Created
March 10, 2020 03:38
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(LineRenderer))] | |
public class Verlet : MonoBehaviour | |
{ | |
class Point | |
{ | |
public Point(Vector3 pos, Vector3 oldPos) | |
{ | |
this.pos = pos; | |
this.oldPos = oldPos; | |
isFixed = false; | |
} | |
public bool isFixed; | |
public Vector3 pos; | |
public Vector3 oldPos; | |
} | |
class Stick | |
{ | |
public Stick(Point p1, Point p2) | |
{ | |
this.p1 = p1; | |
this.p2 = p2; | |
length = getDistance(); | |
} | |
public float getDistance() | |
{ | |
return Vector3.Distance(p1.pos, p2.pos); | |
} | |
public float length; | |
public Point p1; | |
public Point p2; | |
} | |
[Header("Verlet Settings")] | |
public int count = 10; | |
public float stickLength = 0.05f; | |
List<Point> points = new List<Point>(); | |
List<Stick> sticks = new List<Stick>(); | |
[Header("Physics")] | |
public float noiseForce = 0.2f; | |
public float friction = 0.99f; | |
public bool isNoiseForce = true; | |
public float gravityForce = -0.02f; | |
Vector3 gravity; | |
float seed = 0; | |
[Header("Line")] | |
public float lineWidth = 0.2f; | |
LineRenderer line; | |
void Start() | |
{ | |
seed = Random.Range(0f, 1200f); | |
line = GetComponent<LineRenderer>(); | |
// same | |
// S1 point S2 ... | |
// Sticks +------+ | +------+ ... | |
// Points p1 p2------p1 p2 ... | |
for (int i = 0; i < count; i++) | |
{ | |
if (i == 0) // first point | |
{ | |
Point p = new Point(new Vector3(0, 0, 0), new Vector3(0, 0, 0)); | |
p.isFixed = true; | |
points.Add(p); | |
} | |
else | |
{ | |
float pos = -i * 0.2f; | |
Point p = new Point(new Vector3(0, pos + stickLength, 0), new Vector3(0, pos, 0)); | |
points.Add(p); | |
sticks.Add(new Stick(points[i - 1], points[i])); | |
} | |
} | |
line.positionCount = count; | |
line.startWidth = lineWidth; | |
line.endWidth = 0; | |
} | |
void Update() | |
{ | |
points[0].pos = transform.position; // link first point to obj pos | |
UpdateForces(); | |
UpdatePoints(); | |
UpdateSticks(); | |
} | |
void UpdateForces() | |
{ | |
if (isNoiseForce) | |
{ | |
float x = Mathf.PerlinNoise(Time.time + seed, 0f) - 0.5f; | |
float z = Mathf.PerlinNoise(Time.time + seed + 120f, 0f) - 0.5f; | |
gravity = new Vector3(0, gravityForce, 0)*0.01f + new Vector3(x * noiseForce, 0, z * noiseForce)*0.01f; | |
} | |
} | |
void UpdatePoints() | |
{ | |
int i = 0; | |
foreach (Point p in points) | |
{ | |
if (!p.isFixed) | |
{ | |
Vector3 vel = (p.pos - p.oldPos) * friction; | |
p.oldPos = p.pos; | |
p.pos += vel; | |
p.pos += gravity; | |
} | |
line.SetPosition(i++, p.pos); | |
} | |
} | |
void UpdateSticks() | |
{ | |
foreach (Stick s in sticks) | |
{ | |
Vector3 p1 = s.p2.pos - s.p1.pos; | |
float dist = s.getDistance(); | |
float diff = s.length - dist; | |
float pct = diff / dist / 2.0f; | |
Vector3 offset = p1 * pct; | |
s.p1.pos -= offset; | |
s.p2.pos += offset; | |
} | |
} | |
} |
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