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void | UpdateBlueprint () |
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override void | RequestReadback () |
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override void | SimulationEnd (float simulatedTime, float substepTime) |
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override void | ProvideDeformableEdges (ObiNativeIntList deformableEdges) |
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void | UpdateRadius () |
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void | UpdateMasses () |
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Vector3 | GetSkinRadiiBackstop (ObiSkinConstraintsBatch batch, int constraintIndex) |
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float | GetSkinCompliance (ObiSkinConstraintsBatch batch, int constraintIndex) |
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Vector3 | GetBendTwistCompliance (ObiBendTwistConstraintsBatch batch, int constraintIndex) |
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Vector2 | GetBendTwistPlasticity (ObiBendTwistConstraintsBatch batch, int constraintIndex) |
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Vector3 | GetStretchShearCompliance (ObiStretchShearConstraintsBatch batch, int constraintIndex) |
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float | GetDrag (ObiAerodynamicConstraintsBatch batch, int constraintIndex) |
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float | GetLift (ObiAerodynamicConstraintsBatch batch, int constraintIndex) |
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void | FixedUpdate () |
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override void | SimulationStart (float timeToSimulate, float substepTime) |
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void | LateUpdate () |
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| void | ResetToCurrentShape () |
| | Resets particle orientations/positions to match the current pose of the bone hierarchy, and sets all their velocities to zero. More...
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delegate void | ActorCallback (ObiActor actor) |
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delegate void | ActorStepCallback (ObiActor actor, float simulatedTime, float substepTime) |
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delegate void | ActorBlueprintCallback (ObiActor actor, ObiActorBlueprint blueprint) |
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| void | AddToSolver () |
| | Adds this actor to its solver, if any. Automatically called by ObiSolver. More...
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| void | RemoveFromSolver () |
| | Remove this actor from its solver, if any. Automatically called by ObiSolver. More...
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virtual void | ProvideDeformableTriangles (ObiNativeIntList deformableTriangles, ObiNativeVector2List deformableUVs) |
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virtual int | GetDeformableEdgeCount () |
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| virtual bool | CopyParticle (int actorSourceIndex, int actorDestIndex) |
| | Copies all data (position, velocity, phase, etc) from one particle to another one. More...
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| void | TeleportParticle (int actorIndex, Vector3 position) |
| | Teleports one actor particle to a certain position in solver space. More...
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| virtual Matrix4x4 | Teleport (Vector3 position, Quaternion rotation) |
| | Teleports the entire actor to a new location / orientation. More...
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| virtual bool | ActivateParticle () |
| | Activates one particle. More...
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| virtual bool | DeactivateParticle (int actorIndex) |
| | Deactivates one particle. More...
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| virtual bool | IsParticleActive (int actorIndex) |
| | Returns whether a given particle is active. More...
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| virtual void | SetSelfCollisions (bool selfCollisions) |
| | Updates particle phases in the solver at runtime, including or removing the self-collision flag. More...
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| virtual void | SetOneSided (bool oneSided) |
| | Updates particle phases in the solver at runtime, including or removing the one-sided flag. More...
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| void | SetSimplicesDirty () |
| | Marks simplices dirty. More...
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| void | SetConstraintsDirty (Oni.ConstraintType constraintType) |
| | Marks a given constraint type as dirty. More...
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| void | SetRenderingDirty (Oni.RenderingSystemType rendererType) |
| | Marks rendering dirty. More...
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| IObiConstraints | GetConstraintsByType (Oni.ConstraintType type) |
| | Returns the data representation of constraints of a given type being simulated by this solver. More...
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| virtual void | UpdateParticleProperties () |
| | Call when some particle properties have been modified and need updating. More...
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| int | GetParticleRuntimeIndex (int actorIndex) |
| | Returns the index of this particle in the solver arrays. More...
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| Vector3 | GetParticlePosition (int solverIndex) |
| | Given a solver particle index, returns the position of that particle in world space. More...
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| Quaternion | GetParticleOrientation (int solverIndex) |
| | Given a solver particle index, returns the orientation of that particle in world space. More...
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| Vector3 | GetParticleRestPosition (int solverIndex) |
| | Given a solver particle index, returns the rest position of that particle. More...
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| Quaternion | GetParticleRestOrientation (int solverIndex) |
| | Given a solver particle index, returns the rest orientation of that particle. More...
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| void | GetParticleAnisotropy (int solverIndex, ref Vector4 b1, ref Vector4 b2, ref Vector4 b3) |
| | Given a solver particle index, returns the anisotropic frame of that particle in world space. More...
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| float | GetParticleMaxRadius (int solverIndex) |
| | Given a solver particle index, returns the maximum world space radius of that particle, in any axis. More...
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| Color | GetParticleColor (int solverIndex) |
| | Given a solver particle index, returns the color of that particle. More...
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| void | SetFilterCategory (int newCategory) |
| | Sets a given category value for all particles in the actor. More...
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| void | SetFilterMask (int newMask) |
| | Sets a given mask value for all particles in the actor. More...
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| void | SetMass (float mass) |
| | Sets the inverse mass of each particle so that the total actor mass matches the one passed by parameter. More...
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| float | GetMass (out Vector3 com) |
| | Returns the actor's mass (sum of all particle masses), and the position of its center of mass. More...
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| void | AddForce (Vector3 force, ForceMode forceMode) |
| | Adds an external force to all particles in the actor. More...
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| void | AddTorque (Vector3 force, ForceMode forceMode) |
| | Adds a torque to the actor. More...
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| void | ResetParticles () |
| | Resets the position and velocity of all particles, to the values stored in the blueprint. More...
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| bool | SaveStateToBlueprint (ObiActorBlueprint bp) |
| | Resets the position and velocity of all particles, to the values stored in the blueprint. More...
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void | ClearState () |
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virtual void | Interpolate (float simulatedTime, float substepTime) |
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virtual void | OnSolverVisibilityChanged (bool visible) |
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ObiBoneBlueprint | m_BoneBlueprint |
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bool | m_SelfCollisions = false |
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BonePropertyCurve | _radius = new BonePropertyCurve(0.1f, 1) |
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BonePropertyCurve | _mass = new BonePropertyCurve(0.1f, 1) |
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BonePropertyCurve | _rotationalMass = new BonePropertyCurve(0.1f, 1) |
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bool | _skinConstraintsEnabled = true |
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BonePropertyCurve | _skinCompliance = new BonePropertyCurve(0.01f, 1) |
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BonePropertyCurve | _skinRadius = new BonePropertyCurve(0.1f, 1) |
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bool | _stretchShearConstraintsEnabled = true |
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BonePropertyCurve | _stretchCompliance = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _shear1Compliance = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _shear2Compliance = new BonePropertyCurve(0, 1) |
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bool | _bendTwistConstraintsEnabled = true |
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BonePropertyCurve | _torsionCompliance = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _bend1Compliance = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _bend2Compliance = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _plasticYield = new BonePropertyCurve(0, 1) |
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BonePropertyCurve | _plasticCreep = new BonePropertyCurve(0, 1) |
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bool | _aerodynamicsEnabled = true |
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BonePropertyCurve | _drag = new BonePropertyCurve(0.05f, 1) |
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BonePropertyCurve | _lift = new BonePropertyCurve(0.02f, 1) |
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int | m_ActiveParticleCount = 0 |
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ObiSolver | m_Solver |
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bool | m_Loaded = false |
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ObiCollisionMaterial | m_CollisionMaterial |
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bool | m_SurfaceCollisions = false |
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float | m_MassScale = 1 |
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| int | Filter [get, set] |
| | Collision filter value used by fluid particles. More...
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| bool | selfCollisions [get, set] |
| | Whether particles in this actor colide with particles using the same phase value. More...
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| BonePropertyCurve | radius [get, set] |
| | Particle radius distribution over this bone hierarchy length. More...
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| BonePropertyCurve | mass [get, set] |
| | Mass distribution over this bone hierarchy length. More...
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| BonePropertyCurve | rotationalMass [get, set] |
| | Rotational mass distribution over this bone hierarchy length. More...
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| bool | skinConstraintsEnabled [get, set] |
| | Whether this actor's skin constraints are enabled. More...
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| BonePropertyCurve | skinCompliance [get, set] |
| | Compliance of this actor's skin constraints. More...
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| BonePropertyCurve | skinRadius [get, set] |
| | Compliance of this actor's skin radius More...
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| bool | stretchShearConstraintsEnabled [get, set] |
| | Whether this actor's stretch/shear constraints are enabled. More...
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| BonePropertyCurve | stretchCompliance [get, set] |
| | Compliance of this actor's stretch/shear constraints, along their length. More...
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| BonePropertyCurve | shear1Compliance [get, set] |
| | Shearing compliance of this actor's stretch/shear constraints, along the first axis orthogonal to their length. More...
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| BonePropertyCurve | shear2Compliance [get, set] |
| | Shearing compliance of this actor's stretch/shear constraints, along the second axis orthogonal to their length. More...
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| bool | bendTwistConstraintsEnabled [get, set] |
| | Whether this actor's bend/twist constraints are enabled. More...
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| BonePropertyCurve | torsionCompliance [get, set] |
| | Torsional compliance of this actor's bend/twist constraints along their length. More...
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| BonePropertyCurve | bend1Compliance [get, set] |
| | Bending compliance of this actor's bend/twist constraints along the first axis orthogonal to their length. More...
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| BonePropertyCurve | bend2Compliance [get, set] |
| | Bending compliance of this actor's bend/twist constraints along the second axis orthogonal to their length. More...
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| BonePropertyCurve | plasticYield [get, set] |
| | Threshold for plastic behavior. More...
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| BonePropertyCurve | plasticCreep [get, set] |
| | Percentage of deformation that gets absorbed into the rest shape per second, once deformation goes above the plasticYield threshold. More...
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| bool | aerodynamicsEnabled [get, set] |
| | Whether this actor's aerodynamic constraints are enabled. More...
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| BonePropertyCurve | drag [get, set] |
| | Aerodynamic drag value. More...
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| BonePropertyCurve | lift [get, set] |
| | Aerodynamic lift value. More...
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override ObiActorBlueprint | sourceBlueprint [get] |
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ObiBoneBlueprint | boneBlueprint [get, set] |
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| int | deformableEdgesOffset [get, set] |
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| ObiSolver | solver [get] |
| | The solver in charge of simulating this actor. More...
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| bool | isLoaded [get] |
| | True if the actor blueprint has been loaded into a solver. If true, it guarantees actor.solver, actor.solverIndices and actor.solverBatchOffsets won't be null. More...
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| ObiCollisionMaterial | collisionMaterial [get, set] |
| | The collision material being used by this actor. More...
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| virtual bool | surfaceCollisions [get, set] |
| | Whether to use simplices (triangles, edges) for contact generation. More...
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| float | massScale [get, set] |
| | Scale applied to this actor's particle masses. More...
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| int | particleCount [get] |
| | Amount of particles allocated by this actor. More...
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| int | activeParticleCount [get] |
| | Amount of particles in use by this actor. More...
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| bool | usesOrientedParticles [get] |
| | Whether this actors makes use of particle orientations or not. More...
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| virtual bool | usesAnisotropicParticles [get] |
| | If true, it means particles may not be completely spherical, but ellipsoidal. More...
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Oni.SimplexType | simplexTypes [get] |
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| Matrix4x4 | actorLocalToSolverMatrix [get] |
| | Matrix that transforms from the actor's local space to the solver's local space. More...
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| Matrix4x4 | actorSolverToLocalMatrix [get] |
| | Matrix that transforms from the solver's local space to the actor's local space. More...
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| abstract ObiActorBlueprint | sourceBlueprint [get] |
| | Reference to the blueprint asset used by this actor. More...
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| ObiActorBlueprint | sharedBlueprint [get] |
| | Reference to the blueprint in use by this actor. More...
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| ObiActorBlueprint | blueprint [get] |
| | Returns a unique instance of this actor's sourceBlueprint. More...
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Properties inherited from Obi.IObiParticleCollection |
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int | particleCount [get] |
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int | activeParticleCount [get] |
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bool | usesOrientedParticles [get] |
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bool | stretchShearConstraintsEnabled [get, set] |
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bool | bendTwistConstraintsEnabled [get, set] |
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bool | skinConstraintsEnabled [get, set] |
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bool | aerodynamicsEnabled [get, set] |
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