Obi  6.4
Unified particle physics for Unity
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Obi.ObiRopeBase Class Referenceabstract
Inheritance diagram for Obi.ObiRopeBase:
Obi.ObiActor Obi.IObiParticleCollection Obi.ObiRod Obi.ObiRope

Public Member Functions

float CalculateLength ()
 Calculates and returns current rope length, including stretching/compression. More...
 
void RecalculateRestLength ()
 Recalculates the rope's rest length, that is, its length as specified by the blueprint. More...
 
void RecalculateRestPositions ()
 Recalculates all particle rest positions, used when filtering self-collisions. More...
 
void RebuildElementsFromConstraints ()
 Regenerates all rope elements using constraints. It's the opposite of RebuildConstraintsFromElements(). This is automatically called when loading a blueprint, but should also be called when manually altering rope constraints (adding/removing/updating constraints and/or batches). More...
 
virtual void RebuildConstraintsFromElements ()
 Regenerates all rope constraints using rope elements. It's the opposite of RebuildElementsFromConstraints().This should be called anytime the element representation of the rope is changed (adding/removing/updating elements). This is usually the case after tearing the rope or changing its length using a cursor. More...
 
ObiStructuralElement GetElementAt (float mu, out float elementMu)
 Returns a rope element that contains a length-normalized coordinate. It will also return the length-normalized coordinate within the element. More...
 
- Public Member Functions inherited from Obi.ObiActor
delegate void ActorCallback (ObiActor actor)
 
delegate void ActorStepCallback (ObiActor actor, float stepTime)
 
delegate void ActorBlueprintCallback (ObiActor actor, ObiActorBlueprint blueprint)
 
void AddToSolver ()
 Adds this actor to its solver, if any. Automatically called by ObiSolver. More...
 
void RemoveFromSolver ()
 Remove this actor from its solver, if any. Automatically called by ObiSolver. More...
 
virtual bool CopyParticle (int actorSourceIndex, int actorDestIndex)
 Copies all data (position, velocity, phase, etc) from one particle to another one. More...
 
void TeleportParticle (int actorIndex, Vector3 position)
 Teleports one actor particle to a certain position in solver space. More...
 
virtual void Teleport (Vector3 position, Quaternion rotation)
 Teleports the entire actor to a new location / orientation. More...
 
bool ActivateParticle (int actorIndex)
 Activates one particle. More...
 
bool DeactivateParticle (int actorIndex)
 Deactivates one particle. More...
 
bool IsParticleActive (int actorIndex)
 Returns whether a given particle is active. More...
 
virtual void SetSelfCollisions (bool selfCollisions)
 Updates particle phases in the solver at runtime, including or removing the self-collision flag. More...
 
virtual void SetOneSided (bool oneSided)
 Updates particle phases in the solver at runtime, including or removing the one-sided flag. More...
 
void SetSimplicesDirty ()
 Marks simplices dirty. More...
 
void SetConstraintsDirty (Oni.ConstraintType constraintType)
 Marks a given constraint type as dirty. More...
 
IObiConstraints GetConstraintsByType (Oni.ConstraintType type)
 Returns the data representation of constraints of a given type being simulated by this solver. More...
 
virtual void UpdateParticleProperties ()
 Call when some particle properties have been modified and need updating. More...
 
int GetParticleRuntimeIndex (int actorIndex)
 Returns the index of this particle in the solver arrays. More...
 
Vector3 GetParticlePosition (int solverIndex)
 Given a solver particle index, returns the position of that particle in world space. More...
 
Quaternion GetParticleOrientation (int solverIndex)
 Given a solver particle index, returns the orientation of that particle in world space. More...
 
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...
 
float GetParticleMaxRadius (int solverIndex)
 Given a solver particle index, returns the maximum world space radius of that particle, in any axis. More...
 
Color GetParticleColor (int solverIndex)
 Given a solver particle index, returns the color of that particle. More...
 
void SetFilterCategory (int newCategory)
 Sets a given category value for all particles in the actor. More...
 
void SetFilterMask (int newMask)
 Sets a given mask value for all particles in the actor. More...
 
void SetMass (float mass)
 Sets the inverse mass of each particle so that the total actor mass matches the one passed by parameter. More...
 
float GetMass (out Vector3 com)
 Returns the actor's mass (sum of all particle masses), and the position of its center of mass. More...
 
void AddForce (Vector3 force, ForceMode forceMode)
 Adds an external force to all particles in the actor. More...
 
void AddTorque (Vector3 force, ForceMode forceMode)
 Adds a torque to the actor. More...
 
void ResetParticles ()
 Resets the position and velocity of all particles, to the values stored in the blueprint. More...
 
void SaveStateToBlueprint (ObiActorBlueprint bp)
 Resets the position and velocity of all particles, to the values stored in the blueprint. More...
 
void ClearState ()
 
virtual void LoadBlueprint (ObiSolver solver)
 Loads this actor's blueprint into a given solver. Automatically called by ObiSolver. More...
 
virtual void UnloadBlueprint (ObiSolver solver)
 Unloads this actor's blueprint from a given solver. Automatically called by ObiSolver. More...
 
virtual void PrepareFrame ()
 
virtual void PrepareStep (float stepTime)
 
virtual void BeginStep (float stepTime)
 
virtual void Substep (float substepTime)
 
virtual void EndStep (float substepTime)
 
virtual void Interpolate ()
 
virtual void OnSolverVisibilityChanged (bool visible)
 

Public Attributes

List< ObiStructuralElementelements = new List<ObiStructuralElement>()
 
- Public Attributes inherited from Obi.ObiActor
int[] solverIndices
 Index of each one of the actor's particles in the solver. More...
 
List< int >[] solverBatchOffsets
 For each of the actor's constraint types, offset of every batch in the solver. More...
 

Protected Member Functions

abstract void RebuildElementsFromConstraintsInternal ()
 
- Protected Member Functions inherited from Obi.ObiActor
virtual void Awake ()
 
virtual void OnDestroy ()
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
virtual void OnValidate ()
 
void SetSolver (ObiSolver newSolver)
 Forcibly changed the solver in charge of this actor More...
 
virtual void OnBlueprintRegenerate (ObiActorBlueprint blueprint)
 
void UpdateCollisionMaterials ()
 
virtual void SwapWithFirstInactiveParticle (int actorIndex)
 
void StoreState ()
 

Protected Attributes

bool m_SelfCollisions = false
 
float restLength_ = 0
 
- Protected Attributes inherited from Obi.ObiActor
int m_ActiveParticleCount = 0
 
ObiSolver m_Solver
 
bool m_Loaded = false
 
ObiCollisionMaterial m_CollisionMaterial
 
bool m_SurfaceCollisions = false
 

Properties

float restLength [get]
 
ObiPath path [get]
 
- Properties inherited from Obi.ObiActor
ObiSolver solver [get]
 The solver in charge of simulating this actor. More...
 
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...
 
ObiCollisionMaterial collisionMaterial [get, set]
 The collision material being used by this actor. More...
 
virtual bool surfaceCollisions [get, set]
 Whether to use simplices (triangles, edges) for contact generation. More...
 
int particleCount [get]
 Amount of particles allocated by this actor. More...
 
int activeParticleCount [get]
 Amount of particles in use by this actor. More...
 
bool usesOrientedParticles [get]
 Whether this actors makes use of particle orientations or not. More...
 
virtual bool usesAnisotropicParticles [get]
 If true, it means particles may not be completely spherical, but ellipsoidal. More...
 
virtual bool usesCustomExternalForces [get]
 If true, it means external forces aren't applied to the particles directly. More...
 
Matrix4x4 actorLocalToSolverMatrix [get]
 Matrix that transforms from the actor's local space to the solver's local space. More...
 
Matrix4x4 actorSolverToLocalMatrix [get]
 Matrix that transforms from the solver's local space to the actor's local space. More...
 
abstract ObiActorBlueprint sourceBlueprint [get]
 Reference to the blueprint asset used by this actor. More...
 
ObiActorBlueprint sharedBlueprint [get]
 Reference to the blueprint in use by this actor. More...
 
ObiActorBlueprint blueprint [get]
 Returns a unique instance of this actor's sourceBlueprint. More...
 
- Properties inherited from Obi.IObiParticleCollection
int particleCount [get]
 
int activeParticleCount [get]
 
bool usesOrientedParticles [get]
 

Events

ActorCallback OnElementsGenerated
 
- Events inherited from Obi.ObiActor
ActorBlueprintCallback OnBlueprintLoaded
 Called when the actor blueprint has been loaded into the solver. More...
 
ActorBlueprintCallback OnBlueprintUnloaded
 Called when the actor blueprint has been unloaded from the solver. More...
 
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...
 
ActorStepCallback OnPrepareStep
 Called at the beginning of a time step, before dirty constraints and active particles have been updated. More...
 
ActorStepCallback OnBeginStep
 Called at the beginning of a time step, after dirty constraints and active particles have been updated. More...
 
ActorStepCallback OnSubstep
 Called at the beginning of each substep. More...
 
ActorStepCallback OnEndStep
 Called at the end of a timestep, after external forces have been reset and collision callbacks called. More...
 
ActorCallback OnInterpolate
 Called at the end of each frame. More...
 

Member Function Documentation

float Obi.ObiRopeBase.CalculateLength ( )

Calculates and returns current rope length, including stretching/compression.

ObiStructuralElement Obi.ObiRopeBase.GetElementAt ( float  mu,
out float  elementMu 
)

Returns a rope element that contains a length-normalized coordinate. It will also return the length-normalized coordinate within the element.

virtual void Obi.ObiRopeBase.RebuildConstraintsFromElements ( )
virtual

Regenerates all rope constraints using rope elements. It's the opposite of RebuildElementsFromConstraints().This should be called anytime the element representation of the rope is changed (adding/removing/updating elements). This is usually the case after tearing the rope or changing its length using a cursor.

Reimplemented in Obi.ObiRope.

void Obi.ObiRopeBase.RebuildElementsFromConstraints ( )

Regenerates all rope elements using constraints. It's the opposite of RebuildConstraintsFromElements(). This is automatically called when loading a blueprint, but should also be called when manually altering rope constraints (adding/removing/updating constraints and/or batches).

void Obi.ObiRopeBase.RecalculateRestLength ( )

Recalculates the rope's rest length, that is, its length as specified by the blueprint.

void Obi.ObiRopeBase.RecalculateRestPositions ( )

Recalculates all particle rest positions, used when filtering self-collisions.

Member Data Documentation

List<ObiStructuralElement> Obi.ObiRopeBase.elements = new List<ObiStructuralElement>()

Elements.


The documentation for this class was generated from the following file: