlPoints.Count >= 2){ + return controlPoints[controlPoints.Count-1]-controlPoints[0]; + }else{ + throw new InvalidOperationException("Cannot get tangent in Catmull-Rom spline because it has zero or one control points."); + } + } + + /** + * Returns acceleration at time mu, with 0<=mu<=1 where 0 is the start of the spline + * and 1 is the end. + */ + public Vector3 GetSecondDerivativeAt(float mu){ + + if (controlPoints.Count >= minPoints){ + + if (!System.Single.IsNaN(mu)){ + + float p; + int i = GetSpanControlPointForMu(mu,out p); + + return EvaluateSecondDerivative3D(controlPoints[i], + controlPoints[i+1], + controlPoints[i+2], + controlPoints[i+3],p); + }else{ + return Vector3.zero; + } + } + //In all degenerate cases (straight lines or points), acceleration is zero: + return Vector3.zero; + } + + + /** + * 3D spline interpolation + */ + private Vector3 Evaluate3D(Vector3 y0, Vector3 y1, Vector3 y2, Vector3 y3, float mu){ + + return new Vector3(Evaluate1D(y0.x,y1.x,y2.x,y3.x,mu), + Evaluate1D(y0.y,y1.y,y2.y,y3.y,mu), + Evaluate1D(y0.z,y1.z,y2.z,y3.z,mu)); + + } + + /** + * 1D spline interpolation + */ + protected abstract float Evaluate1D(float y0, float y1, float y2, float y3, float mu); + + /** + * 3D spline first derivative + */ + private Vector3 EvaluateFirstDerivative3D(Vector3 y0, Vector3 y1, Vector3 y2, Vector3 y3, float mu){ + + return new Vector3(EvaluateFirstDerivative1D(y0.x,y1.x,y2.x,y3.x,mu), + EvaluateFirstDerivative1D(y0.y,y1.y,y2.y,y3.y,mu), + EvaluateFirstDerivative1D(y0.z,y1.z,y2.z,y3.z,mu)); + + } + + /** + * 1D spline second derivative + */ + protected abstract float EvaluateFirstDerivative1D(float y0, float y1, float y2, float y3, float mu); + + /** + * 3D spline second derivative + */ + private Vector3 EvaluateSecondDerivative3D(Vector3 y0, Vector3 y1, Vector3 y2, Vector3 y3, float mu){ + + return new Vector3(EvaluateSecondDerivative1D(y0.x,y1.x,y2.x,y3.x,mu), + EvaluateSecondDerivative1D(y0.y,y1.y,y2.y,y3.y,mu), + EvaluateSecondDerivative1D(y0.z,y1.z,y2.z,y3.z,mu)); + + } + + /** + * 1D spline second derivative + */ + protected abstract float EvaluateSecondDerivative1D(float y0, float y1, float y2, float y3, float mu); + + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs.meta new file mode 100644 index 0000000..dae63e8 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiCurve.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 3e4127c7b12b64148ae536b798758eaf +labels: +- ObiRope +timeCreated: 1455245772 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs new file mode 100644 index 0000000..596dad9 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs @@ -0,0 +1,32 @@ +using UnityEngine; + +[RequireComponent(typeof(Rigidbody))] +public class ObiKinematicVelocities : MonoBehaviour { + + private Quaternion prevRotation; + private Vector3 prevPosition; + private Rigidbody unityRigidbody; + + void Awake(){ + unityRigidbody = GetComponent(); + prevPosition = transform.position; + prevRotation = transform.rotation; + } + + void LateUpdate(){ + + if (unityRigidbody.isKinematic) + { + // differentiate positions to obtain linear velocity: + unityRigidbody.velocity = (transform.position - prevPosition) / Time.deltaTime; + + // differentiate rotations to obtain angular velocity: + Quaternion delta = transform.rotation * Quaternion.Inverse(prevRotation); + unityRigidbody.angularVelocity = new Vector3(delta.x,delta.y,delta.z) * 2.0f / Time.deltaTime; + } + + prevPosition = transform.position; + prevRotation = transform.rotation; + + } +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs.meta new file mode 100644 index 0000000..0b271c7 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiKinematicVelocities.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a240d44f124c34f9192caeed66845b97 +timeCreated: 1517938933 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 93e0ee2402ae54464bad26d2eb8f158c, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs new file mode 100644 index 0000000..84b939f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs @@ -0,0 +1,183 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + + /** + * Component that allows to generate baked caches from solver simulations, that you can play back later. This + * allows to save performance for non-interactive simulations. + */ + [ExecuteInEditMode] + [RequireComponent(typeof(ObiSolver))] + public class ObiParticleBaker : MonoBehaviour { + + public ObiParticleCache cache; + public float playhead = 0; + + public int frameSkip = 8; + public int fixedBakeFramerate = 60; + public bool interpolate = true; + public bool loopPlayback = true; + public bool bakeOnAwake = false; + public bool playOnAwake = false; + + private bool baking = false; + private bool playing = false; + private bool paused = false; + private int framesToSkip = 0; + private ObiSolver solver = null; + private ObiParticleCache.Frame frame = new ObiParticleCache.Frame(); + + public bool Baking{ + get{return baking;} + set{baking = value; + if (baking){ + Time.captureFramerate = Mathf.Max(0,fixedBakeFramerate); + playing = false; + solver.simulate = true; + solver.RequireRenderablePositions(); + }else{ + framesToSkip = 0; + Time.captureFramerate = 0; + solver.RelinquishRenderablePositions(); + } + } + } + + public bool Playing{ + get{return playing;} + set{playing = value; + solver.simulate = !playing; + if (playing) + baking = false;} + } + + public bool Paused{ + get{return paused;} + set{paused = value;} + } + + // Use this for initialization + void Awake () { + solver = GetComponent(); + + // Only bake/play on awake outside editor. + if (Application.isPlaying){ + if (bakeOnAwake){ + playhead = 0; + Baking = true; + }else if (playOnAwake){ + playhead = 0; + Playing = true; + } + } + } + + void OnEnable(){ + solver.OnFrameEnd += Solver_OnFrameEnd; + solver.OnBeforeActorsFrameEnd += Solver_OnBeforeActorsFrameEnd; + } + + void OnDisable(){ + Baking = false; + solver.OnFrameEnd -= Solver_OnFrameEnd; + solver.OnBeforeActorsFrameEnd -= Solver_OnBeforeActorsFrameEnd; + } + + void Solver_OnFrameEnd (object sender, System.EventArgs e) + { + if (cache != null && !playing && baking){ + + playhead += Time.deltaTime; + + // Add frame: + if (framesToSkip <= 0){ + BakeFrame(playhead); + framesToSkip = frameSkip; + }else{ + framesToSkip--; + } + + } + } + + void Solver_OnBeforeActorsFrameEnd (object sender, System.EventArgs e) + { + if (cache != null && playing){ + + if (!paused){ + + playhead += Time.deltaTime; + + if (loopPlayback) + playhead = cache.Duration == 0 ? 0 : playhead % cache.Duration; + else if (playhead > cache.Duration) + playhead = cache.Duration; + } + + PlaybackFrame(playhead); + } + } + + public void BakeFrame(float time){ + + if (cache == null) + return; + + ObiParticleCache.Frame frame = new ObiParticleCache.Frame(); + + frame.time = time; + + for (int i = 0; i < solver.renderablePositions.Length; ++i){ + + // If the particle has not been allocated or is inactive, skip it. + ObiSolver.ParticleInActor pa = solver.particleToActor[i]; + if (pa == null || !pa.actor.active[pa.indexInActor]) + continue; + + frame.indices.Add(i); + + if (cache.localSpace) + frame.positions.Add(solver.transform.InverseTransformPoint(solver.renderablePositions[i])); + else + frame.positions.Add(solver.renderablePositions[i]); + + } + + cache.AddFrame(frame); + + } + + void PlaybackFrame(float time){ + + if (cache == null || cache.Duration == 0) + return; + + // Get current frame from cache: + cache.GetFrame(time,interpolate, ref frame); + + if (solver.AllocParticleCount < frame.indices.Count){ + Debug.LogError("The ObiSolver doesn't have enough allocated particles to playback this cache."); + Playing = false; + return; + } + + Matrix4x4 s2world = cache.localSpace ? solver.transform.localToWorldMatrix : Matrix4x4.identity; + + // Apply current frame: + for (int i = 0; i < frame.indices.Count; ++i){ + if (frame.indices[i] >= 0 && frame.indices[i] < solver.renderablePositions.Length){ + + solver.renderablePositions[frame.indices[i]] = s2world.MultiplyPoint3x4(frame.positions[i]); + + } + } + + Oni.SetParticlePositions(solver.OniSolver,solver.renderablePositions,solver.renderablePositions.Length,0); + solver.UpdateActiveParticles(); + + } + + } +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs.meta new file mode 100644 index 0000000..77f0278 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleBaker.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: ae556628e844841509e8ccf02d2d6fe7 +timeCreated: 1458527668 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: ac03736458fc64a018f02c3af76001ea, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs new file mode 100644 index 0000000..b9cfb85 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Obi{ + +[RequireComponent(typeof(ObiSolver))] +public class ObiParticleGridDebugger : MonoBehaviour { + + ObiSolver solver; + Oni.GridCell[] cells; + + void OnEnable () { + solver = GetComponent(); + solver.OnFrameEnd += Solver_OnFrameEnd; + } + + void OnDisable () { + solver.OnFrameEnd -= Solver_OnFrameEnd; + } + + void Solver_OnFrameEnd (object sender, System.EventArgs e) + { + int cellCount = Oni.GetParticleGridSize(solver.OniSolver); + cells = new Oni.GridCell[cellCount]; + Oni.GetParticleGrid(solver.OniSolver, cells); + } + + void OnDrawGizmos(){ + + if (cells == null) return; + + foreach (Oni.GridCell cell in cells){ + + Gizmos.color = (cell.count > 0) ? Color.yellow:Color.red; + Gizmos.DrawWireCube(cell.center,cell.size); + + } + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs.meta new file mode 100644 index 0000000..f787114 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleGridDebugger.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 12c0ac28542b14de6a887a6a9067d86d +timeCreated: 1487351379 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs new file mode 100644 index 0000000..0d34cd2 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +namespace Obi{ + +/** + * Small helper class that allows particles to be (individually or in group) parented to a GameObject. + */ +[ExecuteInEditMode] +public class ObiParticleHandle : MonoBehaviour { + + [SerializeField][HideInInspector] private ObiActor actor; + [SerializeField][HideInInspector] private List handledParticleIndices = new List(); + [SerializeField][HideInInspector] private List handledParticlePositions = new List(); + [SerializeField][HideInInspector] private List handledParticleInvMasses = new List(); + + public int ParticleCount{ + get{return handledParticleIndices.Count;} + } + + public ObiActor Actor{ + set{ + if (actor != value) + { + if (actor != null && actor.Solver != null) + { + actor.Solver.OnFrameBegin -= Actor_solver_OnFrameBegin; + actor.OnInitialized -= Actor_OnInitialized; + } + actor = value; + if (actor != null && actor.Solver != null) + { + actor.Solver.OnFrameBegin += Actor_solver_OnFrameBegin; + actor.OnInitialized += Actor_OnInitialized; + } + } + } + get{ return actor;} + } + + void OnEnable(){ + if (actor != null && actor.Solver != null) + { + actor.Solver.OnFrameBegin += Actor_solver_OnFrameBegin; + actor.OnInitialized += Actor_OnInitialized; + } + } + + void OnDisable(){ + if (actor != null && actor.Solver != null) + { + actor.Solver.OnFrameBegin -= Actor_solver_OnFrameBegin; + actor.OnInitialized -= Actor_OnInitialized; + ResetInvMasses(); + } + } + + public void Clear(){ + ResetInvMasses(); + handledParticleIndices.Clear(); + handledParticlePositions.Clear(); + handledParticleInvMasses.Clear(); + } + + public void AddParticle(int index, Vector3 position, float invMass){ + handledParticleIndices.Add(index); + handledParticlePositions.Add(transform.InverseTransformPoint(position)); + handledParticleInvMasses.Add(invMass); + } + + public void RemoveParticle(int index){ + + int i = handledParticleIndices.IndexOf(index); + + if (i > -1){ + + if (actor.InSolver){ + int solverParticleIndex = actor.particleIndices[index]; + float[] invMass = {actor.invMasses[index] = handledParticleInvMasses[i]}; + Oni.SetParticleInverseMasses(actor.Solver.OniSolver,invMass,1,solverParticleIndex); + } + + handledParticleIndices.RemoveAt(i); + handledParticlePositions.RemoveAt(i); + handledParticleInvMasses.RemoveAt(i); + + } + } + + private void ResetInvMasses(){ + + // Reset original mass of all handled particles: + if (actor.InSolver) + { + float[] invMass = new float[1]; + for (int i = 0; i < handledParticleIndices.Count; ++i) + { + int solverParticleIndex = actor.particleIndices[handledParticleIndices[i]]; + + invMass[0] = actor.invMasses[handledParticleIndices[i]] = handledParticleInvMasses[i]; + Oni.SetParticleInverseMasses(actor.Solver.OniSolver,invMass,1,solverParticleIndex); + } + } + } + + private void Actor_OnInitialized (object sender, System.EventArgs e){ + // When the actor has been reinitialized, clear the handle as actor particle count might have changed. + Clear(); + } + + private void Actor_solver_OnFrameBegin (object sender, System.EventArgs e) + { + if (actor.InSolver){ + + Vector4[] pos = new Vector4[1]; + Vector4[] vel = new Vector4[]{Vector3.zero}; + float[] invMass = new float[]{0}; + + Matrix4x4 l2sTransform; + if (actor.Solver.simulateInLocalSpace) + l2sTransform = actor.Solver.transform.worldToLocalMatrix * transform.localToWorldMatrix; + else + l2sTransform = transform.localToWorldMatrix; + + for (int i = 0; i < handledParticleIndices.Count; ++i){ + + int solverParticleIndex = actor.particleIndices[handledParticleIndices[i]]; + + // handled particles should always stay fixed: + Oni.SetParticleVelocities(actor.Solver.OniSolver,vel,1,solverParticleIndex); + Oni.SetParticleInverseMasses(actor.Solver.OniSolver,invMass,1,solverParticleIndex); + + // set particle position: + pos[0] = l2sTransform.MultiplyPoint3x4(handledParticlePositions[i]); + Oni.SetParticlePositions(actor.Solver.OniSolver,pos,1,solverParticleIndex); + + } + + } + } + +} +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs.meta new file mode 100644 index 0000000..8591c02 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiParticleHandle.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 61b0db048acbd4a80aeae1182ba43ee5 +timeCreated: 1464049210 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 528d201bc10084452b24974deb16a423, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs new file mode 100644 index 0000000..ee7bf05 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs @@ -0,0 +1,155 @@ +using System; +using UnityEngine; + +namespace Obi +{ + [DisallowMultipleComponent] + public class ObiProfiler : MonoBehaviour + { + [Header("Appearance")] + public GUISkin skin; + public Color threadColor = Color.cyan; + public Color taskColor = Color.green; + public Color parallelTaskColor = new Color(1,0.8f,0.2f); + public Color idleColor = new Color(0.7f,0.7f,0.7f); + + [Header("Visualization")] + public bool showPercentages = false; + public int profileThrottle = 30; + + private Oni.ProfileInfo[] info; + private double frameDuration; + private int frameCounter = 0; + private int yPos = 25; + + private float zoom = 1; + private Vector2 scrollPosition = Vector2.zero; + + private static ObiProfiler _instance; + public static ObiProfiler Instance { get { return _instance; } } + + private void Awake() + { + if (_instance != null && _instance != this) + DestroyImmediate(this); + else{ + _instance = this; + Oni.EnableProfiler(true); + } + } + + public void OnDestroy(){ + if (this == _instance) + Oni.EnableProfiler(false); + } + + public void StartStep(){ + Oni.SignalFrameStart(); + } + + private void UpdateProfilerInfo(){ + + frameCounter--; + if (frameCounter <= 0) + { + int count = Oni.GetProfilingInfoCount(); + info = new Oni.ProfileInfo[count]; + Oni.GetProfilingInfo(info,count); + + frameCounter = profileThrottle; + + // Calculate frame duration: + double start = double.MaxValue; + double end = double.MinValue; + foreach (Oni.ProfileInfo i in info){ + start = Math.Min(start,i.start); + end = Math.Max(end,i.end); + } + frameDuration = end-start; + } + } + + public void OnGUI() + { + + if (Event.current.type == EventType.Layout) + UpdateProfilerInfo(); + + if (info == null) + return; + + GUI.skin = skin; + int toolbarHeight = 20; + int threadHeight = 20; + int scrollViewWidth = (int)(Screen.width / zoom); + + // Toolbar: + GUI.BeginGroup(new Rect(0,0,Screen.width,toolbarHeight),"","Box"); + + GUI.Label(new Rect(5,0,50,toolbarHeight),"Zoom:"); + zoom = GUI.HorizontalSlider(new Rect(50,5,100,toolbarHeight),zoom,0.005f,1); + GUI.Label(new Rect(Screen.width - 100,0,100,toolbarHeight),(frameDuration/1000.0f).ToString("0.###") + " ms/step"); + + GUI.EndGroup(); + + // Timeline view: + scrollPosition = GUI.BeginScrollView(new Rect(0, toolbarHeight, Screen.width, Screen.height-20), scrollPosition, + new Rect(0, 0, scrollViewWidth, yPos+30)); // height depends on amount of threads. + + GUI.color = threadColor; + GUI.Label(new Rect(5,0,200,20),"Thread #1"); + GUI.Box(new Rect(0, 0, scrollViewWidth, 40),"","Thread"); + + yPos = 25; + uint currentThreadId = 0; + uint currentLevel = 0; + foreach (Oni.ProfileInfo i in info) + { + uint threadId = (i.info & (uint)Oni.ProfileMask.ThreadIdMask) >> 16; + uint level = (i.info & (uint)Oni.ProfileMask.StackLevelMask) >> 8; + uint type = i.info & (uint)Oni.ProfileMask.TypeMask; + + if (currentThreadId != threadId){ + yPos += threadHeight+1; + GUI.color = threadColor; + GUI.Label(new Rect(5,yPos+5,200,20),"Thread #"+(threadId+1)); + GUI.Box(new Rect(0, yPos+5, scrollViewWidth, 40),"","Thread"); + yPos += 30; + }else if (currentLevel != level){ + yPos += threadHeight+1; + } + + currentLevel = level; + currentThreadId = threadId; + + switch(type){ + case 0: GUI.color = taskColor; break; + case 1: GUI.color = idleColor; break; + case 2: GUI.color = parallelTaskColor; break; + default: GUI.color = Color.red; break; + } + + // task duration: + int taskStart = (int) (i.start / frameDuration * (Screen.width-10) / zoom); + int taskEnd = (int) (i.end / frameDuration * (Screen.width-10) / zoom); + int taskDuration = taskEnd-taskStart; + + string name; + if (showPercentages) + { + double pctg = (i.end-i.start)/frameDuration*100; + name = i.name + " ("+pctg.ToString("0.#")+"%)"; + } + else{ + double ms = (i.end-i.start)/1000.0f; + name = i.name + " ("+ms.ToString("0.##")+"ms)"; + } + + GUI.Box(new Rect(taskStart, yPos, taskDuration-1, threadHeight),name,"Task"); + } + GUI.EndScrollView(); + + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs.meta new file mode 100644 index 0000000..d26c93d --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiProfiler.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 62e83a599724f45a4aa337d74764e572 +timeCreated: 1482252100 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - skin: {fileID: 11400000, guid: b90d3c214c99743b0865fc0e0d1f1a15, type: 2} + executionOrder: 0 + icon: {fileID: 2800000, guid: 1c322d61eeb3640408ee1119729d5c21, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs new file mode 100644 index 0000000..fbeeb04 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs @@ -0,0 +1,302 @@ +using System; +using UnityEngine; + +namespace Obi +{ + + /** + * A rope cursor takes a ObiRope as parameter, and allows you to change its lenght by either adding or removing + * particles and constraints at a certain point in the rope, in either direction. + */ + [RequireComponent(typeof(ObiRope))] + public class ObiRopeCursor : MonoBehaviour + { + [Range(0,1)] + public float normalizedCoord; /**< Normalized coordinate of the spawner along the rope lenght. 0 is at the start, 1 at the end.*/ + + public bool direction = true; /**< Direction of extrusion.*/ + + private ObiRope rope; + + public void Awake(){ + rope = GetComponent(); + } + + /** + * From a given constraint index and direction, finds the constraint where rope extension/shortening will happen. + */ + private int FindHotConstraint(ObiDistanceConstraintBatch distanceBatch, int constraint, int maxAmount){ + + // from the current particle, iterate distance constraints in the adequate direction until we find a discontinuity: + if (direction){ + + int lastParticle = distanceBatch.springIndices[constraint*2+1]; + + for (int i = 1; i <= maxAmount; ++i){ + if (constraint+i == distanceBatch.ConstraintCount || + distanceBatch.springIndices[(constraint+i)*2] != lastParticle) + return constraint+i-1; + lastParticle = distanceBatch.springIndices[(constraint+i)*2+1]; + } + + return constraint + maxAmount; + + }else{ + + int lastParticle = distanceBatch.springIndices[constraint*2]; + + for (int i = 1; i <= maxAmount; ++i){ + if (constraint-i < 0 || + distanceBatch.springIndices[(constraint-i)*2+1] != lastParticle) + return constraint-i+1; + lastParticle = distanceBatch.springIndices[(constraint-i)*2]; + } + + return constraint - maxAmount; + + } + } + + private int AddParticles(int amount) + { + + // get constraint batches: + ObiDistanceConstraintBatch distanceBatch = rope.DistanceConstraints.GetFirstBatch(); + ObiBendConstraintBatch bendingBatch = rope.BendingConstraints.GetFirstBatch(); + + amount = Mathf.Min(amount,rope.PooledParticles); + + // if no particles can be added, just return. + if (amount == 0) + return 0; + + // find current constraint and hot constraint: + int constraint = rope.GetConstraintIndexAtNormalizedCoordinate(normalizedCoord); + + rope.DistanceConstraints.RemoveFromSolver(null); + rope.BendingConstraints.RemoveFromSolver(null); + + // find indices of first N inactive particles. we'll need them to create new rope. + // the first and last particle indices in this array will be the ones in the current constraint. + int[] newParticleIndices = new int[amount+2]; + for (int i = 0, j = 0; i < amount && j < rope.TotalParticles; ++j){ + if (!rope.active[j]){ + newParticleIndices[i+1] = j; + rope.active[j] = true; + rope.invMasses[j] = 1.0f/ObiRope.DEFAULT_PARTICLE_MASS; + ++i; + } + } + + // TODO: closed curves have a different amount of bend constraints! + + Vector4[] zeroVelocity = new Vector4[]{Vector4.zero}; + Vector4[] refPosition1 = new Vector4[1]; + Vector4[] refPosition2 = new Vector4[1]; + + if (direction){ + + // fill first and last indices of the new particles array with the ones in the current constraint: + newParticleIndices[0] = distanceBatch.springIndices[constraint*2]; + newParticleIndices[newParticleIndices.Length-1] = distanceBatch.springIndices[constraint*2+1]; + + // update normalized coord: + normalizedCoord = constraint / (float)(distanceBatch.ConstraintCount + amount); + + Oni.GetParticlePositions(rope.Solver.OniSolver,refPosition1,1,rope.particleIndices[newParticleIndices[0]]); + Oni.GetParticlePositions(rope.Solver.OniSolver,refPosition2,1,rope.particleIndices[newParticleIndices[newParticleIndices.Length-1]]); + + // update constraints: + distanceBatch.SetParticleIndex(constraint,newParticleIndices[newParticleIndices.Length-2],ObiDistanceConstraintBatch.DistanceIndexType.First,rope.Closed); + bendingBatch.SetParticleIndex(constraint,newParticleIndices[newParticleIndices.Length-2],ObiBendConstraintBatch.BendIndexType.First,rope.Closed); + bendingBatch.SetParticleIndex(constraint-1,newParticleIndices[1],ObiBendConstraintBatch.BendIndexType.Second,rope.Closed); + + // add constraints and particles: + for (int i = 1; i < newParticleIndices.Length-1; ++i){ + + Vector4[] pos = new Vector4[]{refPosition1[0] + (refPosition2[0] - refPosition1[0]) * i/(float)(newParticleIndices.Length-1) * 0.5f}; + Oni.SetParticlePositions(rope.Solver.OniSolver,pos,1,rope.particleIndices[newParticleIndices[i]]); + Oni.SetParticleVelocities(rope.Solver.OniSolver,zeroVelocity,1,rope.particleIndices[newParticleIndices[i]]); + + int newConstraintIndex = constraint+i-1; + distanceBatch.InsertConstraint(newConstraintIndex,newParticleIndices[i-1],newParticleIndices[i],rope.InterparticleDistance,0,0); + bendingBatch.InsertConstraint(newConstraintIndex,newParticleIndices[i-1],newParticleIndices[i+1],newParticleIndices[i],0,0,0); + } + + }else{ + + // fill first and last indices of the new particles array with the ones in the current constraint: + newParticleIndices[0] = distanceBatch.springIndices[constraint*2+1]; + newParticleIndices[newParticleIndices.Length-1] = distanceBatch.springIndices[constraint*2]; + + // update normalized coord: + normalizedCoord = (constraint + amount) / (float)(distanceBatch.ConstraintCount + amount); + + Oni.GetParticlePositions(rope.Solver.OniSolver,refPosition1,1,rope.particleIndices[newParticleIndices[0]]); + Oni.GetParticlePositions(rope.Solver.OniSolver,refPosition2,1,rope.particleIndices[newParticleIndices[newParticleIndices.Length-1]]); + + // update constraints: + distanceBatch.SetParticleIndex(constraint,newParticleIndices[newParticleIndices.Length-2],ObiDistanceConstraintBatch.DistanceIndexType.Second,rope.Closed); + bendingBatch.SetParticleIndex(constraint,newParticleIndices[1],ObiBendConstraintBatch.BendIndexType.First,rope.Closed); + bendingBatch.SetParticleIndex(constraint-1,newParticleIndices[newParticleIndices.Length-2],ObiBendConstraintBatch.BendIndexType.Second,rope.Closed); + + // add constraints and particles: + for (int i = 1; i < newParticleIndices.Length-1; ++i){ + + Vector4[] pos = new Vector4[]{refPosition1[0] + (refPosition2[0] - refPosition1[0]) * i/(float)(newParticleIndices.Length-1) * 0.5f}; + Oni.SetParticlePositions(rope.Solver.OniSolver,pos,1,rope.particleIndices[newParticleIndices[i]]); + Oni.SetParticleVelocities(rope.Solver.OniSolver,zeroVelocity,1,rope.particleIndices[newParticleIndices[i]]); + + distanceBatch.InsertConstraint(constraint+1,newParticleIndices[i],newParticleIndices[i-1],rope.InterparticleDistance,0,0); + bendingBatch.InsertConstraint(constraint,newParticleIndices[i+1],newParticleIndices[i-1],newParticleIndices[i],0,0,0); + } + + } + + rope.DistanceConstraints.AddToSolver(null); + rope.BendingConstraints.AddToSolver(null); + rope.PushDataToSolver(ParticleData.ACTIVE_STATUS); + + rope.UsedParticles += amount; + + rope.RegenerateRestPositions(); + + return amount; + } + + + /** + * Removes a certain amount of particles and constraints from the rope, at the point and direction specified: + */ + private int RemoveParticles(int amount) + { + // get constraint batches: + ObiDistanceConstraintBatch distanceBatch = rope.DistanceConstraints.GetFirstBatch(); + ObiBendConstraintBatch bendingBatch = rope.BendingConstraints.GetFirstBatch(); + + amount = Mathf.Min(amount,rope.UsedParticles-2); + + // find current constraint and hot constraint: + int constraint = rope.GetConstraintIndexAtNormalizedCoordinate(normalizedCoord); + int hotConstraint = FindHotConstraint(distanceBatch, constraint, amount); + amount = Mathf.Min(amount,Mathf.Abs(hotConstraint-constraint)); + + // if no particles can be removed, just return. + if (amount == 0) + return 0; + + rope.DistanceConstraints.RemoveFromSolver(null); + rope.BendingConstraints.RemoveFromSolver(null); + + if (direction){ + + // update normalized coord: + normalizedCoord = constraint / (float)(distanceBatch.ConstraintCount - amount); + + // update constraints: + distanceBatch.SetParticleIndex(constraint,distanceBatch.springIndices[hotConstraint*2+1],ObiDistanceConstraintBatch.DistanceIndexType.Second,rope.Closed); + bendingBatch.SetParticleIndex(constraint-1,distanceBatch.springIndices[hotConstraint*2+1],ObiBendConstraintBatch.BendIndexType.Second,rope.Closed); + bendingBatch.SetParticleIndex(hotConstraint,distanceBatch.springIndices[constraint*2],ObiBendConstraintBatch.BendIndexType.First,rope.Closed); + + // remove constraints and particles: + for (int i = constraint + amount; i > constraint; --i){ + rope.active[distanceBatch.springIndices[i*2]] = false; + distanceBatch.RemoveConstraint(i); + bendingBatch.RemoveConstraint(i-1); + } + + }else{ + + // update normalized coord: + normalizedCoord = (constraint - amount) / (float)(distanceBatch.ConstraintCount - amount); + + // update constraint: + distanceBatch.SetParticleIndex(constraint,distanceBatch.springIndices[hotConstraint*2],ObiDistanceConstraintBatch.DistanceIndexType.First,rope.Closed); + bendingBatch.SetParticleIndex(constraint,distanceBatch.springIndices[hotConstraint*2],ObiBendConstraintBatch.BendIndexType.First,rope.Closed); + bendingBatch.SetParticleIndex(hotConstraint-1,distanceBatch.springIndices[constraint*2+1],ObiBendConstraintBatch.BendIndexType.Second,rope.Closed); + + // remove constraints and particles: + for (int i = constraint-1; i >= constraint - amount; --i){ + rope.active[distanceBatch.springIndices[i*2+1]] = false; + distanceBatch.RemoveConstraint(i); + bendingBatch.RemoveConstraint(i); + } + + } + + rope.DistanceConstraints.AddToSolver(null); + rope.BendingConstraints.AddToSolver(null); + rope.PushDataToSolver(ParticleData.ACTIVE_STATUS); + + rope.UsedParticles -= amount; + + rope.RegenerateRestPositions(); + + return amount; + } + + /** + * Changes the length of the rope, adding or removing particles from its end as needed (as long as there are enough pooled particles + * left). Since particles are added/removed to/from the end only, any existing particle data (masses, editor selection data) will + * be preserved for existing particles when adding new ones. + */ + public void ChangeLength(float newLength){ + + if (rope == null) + return; + + // Clamp new length to sane limits: + newLength = Mathf.Clamp(newLength,0,(rope.TotalParticles-1) * rope.InterparticleDistance); + + // find current extrusion constraint: + int constraint = rope.GetConstraintIndexAtNormalizedCoordinate(normalizedCoord); + + // get constraint batch: + ObiDistanceConstraintBatch distanceBatch = rope.DistanceConstraints.GetFirstBatch(); + + // calculate the change in rope length: + float lengthChange = newLength - rope.RestLength; + + // calculate length change of current constraint: + float constraintLengthChange = Mathf.Clamp(lengthChange,-distanceBatch.restLengths[constraint],rope.InterparticleDistance - distanceBatch.restLengths[constraint]); + distanceBatch.restLengths[constraint] += constraintLengthChange; + lengthChange -= constraintLengthChange; + + // figure out how many particles we need to add (or remove) and what length will remain after that: + int particleChange = lengthChange > 0 ? Mathf.CeilToInt(lengthChange / rope.InterparticleDistance): Mathf.FloorToInt(lengthChange / rope.InterparticleDistance); + float remainingLenght = ObiUtils.Mod(lengthChange,rope.InterparticleDistance); + + if (particleChange > 0){ + + particleChange = AddParticles(particleChange); + + // we cannot add any particles, so extend the segment as much as possible. + if (particleChange == 0) + remainingLenght = rope.InterparticleDistance; + + // Add remaining lenght to the new constraint: + constraint = rope.GetConstraintIndexAtNormalizedCoordinate(normalizedCoord); + distanceBatch.restLengths[constraint] = remainingLenght; + + }else if (particleChange < 0){ + + particleChange = RemoveParticles(-particleChange); + + // we cannot remove any particles, so reduce the segment as much as possible: + if (particleChange == 0) + remainingLenght = 0; + + // Add remaining lenght to the new constraint: + constraint = rope.GetConstraintIndexAtNormalizedCoordinate(normalizedCoord); + distanceBatch.restLengths[constraint] = remainingLenght; + } + + distanceBatch.PushDataToSolver(rope.DistanceConstraints); + + // Update rest length: + rope.RecalculateLenght(); + + } + } +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs.meta new file mode 100644 index 0000000..16f7beb --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeCursor.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 5b98f02d6176a4d88a3bd7dc87d9a6d9 +labels: +- ObiRope +timeCreated: 1491822348 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {fileID: 2800000, guid: 618cf36eb21e34118ac5697fe77e2c3e, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs new file mode 100644 index 0000000..52e2ff3 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs @@ -0,0 +1,59 @@ +using UnityEngine; +using System.Collections; + +namespace Obi +{ + [RequireComponent(typeof(ObiRope))] + [RequireComponent(typeof(ObiCatmullRomCurve))] + public class ObiRopeHelper : MonoBehaviour { + + public ObiSolver solver; + public ObiRopeSection section; + public Material material; + public Transform start; + public Transform end; + + private ObiRope rope; + private ObiCatmullRomCurve path; + + void Start () { + + // Get all needed components and interconnect them: + rope = GetComponent(); + path = GetComponent(); + rope.Solver = solver; + rope.ropePath = path; + rope.section = section; + GetComponent().material = material; + + // Calculate rope start/end and direction in local space: + Vector3 localStart = transform.InverseTransformPoint(start.position); + Vector3 localEnd = transform.InverseTransformPoint(end.position); + Vector3 direction = (localEnd-localStart).normalized; + + // Generate rope path: + path.controlPoints.Clear(); + path.controlPoints.Add(localStart-direction); + path.controlPoints.Add(localStart); + path.controlPoints.Add(localEnd); + path.controlPoints.Add(localEnd+direction); + + // Setup the simulation: + StartCoroutine(Setup()); + } + + IEnumerator Setup(){ + + // Generate particles and add them to solver: + yield return StartCoroutine(rope.GeneratePhysicRepresentationForMesh()); + rope.AddToSolver(null); + + // Fix first and last particle in place: + rope.invMasses[0] = 0; + rope.invMasses[rope.UsedParticles-1] = 0; + Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[0]); + Oni.SetParticleInverseMasses(solver.OniSolver,new float[]{0},1,rope.particleIndices[rope.UsedParticles-1]); + } + + } +} diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs.meta new file mode 100644 index 0000000..0609951 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiRopeHelper.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: 2f53602bad7774b9e9a3662b554c4596 +labels: +- ObiRope +timeCreated: 1465602134 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs b/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs new file mode 100644 index 0000000..e1ac117 --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs @@ -0,0 +1,74 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; +using System.Runtime.InteropServices; + +namespace Obi +{ + +public static class Constants{ + public const int maxVertsPerMesh = 65000; +} + +public static class ObiUtils +{ + + public static void DrawArrowGizmo(float bodyLenght, float bodyWidth, float headLenght, float headWidth){ + + float halfBodyLenght = bodyLenght*0.5f; + float halfBodyWidth = bodyWidth*0.5f; + + // arrow body: + Gizmos.DrawLine(new Vector3(halfBodyWidth,0,-halfBodyLenght),new Vector3(halfBodyWidth,0,halfBodyLenght)); + Gizmos.DrawLine(new Vector3(-halfBodyWidth,0,-halfBodyLenght),new Vector3(-halfBodyWidth,0,halfBodyLenght)); + Gizmos.DrawLine(new Vector3(-halfBodyWidth,0,-halfBodyLenght),new Vector3(halfBodyWidth,0,-halfBodyLenght)); + + // arrow head: + Gizmos.DrawLine(new Vector3(halfBodyWidth,0,halfBodyLenght),new Vector3(headWidth,0,halfBodyLenght)); + Gizmos.DrawLine(new Vector3(-halfBodyWidth,0,halfBodyLenght),new Vector3(-headWidth,0,halfBodyLenght)); + Gizmos.DrawLine(new Vector3(0,0,halfBodyLenght+headLenght),new Vector3(headWidth,0,halfBodyLenght)); + Gizmos.DrawLine(new Vector3(0,0,halfBodyLenght+headLenght),new Vector3(-headWidth,0,halfBodyLenght)); + } + + public static Bounds Transform(this Bounds b, Matrix4x4 m) + { + var xa = m.GetColumn(0) * b.min.x; + var xb = m.GetColumn(0) * b.max.x; + + var ya = m.GetColumn(1) * b.min.y; + var yb = m.GetColumn(1) * b.max.y; + + var za = m.GetColumn(2) * b.min.z; + var zb = m.GetColumn(2) * b.max.z; + + Bounds result = new Bounds(); + Vector3 pos = m.GetColumn(3); + result.SetMinMax(Vector3.Min(xa, xb) + Vector3.Min(ya, yb) + Vector3.Min(za, zb) + pos, + Vector3.Max(xa, xb) + Vector3.Max(ya, yb) + Vector3.Max(za, zb) + pos); + + + return result; + } + + public static float Remap (this float value, float from1, float to1, float from2, float to2) { + return (value - from1) / (to1 - from1) * (to2 - from2) + from2; + } + + /** + * Modulo operator that also follows intuition for negative arguments. That is , -1 mod 3 = 2, not -1. + */ + public static float Mod(float a,float b) + { + return a - b * Mathf.Floor(a / b); + } + + /** + * Calculates the area of a triangle. + */ + public static float TriangleArea(Vector3 p1, Vector3 p2, Vector3 p3){ + return Mathf.Sqrt(Vector3.Cross(p2-p1,p3-p1).sqrMagnitude) / 2f; + } +} +} + diff --git a/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs.meta b/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs.meta new file mode 100644 index 0000000..455098f --- /dev/null +++ b/String Theory/Assets/Obi/Scripts/Utils/ObiUtils.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 8ac31071459b040f39f1d86300525ed4 +timeCreated: 1435569421 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/String Theory/Assets/Scenes/strand1.unity b/String Theory/Assets/Scenes/strand1.unity new file mode 100644 index 0000000..9ebbdb3 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