ClothSetup.cs 34 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804
  1. // Magica Cloth.
  2. // Copyright (c) MagicaSoft, 2020-2022.
  3. // https://magicasoft.jp
  4. using System.Collections.Generic;
  5. using UnityEngine;
  6. namespace MagicaCloth
  7. {
  8. /// <summary>
  9. /// クロスの実行時設定
  10. /// </summary>
  11. public class ClothSetup
  12. {
  13. // チームのボーンインデックス
  14. int teamBoneIndex = -1;
  15. // 重力方向減衰ボーンインデックス
  16. //int teamDirectionalDampingBoneIndex;
  17. /// <summary>
  18. /// 距離によるブレンド率
  19. /// </summary>
  20. float distanceBlendRatio = 1.0f;
  21. //=========================================================================================
  22. /// <summary>
  23. /// クロス初期化
  24. /// </summary>
  25. /// <param name="team"></param>
  26. /// <param name="meshData">メッシュデータ(不要ならnull)</param>
  27. /// <param name="clothData"></param>
  28. /// <param name="param"></param>
  29. /// <param name="funcUserFlag">各頂点の追加フラグ設定アクション</param>
  30. /// <param name="funcUserTransform">各頂点の連動トランスフォーム設定アクション</param>
  31. public void ClothInit(
  32. PhysicsTeam team,
  33. MeshData meshData,
  34. ClothData clothData,
  35. ClothParams param,
  36. System.Func<int, uint> funcUserFlag
  37. )
  38. {
  39. var manager = MagicaPhysicsManager.Instance;
  40. var compute = manager.Compute;
  41. // チームデータ設定
  42. manager.Team.SetMass(team.TeamId, param.GetMass());
  43. manager.Team.SetGravity(team.TeamId, param.GetGravity());
  44. manager.Team.SetGravityDirection(team.TeamId, param.GravityDirection);
  45. manager.Team.SetDrag(team.TeamId, param.GetDrag());
  46. manager.Team.SetMaxVelocity(team.TeamId, param.GetMaxVelocity());
  47. manager.Team.SetDepthInfluence(team.TeamId, param.GetDepthInfluence());
  48. manager.Team.SetFriction(team.TeamId, param.DynamicFriction, param.StaticFriction);
  49. manager.Team.SetExternalForce(team.TeamId, param.MassInfluence, param.WindInfluence, param.WindRandomScale, param.WindSynchronization);
  50. //manager.Team.SetDirectionalDamping(team.TeamId, param.GetDirectionalDamping());
  51. // ワールド移動影響
  52. manager.Team.SetWorldInfluence(
  53. team.TeamId,
  54. param.MaxMoveSpeed,
  55. param.MaxRotationSpeed,
  56. param.GetWorldMoveInfluence(),
  57. param.GetWorldRotationInfluence(),
  58. param.UseResetTeleport,
  59. param.TeleportDistance,
  60. param.TeleportRotation,
  61. param.ResetStabilizationTime,
  62. param.TeleportResetMode,
  63. param.UseClampRotation,
  64. param.GetClampRotationAngle(clothData.clampRotationAlgorithm)
  65. );
  66. int vcnt = clothData.VertexUseCount;
  67. Debug.Assert(vcnt > 0);
  68. Debug.Assert(clothData.useVertexList.Count > 0);
  69. // パーティクル追加(使用頂点のみ)
  70. var c = team.CreateParticle(team.TeamId, clothData.useVertexList.Count,
  71. // flag
  72. (i) =>
  73. {
  74. bool isFix = clothData.IsFixedVertex(i) || clothData.IsExtendVertex(i); // 固定もしくは拡張
  75. uint flag = 0;
  76. if (funcUserFlag != null)
  77. flag = funcUserFlag(i); // ユーザーフラグ
  78. if (isFix)
  79. flag |= (PhysicsManagerParticleData.Flag_Kinematic | PhysicsManagerParticleData.Flag_Step_Update);
  80. if (clothData.IsFlag(i, ClothData.VertexFlag_TriangleRotation))
  81. flag |= PhysicsManagerParticleData.Flag_TriangleRotation; // TriangleWorkerによる回転補間
  82. //flag |= (param.UseCollision && !isFix) ? PhysicsManagerParticleData.Flag_Collision : 0;
  83. flag |= PhysicsManagerParticleData.Flag_Reset_Position;
  84. return flag;
  85. },
  86. // wpos
  87. null,
  88. // wrot
  89. null,
  90. // depth
  91. (i) =>
  92. {
  93. return clothData.vertexDepthList[i];
  94. },
  95. // radius
  96. (i) =>
  97. {
  98. float depth = clothData.vertexDepthList[i];
  99. return param.GetRadius(depth);
  100. },
  101. // target local pos
  102. null
  103. );
  104. manager.Team.SetParticleChunk(team.TeamId, c);
  105. // 原点スプリング拘束
  106. if (param.UseSpring)
  107. {
  108. // 拘束データ
  109. int group = compute.Spring.AddGroup(
  110. team.TeamId,
  111. param.UseSpring,
  112. param.GetSpringPower()
  113. );
  114. var teamData = manager.Team.teamDataList[team.TeamId];
  115. teamData.springGroupIndex = (short)group;
  116. manager.Team.teamDataList[team.TeamId] = teamData;
  117. }
  118. // 原点移動制限
  119. if (param.UseClampPositionLength)
  120. {
  121. // 拘束データ
  122. int group = compute.ClampPosition.AddGroup(
  123. team.TeamId,
  124. param.UseClampPositionLength,
  125. param.GetClampPositionLength(),
  126. param.ClampPositionAxisRatio,
  127. param.ClampPositionVelocityInfluence
  128. );
  129. var teamData = manager.Team.teamDataList[team.TeamId];
  130. teamData.clampPositionGroupIndex = (short)group;
  131. manager.Team.teamDataList[team.TeamId] = teamData;
  132. }
  133. // ルートからの最大最小距離拘束
  134. if (param.UseClampDistanceRatio && clothData.ClampDistanceConstraintCount > 0)
  135. {
  136. // 拘束データ
  137. int group = compute.ClampDistance.AddGroup(
  138. team.TeamId,
  139. param.UseClampDistanceRatio,
  140. param.ClampDistanceMinRatio,
  141. param.ClampDistanceMaxRatio,
  142. param.ClampDistanceVelocityInfluence,
  143. clothData.rootDistanceDataList,
  144. clothData.rootDistanceReferenceList
  145. );
  146. var teamData = manager.Team.teamDataList[team.TeamId];
  147. teamData.clampDistanceGroupIndex = (short)group;
  148. manager.Team.teamDataList[team.TeamId] = teamData;
  149. }
  150. #if false
  151. // パーティクル最大最小距離拘束
  152. if(param.UseClampDistanceRatio && clothData.ClampDistance2ConstraintCount > 0)
  153. {
  154. // 拘束データ
  155. int group = compute.ClampDistance2.AddGroup(
  156. team.TeamId,
  157. param.UseClampDistanceRatio,
  158. param.ClampDistanceMinRatio,
  159. param.ClampDistanceMaxRatio,
  160. param.ClampDistanceVelocityInfluence,
  161. clothData.clampDistance2DataList,
  162. clothData.clampDistance2RootInfoList
  163. );
  164. var teamData = manager.Team.teamDataList[team.TeamId];
  165. teamData.clampDistance2GroupIndex = (short)group;
  166. manager.Team.teamDataList[team.TeamId] = teamData;
  167. }
  168. #endif
  169. // 距離復元拘束
  170. if (clothData.StructDistanceConstraintCount > 0 || clothData.BendDistanceConstraintCount > 0 || clothData.NearDistanceConstraintCount > 0)
  171. {
  172. // 拘束データ
  173. int group = compute.RestoreDistance.AddGroup(
  174. team.TeamId,
  175. param.GetMass(),
  176. param.RestoreDistanceVelocityInfluence,
  177. param.GetStructDistanceStiffness(),
  178. clothData.structDistanceDataList,
  179. clothData.structDistanceReferenceList,
  180. param.UseBendDistance,
  181. param.GetBendDistanceStiffness(),
  182. clothData.bendDistanceDataList,
  183. clothData.bendDistanceReferenceList,
  184. param.UseNearDistance,
  185. param.GetNearDistanceStiffness(),
  186. clothData.nearDistanceDataList,
  187. clothData.nearDistanceReferenceList
  188. );
  189. var teamData = manager.Team.teamDataList[team.TeamId];
  190. teamData.restoreDistanceGroupIndex = (short)group;
  191. manager.Team.teamDataList[team.TeamId] = teamData;
  192. }
  193. // 回転復元拘束[Algorithm 1]
  194. if (clothData.restoreRotationAlgorithm == ClothParams.Algorithm.Algorithm_1)
  195. {
  196. if (param.UseRestoreRotation && clothData.RestoreRotationConstraintCount > 0)
  197. {
  198. // 拘束データ
  199. int group = compute.RestoreRotation.AddGroup(
  200. team.TeamId,
  201. param.UseRestoreRotation,
  202. param.GetRestoreRotationPower(clothData.restoreRotationAlgorithm),
  203. param.GetRestoreRotationVelocityInfluence(clothData.restoreRotationAlgorithm),
  204. clothData.restoreRotationDataList,
  205. clothData.restoreRotationReferenceList
  206. );
  207. var teamData = manager.Team.teamDataList[team.TeamId];
  208. teamData.restoreRotationGroupIndex = (short)group;
  209. manager.Team.teamDataList[team.TeamId] = teamData;
  210. }
  211. }
  212. // 最大回転復元拘束[Algorithm 1]
  213. if (clothData.clampRotationAlgorithm == ClothParams.Algorithm.Algorithm_1)
  214. {
  215. if (param.UseClampRotation)
  216. {
  217. // 拘束データ
  218. int group = compute.ClampRotation.AddGroup(
  219. team.TeamId,
  220. param.UseClampRotation,
  221. param.GetClampRotationAngle(clothData.clampRotationAlgorithm),
  222. param.ClampRotationVelocityInfluence,
  223. clothData.clampRotationDataList,
  224. clothData.clampRotationRootInfoList
  225. );
  226. var teamData = manager.Team.teamDataList[team.TeamId];
  227. teamData.clampRotationGroupIndex = (short)group;
  228. manager.Team.teamDataList[team.TeamId] = teamData;
  229. }
  230. }
  231. // 複合回転拘束[Algorithm 2]
  232. if (param.UseClampRotation || param.UseRestoreRotation)
  233. {
  234. if (clothData.CompositeRotationCount > 0)
  235. {
  236. int group = compute.CompositeRotation.AddGroup(
  237. team.TeamId,
  238. param.UseClampRotation,
  239. param.GetClampRotationAngle(ClothParams.Algorithm.Algorithm_2),
  240. param.UseRestoreRotation,
  241. param.GetRestoreRotationPower(ClothParams.Algorithm.Algorithm_2),
  242. param.GetRestoreRotationVelocityInfluence(ClothParams.Algorithm.Algorithm_2),
  243. clothData.compositeRotationDataList,
  244. clothData.compositeRotationRootInfoList
  245. );
  246. var teamData = manager.Team.teamDataList[team.TeamId];
  247. teamData.compositeRotationGroupIndex = (short)group;
  248. manager.Team.teamDataList[team.TeamId] = teamData;
  249. }
  250. }
  251. // ねじれ拘束
  252. if (clothData.TwistConstraintCount > 0 && clothData.triangleBendAlgorithm == ClothParams.Algorithm.Algorithm_2)
  253. {
  254. // 拘束データ
  255. int group = compute.Twist.AddGroup(
  256. team.TeamId,
  257. param.UseTriangleBend && param.GetUseTwistCorrection(clothData.triangleBendAlgorithm),
  258. param.TwistRecoveryPower,
  259. clothData.twistDataList,
  260. clothData.twistReferenceList
  261. );
  262. var teamData = manager.Team.teamDataList[team.TeamId];
  263. teamData.twistGroupIndex = (short)group;
  264. manager.Team.teamDataList[team.TeamId] = teamData;
  265. }
  266. // トライアングルベンド拘束
  267. if (param.UseTriangleBend && clothData.TriangleBendConstraintCount > 0)
  268. {
  269. int group = compute.TriangleBend.AddGroup(
  270. team.TeamId,
  271. param.UseTriangleBend,
  272. clothData.triangleBendAlgorithm,
  273. param.GetTriangleBendStiffness(clothData.triangleBendAlgorithm),
  274. //param.UseTrianlgeBendIncludeFixed,
  275. clothData.triangleBendDataList,
  276. clothData.triangleBendReferenceList,
  277. clothData.triangleBendWriteBufferCount
  278. );
  279. var teamData = manager.Team.teamDataList[team.TeamId];
  280. teamData.triangleBendGroupIndex = (short)group;
  281. manager.Team.teamDataList[team.TeamId] = teamData;
  282. }
  283. // コライダーコリジョン
  284. if (param.UseCollision)
  285. {
  286. var teamData = manager.Team.teamDataList[team.TeamId];
  287. // 形状維持フラグ
  288. //teamData.SetFlag(PhysicsManagerTeamData.Flag_Collision_KeepShape, param.KeepInitialShape);
  289. teamData.SetFlag(PhysicsManagerTeamData.Flag_Collision, param.UseCollision);
  290. #if false
  291. // エッジコリジョン拘束
  292. if (param.UseEdgeCollision && clothData.EdgeCollisionConstraintCount > 0)
  293. {
  294. int group = compute.EdgeCollision.AddGroup(
  295. team.TeamId,
  296. param.UseEdgeCollision,
  297. param.EdgeCollisionRadius,
  298. clothData.edgeCollisionDataList,
  299. clothData.edgeCollisionReferenceList,
  300. clothData.edgeCollisionWriteBufferCount
  301. );
  302. teamData.edgeCollisionGroupIndex = (short)group;
  303. }
  304. #endif
  305. manager.Team.teamDataList[team.TeamId] = teamData;
  306. }
  307. // 浸透制限
  308. if (param.UsePenetration && clothData.PenetrationCount > 0)
  309. {
  310. int group = compute.Penetration.AddGroup(
  311. team.TeamId,
  312. param.UsePenetration,
  313. //param.GetPenetrationMode(),
  314. clothData.penetrationMode, // データ作成時のモード
  315. param.GetPenetrationDistance(),
  316. param.GetPenetrationRadius(),
  317. param.PenetrationMaxDepth,
  318. clothData.penetrationDataList,
  319. clothData.penetrationReferenceList,
  320. clothData.penetrationDirectionDataList
  321. );
  322. var teamData = manager.Team.teamDataList[team.TeamId];
  323. teamData.penetrationGroupIndex = (short)group;
  324. manager.Team.teamDataList[team.TeamId] = teamData;
  325. }
  326. #if false // 一旦休眠
  327. // ベーススキニング(ワーカー)
  328. if (team.SkinningMode == PhysicsTeam.TeamSkinningMode.GenerateFromBones && clothData.BaseSkinningCount > 0)
  329. {
  330. int group = compute.BaseSkinningWorker.AddGroup(
  331. team.TeamId,
  332. true,
  333. team.SkinningUpdateFixed,
  334. clothData.baseSkinningDataList,
  335. clothData.baseSkinningBindPoseList
  336. );
  337. var teamData = manager.Team.teamDataList[team.TeamId];
  338. teamData.baseSkinningGroupIndex = (short)group;
  339. manager.Team.teamDataList[team.TeamId] = teamData;
  340. }
  341. #endif
  342. #if false
  343. // ボリューム拘束
  344. if (param.UseVolume && clothData.VolumeConstraintCount > 0)
  345. {
  346. //var sw = new StopWatch().Start();
  347. int group = compute.Volume.AddGroup(
  348. team.TeamId,
  349. param.UseVolume,
  350. param.GetVolumeStretchStiffness(),
  351. param.GetVolumeShearStiffness(),
  352. clothData.volumeDataList,
  353. clothData.volumeReferenceList,
  354. clothData.volumeWriteBufferCount
  355. );
  356. var teamData = manager.Team.teamDataList[team.TeamId];
  357. teamData.volumeGroupIndex = group;
  358. manager.Team.teamDataList[team.TeamId] = teamData;
  359. //sw.Stop();
  360. //Debug.Log("Volume.AddGroup():" + sw.ElapsedMilliseconds);
  361. }
  362. #endif
  363. // 回転調整(これはワーカー):BoneSpring / MeshSpringのみ
  364. if (team is MagicaBoneSpring || team is MagicaMeshSpring)
  365. {
  366. // 拘束データ
  367. int group = compute.AdjustRotationWorker.AddGroup(
  368. team.TeamId,
  369. true,
  370. (int)param.AdjustRotationMode,
  371. param.AdjustRotationVector,
  372. clothData.adjustRotationDataList
  373. );
  374. var teamData = manager.Team.teamDataList[team.TeamId];
  375. teamData.adjustRotationGroupIndex = (short)group;
  376. manager.Team.teamDataList[team.TeamId] = teamData;
  377. }
  378. // ライン回転調整(ワーカー)
  379. if (clothData.lineRotationDataList != null && clothData.lineRotationDataList.Length > 0)
  380. {
  381. // 拘束データ
  382. int group = compute.LineWorker.AddGroup(
  383. team.TeamId,
  384. param.UseLineAvarageRotation,
  385. clothData.lineRotationDataList,
  386. clothData.lineRotationRootInfoList
  387. );
  388. var teamData = manager.Team.teamDataList[team.TeamId];
  389. teamData.lineWorkerGroupIndex = (short)group;
  390. manager.Team.teamDataList[team.TeamId] = teamData;
  391. }
  392. // トライアングル回転調整(ワーカー)
  393. if (clothData.triangleRotationDataList != null && clothData.triangleRotationDataList.Length > 0)
  394. {
  395. // 拘束データ
  396. int group = compute.TriangleWorker.AddGroup(
  397. team.TeamId,
  398. clothData.triangleRotationDataList,
  399. clothData.triangleRotationIndexList
  400. );
  401. var teamData = manager.Team.teamDataList[team.TeamId];
  402. teamData.triangleWorkerGroupIndex = (short)group;
  403. manager.Team.teamDataList[team.TeamId] = teamData;
  404. }
  405. // 回転補間
  406. manager.Team.SetFlag(team.TeamId, PhysicsManagerTeamData.Flag_FixedNonRotation, param.UseFixedNonRotation);
  407. }
  408. //=========================================================================================
  409. /// <summary>
  410. /// クロス破棄
  411. /// </summary>
  412. public void ClothDispose(PhysicsTeam team)
  413. {
  414. if (MagicaPhysicsManager.IsInstance() == false)
  415. return;
  416. // コンストレイント解放
  417. MagicaPhysicsManager.Instance.Compute.RemoveTeam(team.TeamId);
  418. // パーティクル解放
  419. team.RemoveAllParticle();
  420. }
  421. //=========================================================================================
  422. public void ClothActive(PhysicsTeam team, ClothParams param, ClothData clothData)
  423. {
  424. var manager = MagicaPhysicsManager.Instance;
  425. // ワールド移動影響ボーンを登録
  426. Transform influenceTarget = param.GetInfluenceTarget() ? param.GetInfluenceTarget() : team.transform;
  427. teamBoneIndex = manager.Bone.AddBone(influenceTarget);
  428. manager.Team.SetBoneIndex(team.TeamId, teamBoneIndex, clothData.initScale);
  429. team.InfluenceTarget = influenceTarget;
  430. // ベーススキニング用ボーンを登録
  431. // 一旦休眠
  432. //manager.Team.AddSkinningBoneIndex(team.TeamId, team.TeamData.SkinningBoneList);
  433. }
  434. public void ClothInactive(PhysicsTeam team)
  435. {
  436. if (MagicaPhysicsManager.IsInstance() == false)
  437. return;
  438. var manager = MagicaPhysicsManager.Instance;
  439. // 自身の登録ボーン開放
  440. manager.Bone.RemoveBone(teamBoneIndex);
  441. manager.Team.SetBoneIndex(team.TeamId, -1, Vector3.zero);
  442. // ベーススキニング用ボーンを解除
  443. manager.Team.RemoveSkinningBoneIndex(team.TeamId);
  444. }
  445. /// <summary>
  446. /// アバター着せ替えによるボーン置換
  447. /// </summary>
  448. /// <param name="boneReplaceDict"></param>
  449. internal void ReplaceBone<T>(PhysicsTeam team, ClothParams param, Dictionary<T, Transform> boneReplaceDict) where T : class
  450. {
  451. // この呼び出しは ClothActive() の前なので注意!
  452. // ワールド移動影響ボーン切り替え
  453. Transform influenceTarget = param.GetInfluenceTarget();
  454. if (influenceTarget)
  455. param.SetInfluenceTarget(MeshUtility.GetReplaceBone(influenceTarget, boneReplaceDict));
  456. //if (influenceTarget && boneReplaceDict.ContainsKey(influenceTarget))
  457. //{
  458. // param.SetInfluenceTarget(boneReplaceDict[influenceTarget]);
  459. //}
  460. }
  461. /// <summary>
  462. /// 現在使用しているボーンを格納して返す
  463. /// </summary>
  464. /// <returns></returns>
  465. internal HashSet<Transform> GetUsedBones(PhysicsTeam team, ClothParams param)
  466. {
  467. var bones = new HashSet<Transform>();
  468. bones.Add(param.GetInfluenceTarget());
  469. return bones;
  470. }
  471. /// <summary>
  472. /// UnityPhysicsでの更新の変更
  473. /// </summary>
  474. /// <param name="sw"></param>
  475. public void ChangeUseUnityPhysics(bool sw)
  476. {
  477. MagicaPhysicsManager.Instance.Bone.ChangeUnityPhysicsCount(teamBoneIndex, sw);
  478. }
  479. //=========================================================================================
  480. /// <summary>
  481. /// 距離によるブレンド率
  482. /// </summary>
  483. public float DistanceBlendRatio
  484. {
  485. get
  486. {
  487. return distanceBlendRatio;
  488. }
  489. set
  490. {
  491. distanceBlendRatio = value;
  492. }
  493. }
  494. //=========================================================================================
  495. /// <summary>
  496. /// ランタイムデータ変更
  497. /// </summary>
  498. public void ChangeData(PhysicsTeam team, ClothParams param, ClothData clothData)
  499. {
  500. if (Application.isPlaying == false)
  501. return;
  502. if (MagicaPhysicsManager.IsInstance() == false)
  503. return;
  504. if (team == null)
  505. return;
  506. var manager = MagicaPhysicsManager.Instance;
  507. var compute = manager.Compute;
  508. bool changeMass = false;
  509. // 半径
  510. if (param.ChangedParam(ClothParams.ParamType.Radius))
  511. {
  512. // これはパーティクルごと
  513. for (int i = 0; i < team.ParticleChunk.dataLength; i++)
  514. {
  515. int pindex = team.ParticleChunk.startIndex + i;
  516. float depth = manager.Particle.depthList[pindex];
  517. float radius = param.GetRadius(depth);
  518. manager.Particle.SetRadius(pindex, radius);
  519. }
  520. }
  521. // 重量
  522. if (param.ChangedParam(ClothParams.ParamType.Mass))
  523. {
  524. manager.Team.SetMass(team.TeamId, param.GetMass());
  525. changeMass = true;
  526. }
  527. // 重力係数
  528. if (param.ChangedParam(ClothParams.ParamType.Gravity))
  529. {
  530. manager.Team.SetGravity(team.TeamId, param.GetGravity());
  531. manager.Team.SetGravityDirection(team.TeamId, param.GravityDirection);
  532. //manager.Team.SetDirectionalDamping(team.TeamId, param.GetDirectionalDamping());
  533. //manager.Team.SetFlag(team.TeamId, PhysicsManagerTeamData.Flag_DirectionalDamping, param.UseDirectionalDamping);
  534. }
  535. // 空気抵抗
  536. if (param.ChangedParam(ClothParams.ParamType.Drag))
  537. {
  538. manager.Team.SetDrag(team.TeamId, param.GetDrag());
  539. }
  540. // 最大速度
  541. if (param.ChangedParam(ClothParams.ParamType.MaxVelocity))
  542. {
  543. manager.Team.SetMaxVelocity(team.TeamId, param.GetMaxVelocity());
  544. }
  545. // 外力
  546. if (param.ChangedParam(ClothParams.ParamType.ExternalForce))
  547. {
  548. manager.Team.SetExternalForce(team.TeamId, param.MassInfluence, param.WindInfluence, param.WindRandomScale, param.WindSynchronization);
  549. manager.Team.SetDepthInfluence(team.TeamId, param.GetDepthInfluence());
  550. }
  551. // チームの摩擦係数変更
  552. if (param.ChangedParam(ClothParams.ParamType.ColliderCollision))
  553. manager.Team.SetFriction(team.TeamId, param.DynamicFriction, param.StaticFriction);
  554. // チームワールド移動影響変更
  555. if (param.ChangedParam(ClothParams.ParamType.WorldInfluence))
  556. {
  557. manager.Team.SetWorldInfluence(
  558. team.TeamId,
  559. param.MaxMoveSpeed,
  560. param.MaxRotationSpeed,
  561. param.GetWorldMoveInfluence(),
  562. param.GetWorldRotationInfluence(),
  563. param.UseResetTeleport,
  564. param.TeleportDistance,
  565. param.TeleportRotation,
  566. param.ResetStabilizationTime,
  567. param.TeleportResetMode,
  568. param.UseClampRotation,
  569. param.GetClampRotationAngle(clothData.clampRotationAlgorithm)
  570. );
  571. }
  572. // 距離復元拘束パラメータ再設定
  573. if (param.ChangedParam(ClothParams.ParamType.RestoreDistance) || changeMass)
  574. {
  575. compute.RestoreDistance.ChangeParam(
  576. team.TeamId,
  577. param.GetMass(),
  578. param.RestoreDistanceVelocityInfluence,
  579. param.GetStructDistanceStiffness(),
  580. param.UseBendDistance,
  581. param.GetBendDistanceStiffness(),
  582. param.UseNearDistance,
  583. param.GetNearDistanceStiffness()
  584. );
  585. }
  586. // トライアングルベンド拘束パラメータ再設定
  587. if (param.ChangedParam(ClothParams.ParamType.TriangleBend))
  588. {
  589. compute.TriangleBend.ChangeParam(
  590. team.TeamId,
  591. param.UseTriangleBend,
  592. param.GetTriangleBendStiffness(clothData.triangleBendAlgorithm)
  593. //param.UseTrianlgeBendIncludeFixed
  594. );
  595. compute.Twist.ChangeParam(
  596. team.TeamId,
  597. param.UseTriangleBend && param.GetUseTwistCorrection(clothData.triangleBendAlgorithm),
  598. param.TwistRecoveryPower
  599. );
  600. }
  601. // ボリューム拘束パラメータ再設定
  602. //if (param.ChangedParam(ClothParams.ParamType.Volume))
  603. //{
  604. // compute.Volume.ChangeParam(team.TeamId, param.UseVolume, param.GetVolumeStretchStiffness(), param.GetVolumeShearStiffness());
  605. //}
  606. // ルートからの最小最大距離拘束パラメータ再設定
  607. if (param.ChangedParam(ClothParams.ParamType.ClampDistance))
  608. {
  609. compute.ClampDistance.ChangeParam(team.TeamId, param.UseClampDistanceRatio, param.ClampDistanceMinRatio, param.ClampDistanceMaxRatio, param.ClampDistanceVelocityInfluence);
  610. }
  611. #if false
  612. // パーティクルからの最大最小距離拘束パラメータ再設定
  613. if (param.ChangedParam(ClothParams.ParamType.ClampDistance))
  614. {
  615. compute.ClampDistance2.ChangeParam(team.TeamId, param.UseClampDistanceRatio, param.ClampDistanceMinRatio, param.ClampDistanceMaxRatio, param.ClampDistanceVelocityInfluence);
  616. }
  617. #endif
  618. // 移動範囲拘束パラメータ再設定
  619. if (param.ChangedParam(ClothParams.ParamType.ClampPosition))
  620. {
  621. compute.ClampPosition.ChangeParam(team.TeamId, param.UseClampPositionLength, param.GetClampPositionLength(), param.ClampPositionAxisRatio, param.ClampPositionVelocityInfluence);
  622. }
  623. // 回転復元拘束パラメータ再設定
  624. if (param.ChangedParam(ClothParams.ParamType.RestoreRotation))
  625. {
  626. var algo = clothData.clampRotationAlgorithm;
  627. if (algo == ClothParams.Algorithm.Algorithm_1)
  628. {
  629. // [Algorithm 1]
  630. compute.RestoreRotation.ChangeParam(
  631. team.TeamId,
  632. param.UseRestoreRotation,
  633. param.GetRestoreRotationPower(clothData.restoreRotationAlgorithm),
  634. param.GetRestoreRotationVelocityInfluence(clothData.restoreRotationAlgorithm)
  635. );
  636. }
  637. else if (algo == ClothParams.Algorithm.Algorithm_2)
  638. {
  639. // [Algorithm 2]
  640. compute.CompositeRotation.ChangeParam(
  641. team.TeamId,
  642. param.UseClampRotation,
  643. param.GetClampRotationAngle(algo),
  644. param.UseRestoreRotation,
  645. param.GetRestoreRotationPower(algo),
  646. param.GetRestoreRotationVelocityInfluence(algo)
  647. );
  648. }
  649. }
  650. // 最大回転拘束パラメータ再設定
  651. if (param.ChangedParam(ClothParams.ParamType.ClampRotation))
  652. {
  653. var algo = clothData.clampRotationAlgorithm;
  654. if (algo == ClothParams.Algorithm.Algorithm_1)
  655. {
  656. // [Algorithm 1]
  657. compute.ClampRotation.ChangeParam(
  658. team.TeamId,
  659. param.UseClampRotation,
  660. param.GetClampRotationAngle(algo),
  661. param.ClampRotationVelocityInfluence
  662. );
  663. }
  664. else if (algo == ClothParams.Algorithm.Algorithm_2)
  665. {
  666. // [Algorithm 2]
  667. compute.CompositeRotation.ChangeParam(
  668. team.TeamId,
  669. param.UseClampRotation,
  670. param.GetClampRotationAngle(algo),
  671. param.UseRestoreRotation,
  672. param.GetRestoreRotationPower(algo),
  673. param.GetRestoreRotationVelocityInfluence(algo)
  674. );
  675. }
  676. // Algorithm共通
  677. manager.Team.SetClampRotation(
  678. team.TeamId,
  679. param.UseClampRotation,
  680. param.GetClampRotationAngle(algo)
  681. );
  682. }
  683. // スプリング回転調整パラメータ再設定(これはワーカー)
  684. if (param.ChangedParam(ClothParams.ParamType.AdjustRotation))
  685. {
  686. compute.AdjustRotationWorker.ChangeParam(team.TeamId, true, (int)param.AdjustRotationMode, param.AdjustRotationVector);
  687. }
  688. // コリジョン有無
  689. if (param.ChangedParam(ClothParams.ParamType.ColliderCollision))
  690. {
  691. //manager.Team.SetFlag(team.TeamId, PhysicsManagerTeamData.Flag_Collision_KeepShape, param.KeepInitialShape);
  692. compute.Collision.ChangeParam(team.TeamId, param.UseCollision);
  693. //compute.EdgeCollision.ChangeParam(team.TeamId, param.UseCollision && param.UseEdgeCollision, param.EdgeCollisionRadius);
  694. }
  695. // スプリング拘束パラメータ再設定
  696. if (param.ChangedParam(ClothParams.ParamType.Spring))
  697. {
  698. compute.Spring.ChangeParam(team.TeamId, param.UseSpring, param.GetSpringPower());
  699. }
  700. // 回転補間
  701. if (param.ChangedParam(ClothParams.ParamType.RotationInterpolation))
  702. {
  703. compute.LineWorker.ChangeParam(team.TeamId, param.UseLineAvarageRotation);
  704. manager.Team.SetFlag(team.TeamId, PhysicsManagerTeamData.Flag_FixedNonRotation, param.UseFixedNonRotation);
  705. }
  706. // 浸透制限
  707. if (param.ChangedParam(ClothParams.ParamType.Penetration))
  708. {
  709. compute.Penetration.ChangeParam(
  710. team.TeamId,
  711. param.UsePenetration,
  712. param.GetPenetrationDistance(),
  713. param.GetPenetrationRadius(),
  714. param.PenetrationMaxDepth
  715. );
  716. }
  717. // ベーススキニング
  718. // 一旦休眠
  719. //if (param.ChangedParam(ClothParams.ParamType.BaseSkinning))
  720. //{
  721. // compute.BaseSkinningWorker.ChangeParam(team.TeamId, team.SkinningUpdateFixed);
  722. //}
  723. //変更フラグクリア
  724. param.ClearChangeParam();
  725. }
  726. }
  727. }