179 lines
6.0 KiB
C#
179 lines
6.0 KiB
C#
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
using Obi;
|
|
|
|
/**
|
|
* Sample component that makes a collider "grab" any particle it touches (regardless of which Actor it belongs to).
|
|
*/
|
|
[RequireComponent(typeof(ObiCollider))]
|
|
public class ObiContactGrabber : MonoBehaviour
|
|
{
|
|
|
|
public ObiSolver[] solvers = { };
|
|
|
|
public bool grabbed
|
|
{
|
|
get { return grabbedActors.Count > 0; }
|
|
}
|
|
|
|
/**
|
|
* Helper class that stores the index of a particle in the solver, its position in the grabber's local space, and its inverse mass previous to being grabbed.
|
|
* This makes it easy to tell if a particle has been grabbed, update its position while grabbing, and restore its mass after being released.
|
|
*/
|
|
private class GrabbedParticle : IEqualityComparer<GrabbedParticle>
|
|
{
|
|
public int index;
|
|
public float invMass;
|
|
public Vector3 localPosition;
|
|
public ObiSolver solver;
|
|
|
|
public GrabbedParticle(ObiSolver solver, int index, float invMass)
|
|
{
|
|
this.solver = solver;
|
|
this.index = index;
|
|
this.invMass = invMass;
|
|
}
|
|
|
|
public bool Equals(GrabbedParticle x, GrabbedParticle y)
|
|
{
|
|
return x.index == y.index;
|
|
}
|
|
|
|
public int GetHashCode(GrabbedParticle obj)
|
|
{
|
|
return index;
|
|
}
|
|
}
|
|
|
|
private Dictionary<ObiSolver, ObiNativeContactList> collisionEvents = new Dictionary<ObiSolver, ObiNativeContactList>(); /**< store the current collision event*/
|
|
private ObiCollider localCollider; /**< the collider on this gameObject.*/
|
|
private HashSet<GrabbedParticle> grabbedParticles = new HashSet<GrabbedParticle>(); /**< set to store all currently grabbed particles.*/
|
|
private HashSet<ObiActor> grabbedActors = new HashSet<ObiActor>(); /**< set of softbodies grabbed during this step.*/
|
|
|
|
private void Awake()
|
|
{
|
|
localCollider = GetComponent<ObiCollider>();
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
if (solvers != null)
|
|
foreach (ObiSolver solver in solvers)
|
|
solver.OnCollision += Solver_OnCollision;
|
|
}
|
|
|
|
private void OnDisable()
|
|
{
|
|
if (solvers != null)
|
|
foreach (ObiSolver solver in solvers)
|
|
solver.OnCollision -= Solver_OnCollision;
|
|
}
|
|
|
|
private void Solver_OnCollision(object sender, ObiNativeContactList e)
|
|
{
|
|
collisionEvents[(ObiSolver)sender] = e;
|
|
}
|
|
|
|
private void UpdateParticleProperties()
|
|
{
|
|
// Update rest shape matching of all grabbed softbodies:
|
|
foreach (ObiActor actor in grabbedActors)
|
|
{
|
|
actor.UpdateParticleProperties();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Creates and stores a GrabbedParticle from the particle at the given index.
|
|
* Returns true if we sucessfully grabbed a particle, false if the particle was already grabbed.
|
|
*/
|
|
private bool GrabParticle(ObiSolver solver, int index)
|
|
{
|
|
GrabbedParticle p = new GrabbedParticle(solver, index, solver.invMasses[index]);
|
|
|
|
// in case this particle has not been grabbed yet:
|
|
if (!grabbedParticles.Contains(p))
|
|
{
|
|
Matrix4x4 solver2Grabber = transform.worldToLocalMatrix * solver.transform.localToWorldMatrix;
|
|
|
|
// record the particle's position relative to the grabber, and store it.
|
|
p.localPosition = solver2Grabber.MultiplyPoint3x4(solver.positions[index]);
|
|
grabbedParticles.Add(p);
|
|
|
|
// Set inv mass and velocity to zero:
|
|
solver.invMasses[index] = 0;
|
|
solver.velocities[index] = Vector4.zero;
|
|
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Grabs all particles currently touching the grabber.
|
|
*/
|
|
public void Grab()
|
|
{
|
|
Release();
|
|
|
|
var world = ObiColliderWorld.GetInstance();
|
|
|
|
if (solvers != null && collisionEvents != null)
|
|
{
|
|
foreach (ObiSolver solver in solvers)
|
|
{
|
|
ObiNativeContactList collisionEvent;
|
|
if (collisionEvents.TryGetValue(solver, out collisionEvent))
|
|
{
|
|
foreach (Oni.Contact contact in collisionEvent)
|
|
{
|
|
// this one is an actual collision:
|
|
if (contact.distance < 0.01f)
|
|
{
|
|
var contactCollider = world.colliderHandles[contact.bodyB].owner;
|
|
int particleIndex = solver.simplices[contact.bodyA];
|
|
|
|
// if the current contact references our collider, proceed to grab the particle.
|
|
if (contactCollider == localCollider)
|
|
{
|
|
// try to grab the particle, if not already grabbed.
|
|
if (GrabParticle(solver, particleIndex))
|
|
grabbedActors.Add(solver.particleToActor[particleIndex].actor);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
UpdateParticleProperties();
|
|
}
|
|
|
|
/**
|
|
* Releases all currently grabbed particles. This boils down to simply resetting their invMass.
|
|
*/
|
|
public void Release()
|
|
{
|
|
// Restore the inverse mass of all grabbed particles, so dynamics affect them.
|
|
foreach (GrabbedParticle p in grabbedParticles)
|
|
p.solver.invMasses[p.index] = p.invMass;
|
|
|
|
UpdateParticleProperties();
|
|
grabbedActors.Clear();
|
|
grabbedParticles.Clear();
|
|
}
|
|
|
|
/**
|
|
* Updates the position of the grabbed particles.
|
|
*/
|
|
private void FixedUpdate()
|
|
{
|
|
foreach (GrabbedParticle p in grabbedParticles)
|
|
{
|
|
Matrix4x4 grabber2Solver = p.solver.transform.worldToLocalMatrix * transform.localToWorldMatrix;
|
|
p.solver.positions[p.index] = grabber2Solver.MultiplyPoint3x4(p.localPosition);
|
|
}
|
|
}
|
|
}
|