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

349 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Obi
{
[CreateAssetMenu(fileName = "bone blueprint", menuName = "Obi/Bone Blueprint", order = 142)]
public class ObiBoneBlueprint : ObiActorBlueprint
{
public Transform root;
public const float DEFAULT_PARTICLE_MASS = 0.1f;
public const float DEFAULT_PARTICLE_ROTATIONAL_MASS = 0.1f;
public const float DEFAULT_PARTICLE_RADIUS = 0.05f;
[HideInInspector] public List<Transform> transforms = new List<Transform>();
[HideInInspector] public List<Quaternion> restTransformOrientations = new List<Quaternion>();
[HideInInspector] public List<int> parentIndices = new List<int>();
[HideInInspector] public List<float> normalizedLengths = new List<float>();
[HideInInspector] public int[] deformableEdges = null; /**< Indices of deformable edges (2 per edge)*/
[HideInInspector] [NonSerialized] public List<ObiBone.IgnoredBone> ignored;
[HideInInspector] [NonSerialized] public ObiBone.BonePropertyCurve mass;
[HideInInspector] [NonSerialized] public ObiBone.BonePropertyCurve rotationalMass;
[HideInInspector] [NonSerialized] public ObiBone.BonePropertyCurve radius;
public Quaternion root2WorldR;
private GraphColoring colorizer;
private ObiBone.IgnoredBone GetIgnoredBone(Transform bone)
{
for (int i = 0; i < ignored.Count; ++i)
if (ignored[i].bone == bone)
return ignored[i];
return null;
}
protected override IEnumerator Initialize()
{
ClearParticleGroups();
transforms.Clear();
restTransformOrientations.Clear();
parentIndices.Clear();
normalizedLengths.Clear();
List<Vector3> particlePositions = new List<Vector3>();
List<Quaternion> particleOrientations = new List<Quaternion>();
var world2Root = root.transform.worldToLocalMatrix;
var world2RootR = world2Root.rotation;
root2WorldR = Quaternion.Inverse(world2RootR);
// create a queue to traverse the hierarchy in a width-first fashion.
Queue<Transform> bones = new Queue<Transform>();
// insert the root bone:
bones.Enqueue(root);
parentIndices.Add(-1);
normalizedLengths.Add(0);
// initialize hierarchy length:
float maxLength = 0;
while (bones.Count > 0)
{
var bone = bones.Dequeue();
if (bone != null)
{
var ig = GetIgnoredBone(bone);
if (ig == null)
{
transforms.Add(bone);
restTransformOrientations.Add(bone.localRotation);
particlePositions.Add(world2Root.MultiplyPoint3x4(bone.position));
particleOrientations.Add(world2RootR * bone.rotation);
}
if (ig == null || !ig.ignoreChildren)
{
foreach (Transform child in bone)
{
ig = GetIgnoredBone(child);
if (ig == null)
{
int parentIndex = transforms.Count - 1;
parentIndices.Add(parentIndex);
float distanceToParent = Vector3.Distance(child.position, bone.position);
float distanceToRoot = normalizedLengths[parentIndex] + distanceToParent;
maxLength = Mathf.Max(maxLength, distanceToRoot);
normalizedLengths.Add(distanceToRoot);
}
bones.Enqueue(child);
}
}
}
}
// normalize lengths:
if (maxLength > 0)
{
for (int i = 0; i < normalizedLengths.Count; ++i)
normalizedLengths[i] /= maxLength;
}
// calculate orientations that minimize the Darboux vector:
Vector3[] avgChildrenDirection = new Vector3[parentIndices.Count];
int[] childCount = new int[parentIndices.Count];
for (int i = 0; i < parentIndices.Count; ++i)
{
int parent = parentIndices[i];
if (parent >= 0)
{
var vector = particlePositions[i] - particlePositions[parent];
avgChildrenDirection[parent] += vector;
childCount[parent]++;
}
}
for (int i = 0; i < parentIndices.Count; ++i)
{
if (childCount[i] > 0)
particleOrientations[i] = Quaternion.LookRotation(avgChildrenDirection[i] / childCount[i]);
else if (parentIndices[i] >= 0)
particleOrientations[i] = particleOrientations[parentIndices[i]];
}
m_ActiveParticleCount = particlePositions.Count;
positions = new Vector3[m_ActiveParticleCount];
orientations = new Quaternion[m_ActiveParticleCount];
velocities = new Vector3[m_ActiveParticleCount];
angularVelocities = new Vector3[m_ActiveParticleCount];
invMasses = new float[m_ActiveParticleCount];
invRotationalMasses = new float[m_ActiveParticleCount];
principalRadii = new Vector3[m_ActiveParticleCount];
filters = new int[m_ActiveParticleCount];
restPositions = new Vector4[m_ActiveParticleCount];
restOrientations = new Quaternion[m_ActiveParticleCount];
colors = new Color[m_ActiveParticleCount];
for (int i = 0; i < m_ActiveParticleCount; i++)
{
invMasses[i] = ObiUtils.MassToInvMass(mass != null ? mass.Evaluate(normalizedLengths[i]) : DEFAULT_PARTICLE_MASS);
invRotationalMasses[i] = ObiUtils.MassToInvMass(rotationalMass != null ? rotationalMass.Evaluate(normalizedLengths[i]) : DEFAULT_PARTICLE_ROTATIONAL_MASS);
positions[i] = particlePositions[i];
restPositions[i] = positions[i];
restPositions[i][3] = 1; // activate rest position.
orientations[i] = particleOrientations[i];
restOrientations[i] = /*world2RootR */ transforms[i].rotation;
principalRadii[i] = Vector3.one * (radius != null ? radius.Evaluate(normalizedLengths[i]) : DEFAULT_PARTICLE_RADIUS);
filters[i] = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything, 0);
colors[i] = Color.white;
if (i % 100 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRod: generating particles...", i / (float)m_ActiveParticleCount);
}
colorizer = new GraphColoring(m_ActiveParticleCount);
// Deformable edges:
CreateDeformableEdges();
// Create edge simplices:
CreateSimplices();
// Create stretch constraints:
IEnumerator dc = CreateStretchShearConstraints(particlePositions);
while (dc.MoveNext()) yield return dc.Current;
// Create bending constraints:
IEnumerator bc = CreateBendTwistConstraints(particlePositions);
while (bc.MoveNext()) yield return bc.Current;
// Create skin constraints:
IEnumerator sc = CreateSkinConstraints(particlePositions);
while (sc.MoveNext()) yield return sc.Current;
// Create aerodynamic constraints:
IEnumerator ac = CreateAerodynamicConstraints();
while (ac.MoveNext()) yield return ac.Current;
yield return new CoroutineJob.ProgressInfo("ObiBone: complete", 1);
}
protected void CreateDeformableEdges()
{
deformableEdges = new int[(parentIndices.Count - 1) * 2];
for (int i = 0; i < parentIndices.Count - 1; ++i)
{
deformableEdges[i * 2] = i + 1;
deformableEdges[i * 2 + 1] = parentIndices[i + 1];
}
}
protected void CreateSimplices()
{
edges = new int[(parentIndices.Count - 1) * 2];
for (int i = 0; i < parentIndices.Count-1; ++i)
{
edges[i * 2] = i + 1;
edges[i * 2 + 1] = parentIndices[i + 1];
}
}
protected virtual IEnumerator CreateAerodynamicConstraints()
{
aerodynamicConstraintsData = new ObiAerodynamicConstraintsData();
var aeroBatch = new ObiAerodynamicConstraintsBatch();
aerodynamicConstraintsData.AddBatch(aeroBatch);
for (int i = 0; i < m_ActiveParticleCount; i++)
{
aeroBatch.AddConstraint(i, 2 * principalRadii[i].x, 1, 1);
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiRope generating aerodynamic constraints...", i / (float)m_ActiveParticleCount);
}
// Set initial amount of active constraints:
for (int i = 0; i < aerodynamicConstraintsData.batches.Count; ++i)
{
aerodynamicConstraintsData.batches[i].activeConstraintCount = m_ActiveParticleCount;
}
}
protected virtual IEnumerator CreateStretchShearConstraints(List<Vector3> particlePositions)
{
colorizer.Clear();
for (int i = 1; i < particlePositions.Count; ++i)
{
int parent = parentIndices[i];
if (parent >= 0)
{
colorizer.AddConstraint(new[] { parent, i });
}
}
stretchShearConstraintsData = new ObiStretchShearConstraintsData();
List<int> constraintColors = new List<int>();
var colorize = colorizer.Colorize("ObiBone: coloring stretch/shear constraints...", constraintColors);
while (colorize.MoveNext())
yield return colorize.Current;
var particleIndices = colorizer.particleIndices;
var constraintIndices = colorizer.constraintIndices;
for (int i = 0; i < constraintColors.Count; ++i)
{
int color = constraintColors[i];
int cIndex = constraintIndices[i];
// Add a new batch if needed:
if (color >= stretchShearConstraintsData.batchCount)
stretchShearConstraintsData.AddBatch(new ObiStretchShearConstraintsBatch());
int index1 = particleIndices[cIndex];
int index2 = particleIndices[cIndex + 1];
var vector = particlePositions[index2] - particlePositions[index1];
var rest = Quaternion.LookRotation(Quaternion.Inverse(orientations[index1]) * vector);
stretchShearConstraintsData.batches[color].AddConstraint(new Vector2Int(index1, index2), index1, vector.magnitude, rest);
stretchShearConstraintsData.batches[color].activeConstraintCount++;
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiBone: generating stretch constraints...", i / constraintColors.Count);
}
}
protected virtual IEnumerator CreateBendTwistConstraints(List<Vector3> particlePositions)
{
colorizer.Clear();
for (int i = 1; i < particlePositions.Count; ++i)
{
int parent = parentIndices[i];
if (parent >= 0)
{
colorizer.AddConstraint(new[] { parent, i });
}
}
bendTwistConstraintsData = new ObiBendTwistConstraintsData();
List<int> constraintColors = new List<int>();
var colorize = colorizer.Colorize("ObiBone: colorizing bend/twist constraints...", constraintColors);
while (colorize.MoveNext())
yield return colorize.Current;
var particleIndices = colorizer.particleIndices;
var constraintIndices = colorizer.constraintIndices;
for (int i = 0; i < constraintColors.Count; ++i)
{
int color = constraintColors[i];
int cIndex = constraintIndices[i];
// Add a new batch if needed:
if (color >= bendTwistConstraintsData.batchCount)
bendTwistConstraintsData.AddBatch(new ObiBendTwistConstraintsBatch());
int index1 = particleIndices[cIndex];
int index2 = particleIndices[cIndex + 1];
Quaternion darboux = ObiUtils.RestDarboux(orientations[index1], orientations[index2]);
bendTwistConstraintsData.batches[color].AddConstraint(new Vector2Int(index1, index2), darboux);
bendTwistConstraintsData.batches[color].activeConstraintCount++;
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiBone: generating bend constraints...", i / constraintColors.Count);
}
}
protected virtual IEnumerator CreateSkinConstraints(List<Vector3> particlePositions)
{
skinConstraintsData = new ObiSkinConstraintsData();
ObiSkinConstraintsBatch skinBatch = new ObiSkinConstraintsBatch();
skinConstraintsData.AddBatch(skinBatch);
for (int i = 0; i < particlePositions.Count; ++i)
{
skinBatch.AddConstraint(i, particlePositions[i], Vector3.up, 0, 0, 0, 0);
skinBatch.activeConstraintCount++;
if (i % 500 == 0)
yield return new CoroutineJob.ProgressInfo("ObiCloth: generating skin constraints...", i / (float)particlePositions.Count);
}
}
}
}