Obi  6.4
Unified particle physics for Unity
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Obi.ObiSoftbody Class Reference
Inheritance diagram for Obi.ObiSoftbody:
Obi.ObiActor Obi.IShapeMatchingConstraintsUser Obi.IObiParticleCollection

Public Member Functions

override void LoadBlueprint (ObiSolver solver)
 Loads this actor's blueprint into a given solver. Automatically called by ObiSolver. More...
 
override void Teleport (Vector3 position, Quaternion rotation)
 Teleports the entire actor to a new location / orientation. More...
 
void RecalculateRestShapeMatching ()
 
override void UpdateParticleProperties ()
 Recalculates shape matching rest state. More...
 
override void Interpolate ()
 
- 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...
 
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...
 
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 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 OnSolverVisibilityChanged (bool visible)
 

Protected Member Functions

override void OnValidate ()
 
- Protected Member Functions inherited from Obi.ObiActor
virtual void Awake ()
 
virtual void OnDestroy ()
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
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

ObiSoftbodyBlueprintBase m_SoftbodyBlueprint
 
bool m_SelfCollisions = false
 
bool _shapeMatchingConstraintsEnabled = true
 
float _deformationResistance = 1
 
float _maxDeformation = 0
 
float _plasticYield = 0
 
float _plasticCreep = 0
 
float _plasticRecovery = 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

override bool surfaceCollisions [get, set]
 Whether to use simplices (triangles, edges) for contact generation. More...
 
bool shapeMatchingConstraintsEnabled [get, set]
 Whether this actor's shape matching constraints are enabled. More...
 
float deformationResistance [get, set]
 Deformation resistance for shape matching constraints. More...
 
float maxDeformation [get, set]
 Maximum amount of plastic deformation. More...
 
float plasticYield [get, set]
 Threshold for plastic behavior. More...
 
float plasticCreep [get, set]
 Percentage of deformation that gets absorbed into the rest shape, once deformation goes above the plasticYield threshold. More...
 
float plasticRecovery [get, set]
 Rate of recovery from plastic deformation. More...
 
override ObiActorBlueprint sourceBlueprint [get]
 
ObiSoftbodyBlueprintBase softbodyBlueprint [get, set]
 
bool selfCollisions [get, set]
 Whether particles in this actor colide with particles using the same phase value. More...
 
override bool usesAnisotropicParticles [get]
 If true, it means particles may not be completely spherical, but ellipsoidal. More...
 
- 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]
 
- Properties inherited from Obi.IShapeMatchingConstraintsUser
bool shapeMatchingConstraintsEnabled [get, set]
 
float deformationResistance [get, set]
 
float maxDeformation [get, set]
 
float plasticYield [get, set]
 
float plasticCreep [get, set]
 
float plasticRecovery [get, set]
 

Additional Inherited Members

- 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...
 
- 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

override void Obi.ObiSoftbody.LoadBlueprint ( ObiSolver  solver)
virtual

Loads this actor's blueprint into a given solver. Automatically called by ObiSolver.

Reimplemented from Obi.ObiActor.

override void Obi.ObiSoftbody.Teleport ( Vector3  position,
Quaternion  rotation 
)
virtual

Teleports the entire actor to a new location / orientation.

Parameters
positionWorld space position to teleport the actor to.
rotationWorld space rotation to teleport the actor to.

Reimplemented from Obi.ObiActor.

override void Obi.ObiSoftbody.UpdateParticleProperties ( )
virtual

Recalculates shape matching rest state.

Recalculates the shape used as reference for transform position/orientation when there are no fixed particles, as well as the rest shape matching state. Should be called manually when changing the amount of fixed particles and/ or active particles.

Reimplemented from Obi.ObiActor.

Property Documentation

float Obi.ObiSoftbody.deformationResistance
getset

Deformation resistance for shape matching constraints.

A value of 1 will make constraints to try and resist deformation as much as possible, given the current solver settings. Lower values will progressively make the softbody softer.

float Obi.ObiSoftbody.maxDeformation
getset

Maximum amount of plastic deformation.

This determines how much deformation can be permanently absorbed via plasticity by shape matching constraints.

float Obi.ObiSoftbody.plasticCreep
getset

Percentage of deformation that gets absorbed into the rest shape, once deformation goes above the plasticYield threshold.

float Obi.ObiSoftbody.plasticRecovery
getset

Rate of recovery from plastic deformation.

A value of 0 will make sure plastic deformation is permament, and the softbody never recovers from it. Any higher values will make the softbody return to its original shape gradually over time.

float Obi.ObiSoftbody.plasticYield
getset

Threshold for plastic behavior.

Once softbody deformation goes above this value, a percentage of the deformation (determined by plasticCreep) will be permanently absorbed into the softbody's rest shape.

bool Obi.ObiSoftbody.selfCollisions
getset

Whether particles in this actor colide with particles using the same phase value.

bool Obi.ObiSoftbody.shapeMatchingConstraintsEnabled
getset

Whether this actor's shape matching constraints are enabled.

override bool Obi.ObiSoftbody.surfaceCollisions
getset

Whether to use simplices (triangles, edges) for contact generation.

override bool Obi.ObiSoftbody.usesAnisotropicParticles
get

If true, it means particles may not be completely spherical, but ellipsoidal.

In the case of softbodies, this is true, as particles can be deformed to adapt to the body surface.


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