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#pragma once
#include "Configuration/UnityConfigure.h"
#if ENABLE_CLOTH
#include "DeformableMesh.h"
#include "Runtime/Math/Matrix3x3.h"
namespace Unity
{
class SkinnedCloth : public Cloth
{
public:
REGISTER_DERIVED_CLASS (SkinnedCloth, Cloth)
DECLARE_OBJECT_SERIALIZE (SkinnedCloth)
SkinnedCloth (MemLabelId label, ObjectCreationMode mode);
void SetUpSkinnedBuffers (void *vertices, void *normals, void *tangents, size_t bufferStride);
void ReadBackSkinnedBuffers ();
virtual void Reset ();
virtual void SetEnabled (bool enabled);
virtual void LateUpdate ();
virtual void AddToManager ();
virtual void RemoveFromManager ();
struct ClothConstrainCoefficients {
float maxDistance;
float maxDistanceBias;
float collisionSphereRadius;
float collisionSphereDistance;
DECLARE_SERIALIZE_OPTIMIZE_TRANSFER (ClothConstrainCoefficients)
ClothConstrainCoefficients () : maxDistance(0.05f), maxDistanceBias(0), collisionSphereRadius(0.5f), collisionSphereDistance(0) {}
};
std::vector<ClothConstrainCoefficients> &GetCoefficients() {return m_Coefficients;}
void SetCoefficients(ClothConstrainCoefficients *coefficients);
float GetWorldVelocityScale () const { return m_WorldVelocityScale; }
void SetWorldVelocityScale (float value);
float GetWorldAccelerationScale () const { return m_WorldAccelerationScale; }
void SetWorldAccelerationScale (float value);
void SetEnabledFading (bool enabled, float interpolationTime);
protected:
virtual void Create ();
virtual void Cleanup ();
void SetupCoefficients();
float m_Fade;
float m_TargetFade;
float m_InterpolationTime;
bool m_NeedsToReadVertices;
void *m_VertexBuffer;
void *m_NormalBuffer;
void *m_TangentBuffer;
Matrix3x3f m_WorldToLocalRotationMatrix;
size_t m_VertexBufferStride;
Vector3f m_LastFrameWorldPosition;
Vector3f m_LastFrameVelocity;
float m_WorldVelocityScale; ///<How much world-space movement of the character will affect cloth vertices.
float m_WorldAccelerationScale; ///<How much world-space acceleration of the character will affect cloth vertices.
BehaviourListNode m_UpdateNode;
std::vector<ClothConstrainCoefficients> m_Coefficients;
};
}
#endif // ENABLE_CLOTH
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