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override void | LoadBlueprint (ObiSolver solver) |
| Loads this actor's blueprint into a given solver. Automatically called by ObiSolver. More...
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override void | UnloadBlueprint (ObiSolver solver) |
| Unloads this actor's blueprint from a given solver. Automatically called by ObiSolver. More...
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virtual void | UpdateDeformableTriangles () |
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delegate void | ActorCallback (ObiActor actor) |
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delegate void | ActorStepCallback (ObiActor actor, float stepTime) |
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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 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 void | Teleport (Vector3 position, Quaternion rotation) |
| Teleports the entire actor to a new location / orientation. More...
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bool | ActivateParticle (int actorIndex) |
| Activates one particle. More...
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bool | DeactivateParticle (int actorIndex) |
| Deactivates one particle. More...
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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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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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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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void | 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 | PrepareFrame () |
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virtual void | PrepareStep (float stepTime) |
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virtual void | BeginStep (float stepTime) |
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virtual void | Substep (float substepTime) |
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virtual void | EndStep (float substepTime) |
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virtual void | Interpolate () |
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virtual void | OnSolverVisibilityChanged (bool visible) |
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abstract ObiClothBlueprintBase | clothBlueprintBase [get] |
| The base cloth blueprint used by this actor. More...
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bool | oneSided [get, set] |
| Whether particles colliding against this cloth will be projected using the cloth's surface normal. 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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bool | distanceConstraintsEnabled [get, set] |
| Whether this actor's distance constraints are enabled. More...
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float | stretchingScale [get, set] |
| Scale value for this actor's distance constraints rest length. More...
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float | stretchCompliance [get, set] |
| Compliance of this actor's stretch constraints. More...
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float | maxCompression [get, set] |
| Maximum compression this actor's distance constraints can undergo. More...
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bool | bendConstraintsEnabled [get, set] |
| Whether this actor's bend constraints are enabled. More...
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float | bendCompliance [get, set] |
| Compliance of this actor's bend constraints. More...
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float | maxBending [get, set] |
| Max bending value that constraints can undergo before resisting bending. More...
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float | plasticYield [get, set] |
| Threshold for plastic behavior. More...
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float | 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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float | drag [get, set] |
| Aerodynamic drag value. More...
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float | lift [get, set] |
| Aerodynamic lift value. More...
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override bool | usesCustomExternalForces [get] |
| Whether this actor applies external forces in a custom way. More...
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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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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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virtual bool | usesCustomExternalForces [get] |
| If true, it means external forces aren't applied to the particles directly. More...
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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 |
int | particleCount [get] |
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int | activeParticleCount [get] |
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bool | usesOrientedParticles [get] |
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bool | distanceConstraintsEnabled [get, set] |
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float | stretchingScale [get, set] |
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float | stretchCompliance [get, set] |
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float | maxCompression [get, set] |
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bool | bendConstraintsEnabled [get, set] |
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float | bendCompliance [get, set] |
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float | maxBending [get, set] |
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float | plasticYield [get, set] |
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float | plasticCreep [get, set] |
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bool | aerodynamicsEnabled [get, set] |
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float | drag [get, set] |
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float | lift [get, set] |
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int[] | solverIndices |
| Index of each one of the actor's particles in the solver. More...
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List< int >[] | solverBatchOffsets |
| For each of the actor's constraint types, offset of every batch in the solver. More...
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virtual void | Awake () |
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virtual void | OnDestroy () |
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virtual void | OnEnable () |
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virtual void | OnDisable () |
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virtual void | OnValidate () |
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void | SetSolver (ObiSolver newSolver) |
| Forcibly changed the solver in charge of this actor More...
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virtual void | OnBlueprintRegenerate (ObiActorBlueprint blueprint) |
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void | UpdateCollisionMaterials () |
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virtual void | SwapWithFirstInactiveParticle (int actorIndex) |
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void | StoreState () |
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ActorBlueprintCallback | OnBlueprintLoaded |
| Called when the actor blueprint has been loaded into the solver. More...
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ActorBlueprintCallback | OnBlueprintUnloaded |
| Called when the actor blueprint has been unloaded from the solver. More...
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ActorCallback | OnPrepareFrame |
| Called at the start of the solver's FixedUpdate (for Fixed and LateFixed updaters) or the solver's Update (for Late updaters) More...
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ActorStepCallback | OnPrepareStep |
| Called at the beginning of a time step, before dirty constraints and active particles have been updated. More...
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ActorStepCallback | OnBeginStep |
| Called at the beginning of a time step, after dirty constraints and active particles have been updated. More...
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ActorStepCallback | OnSubstep |
| Called at the beginning of each substep. More...
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ActorStepCallback | OnEndStep |
| Called at the end of a timestep, after external forces have been reset and collision callbacks called. More...
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ActorCallback | OnInterpolate |
| Called at the end of each frame. More...
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