Obi
6.4
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 = new ObiNativeIntList() |
ObiNativeFloatList | stiffnesses = new ObiNativeFloatList() |
ObiNativeFloatList | lambdas = new ObiNativeFloatList() |
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. |