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Obi
7.0.5
Unified particle physics for Unity
|
Classes | |
| class | Stitch |
Public Member Functions | |
| void | OnEnable () |
| void | OnDisable () |
| int | AddStitch (int particle1, int particle2) |
| void | RemoveStitch (int index) |
| void | Clear () |
| void | PushDataToSolver () |
Public Attributes | |
| ObiNativeIntList | particleIndices |
| ObiNativeFloatList | stiffnesses |
| ObiNativeFloatList | lambdas |
Properties | |
| ObiActor | Actor1 [get, set] |
| ObiActor | Actor2 [get, set] |
| int | StitchCount [get] |
| IEnumerable< Stitch > | Stitches [get] |
ObiStitcher will create stitch constraints between 2 actors. All actors must be assigned to the same solver.
| int Obi.ObiStitcher.AddStitch | ( | int | particle1, |
| int | particle2 | ||
| ) |
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.
| index | of a particle in the first actor. |
| index | of a particle in the second actor. |
| void Obi.ObiStitcher.RemoveStitch | ( | int | index | ) |
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.
| constraint | index. |