17-06-2020, 08:12 AM
(This post was last modified: 17-06-2020, 08:13 AM by josemendez.)
Hi,
Reparenting a deformable object (not just a softbody) would just not work. Not only because it would no longer be inside the solver, but because determining the rotation/position/scale of a deformable object using a single transform is just not possible, so even if the softbody could be simulated outside of a solver, parenting it to a transform would not "grab" it. This question has come up in the forums tens of times, usually in the form of "can I scale a softbody?", "can I set the position of a cloth?" or "can I change the length of a rope by scaling it"? The answer to all these is the same: a transform is a single 4x4 matrix, and you can't determine the size, shape, orientation and position of a deformable object with just one matrix.
A softbody is a collection of rigid particles, each one with its own position and orientation, held together by constraints. So to pick up the softbody, you need to pick up one (or a few) of its particles.
Easiest way to do this is to detect which particles are in contact with a collider/trigger, then fix them by setting their mass to infinite and set their position relative to the collider. This is what the sample script ObiColliderGrabber does (included in 5.2 and up): it will detect all particles touching a collider, then "grab" them when you call its Grab() method.
I'm pasting the code here, in case you have 5.0 or 5.1. Should work there too:
Reparenting a deformable object (not just a softbody) would just not work. Not only because it would no longer be inside the solver, but because determining the rotation/position/scale of a deformable object using a single transform is just not possible, so even if the softbody could be simulated outside of a solver, parenting it to a transform would not "grab" it. This question has come up in the forums tens of times, usually in the form of "can I scale a softbody?", "can I set the position of a cloth?" or "can I change the length of a rope by scaling it"? The answer to all these is the same: a transform is a single 4x4 matrix, and you can't determine the size, shape, orientation and position of a deformable object with just one matrix.
A softbody is a collection of rigid particles, each one with its own position and orientation, held together by constraints. So to pick up the softbody, you need to pick up one (or a few) of its particles.
Easiest way to do this is to detect which particles are in contact with a collider/trigger, then fix them by setting their mass to infinite and set their position relative to the collider. This is what the sample script ObiColliderGrabber does (included in 5.2 and up): it will detect all particles touching a collider, then "grab" them when you call its Grab() method.
I'm pasting the code here, in case you have 5.0 or 5.1. Should work there too:
Code:
using UnityEngine;
using System.Collections;
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 ObiColliderGrabber : MonoBehaviour
{
public ObiSolver solver;
/**
* 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 GrabbedParticle(int index, float invMass)
{
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 Obi.ObiSolver.ObiCollisionEventArgs collisionEvent; /**< 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<ObiSoftbody> grabbedSoftbodies = new HashSet<ObiSoftbody>(); /**< set of softbodies grabbed during this step.*/
private Matrix4x4 grabber2Solver;
private Matrix4x4 solver2Grabber;
private void Awake()
{
localCollider = GetComponent<ObiCollider>();
}
private void OnEnable()
{
solver.OnCollision += Solver_OnCollision;
}
private void OnDisable()
{
solver.OnCollision -= Solver_OnCollision;
}
private void Solver_OnCollision(object sender, Obi.ObiSolver.ObiCollisionEventArgs e)
{
// Calculate transform matrix from grabber to world space (Note: if using local space simulation, postmultiply with solver.transform.localToWorldMatrix)
solver2Grabber = transform.worldToLocalMatrix * solver.transform.localToWorldMatrix;
// and its inverse:
grabber2Solver = solver2Grabber.inverse;
collisionEvent = e;
}
private void UpdateRestShapeMatching()
{
// Update rest shape matching of all grabbed softbodies:
foreach (ObiSoftbody softbody in grabbedSoftbodies)
{
var constraints = softbody.GetConstraintsByType(Oni.ConstraintType.ShapeMatching);
if (constraints != null)
{
var batches = constraints.GetBatchInterfaces();
foreach (ObiShapeMatchingConstraintsBatch batch in batches)
Oni.CalculateRestShapeMatching(solver.OniSolver, batch.oniBatch);
}
}
}
/**
* 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(int index)
{
GrabbedParticle p = new GrabbedParticle(index, solver.invMasses[index]);
// in case this particle has not been grabbed yet:
if (!grabbedParticles.Contains(p))
{
// 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()
{
grabbedSoftbodies.Clear();
foreach (Oni.Contact contact in collisionEvent.contacts)
{
// this one is an actual collision:
if (contact.distance < 0.01f)
{
Component contactCollider;
if (ObiCollider.idToCollider.TryGetValue(contact.other, out contactCollider))
{
// if the current contact references our collider, proceed to grab the particle.
if (contactCollider == localCollider.SourceCollider)
{
// try to grab the particle, if not already grabbed.
if (GrabParticle(contact.particle))
{
// we want to know if we grabbed a softbody, to update its rest shape.
var softbody = solver.particleToActor[contact.particle].actor as ObiSoftbody;
if (softbody != null)
grabbedSoftbodies.Add(softbody);
}
}
}
}
}
UpdateRestShapeMatching();
}
/**
* 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)
solver.invMasses[p.index] = p.invMass;
grabbedParticles.Clear();
// Also update rest shape matching:
UpdateRestShapeMatching();
grabbedSoftbodies.Clear();
}
/**
* Updates the position of the grabbed particles.
*/
private void FixedUpdate()
{
foreach (GrabbedParticle p in grabbedParticles)
solver.positions[p.index] = grabber2Solver.MultiplyPoint3x4(p.localPosition);
}
/**
* Just for convenience. Ideally, this should not be part of this component.
* You're expected to control the Grabber from outside.
*/
public void Update()
{
if (Input.GetKeyDown(KeyCode.G))
{
Grab();
}
if (Input.GetKeyDown(KeyCode.R))
{
Release();
}
}
}