This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
编程
Fundamentals
Setting Up Development Environment
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Creating Pylons and Wires Using Ropes

A Wire Attached to Pylons

A Wire Attached to Pylons

This example shows how to create a wire using a rope body and attach it to pylons. A tutorial teaching how to reproduce the same scene in UnigineEditor can be found here.

In the AppWorldLogic.h file, define smart pointers for the objects of our scene.

Source code (C++)
// AppWorldLogic.h
#include <UnigineObjects.h>

/* .. */

class AppWorldLogic : public Unigine::WorldLogic {
	
public:
	/* .. */

private:
	Unigine::ObjectDummyPtr dummy1;
	Unigine::ObjectDummyPtr dummy2;
	Unigine::ObjectMeshDynamicPtr pylon1;
	Unigine::ObjectMeshDynamicPtr pylon2;
	Unigine::ObjectMeshDynamicPtr rope;
	Unigine::PlayerSpectatorPtr player;
};

Insert the following code into the AppWorldLogic.cpp file.

Notice
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.
Source code (C++)
/* .. */
#include "UnigineGame.h"
#include "UniginePrimitives.h"
#include "UnigineObjects.h"

using namespace Unigine;
using namespace Math;

/* .. */
			
/// function, creating a named pylon with a specified radius and height at pos	
ObjectMeshDynamicPtr create_pylon(char *name, float radius, float length, const vec3& pos)
{
	// creating a cylinder dynamic mesh
	ObjectMeshDynamicPtr OM = Primitives::createCylinder(radius, length, 1, 6);
	
	// setting parameters
	OM->setWorldTransform(Mat4(translate(pos)));
	OM->setMaterial("mesh_base", "*");
	OM->setMaterialParameterFloat4("albedo_color", vec4(0.1f, 0.1f, 0.0f, 1.0f), 0);
	OM->setName(name);

	return OM;
}

/// function, creating a named dummy body of a specified size at pos
ObjectDummyPtr createBodyDummy(char *name, const vec3& size, const vec3& pos)
{
	// creating a dummy object
	ObjectDummyPtr OMD = ObjectDummy::create();

	// setting parameters
	OMD->setWorldTransform(Mat4(translate(pos)));
	OMD->setName(name);

	//assigning a dummy body to the dummy object and adding a box shape	to it
	BodyDummy::create(OMD);
	OMD->getBody()->addShape(ShapeBox::create(size), translate(0.0f, 0.0f, 0.0f));


	return OMD;
}

/// function, creating a named rope with specified parameters at pos
ObjectMeshDynamicPtr createBodyRope(char *name, float radius, float length, int segments, int slices, const Mat4& tm)
{
	// creating a cylinder dynamic mesh
	ObjectMeshDynamicPtr OMD = Primitives::createCylinder(radius, length, segments, slices);

	// setting parameters
	OMD->setWorldTransform(tm);
	OMD->setMaterial("mesh_base", "*");
	OMD->setMaterialParameterFloat4("albedo_color", vec4(0.5f, 0.5f, 0.0f, 1.0f), 0);
	OMD->setName(name);

	//assigning a rope body to the dynamic mesh object and setting rope parameters
	BodyRopePtr body = BodyRope::create(OMD);
	body->setMass(1.0f);
	body->setRadius(0.25f);
	body->setFriction(0.5f);
	body->setRestitution(0.05f);
	body->setRigidity(0.05f);
	body->setLinearStretch(0.5f);

	return OMD;
}

/* .. */

int AppWorldLogic::init() {

	// setting up player
	player = PlayerSpectator::create();
	
	player->setPosition(Vec3(0.0f, -23.401f, 15.5f));
	player->setDirection(vec3(0.0f, 1.0f, -0.4f), vec3(0.0f, 0.0f, -1.0f));
	Game::setPlayer(player);

	// creating dummy objects to attach a rope to and placing them on the top of each pylon
	dummy1 = createBodyDummy("fixpoint1", vec3(0.5f, 0.5f, 0.5f), vec3(-12.0f, 0.0f, 15.0f));
	dummy2 = createBodyDummy("fixpoint2", vec3(0.5f, 0.5f, 0.5f), vec3(12.0f, 0.0f, 15.0f));
	
	// creating pylons 
	pylon1 = create_pylon("Pylon1", 0.3f, 17, vec3(-12.2f, 0.0f, 7.0f));
	pylon2 = create_pylon("Pylon2", 0.3f, 17, vec3(12.2f, 0.0f, 7.0f));
	
	// creating a rope
	rope = createBodyRope("MyRope", 0.05f, 24, 96, 6, Mat4(translate(0.0f, 0.0f, 15.0f)*rotateY(-90.0f)));
	
	// creating 2 particles joints to attach the rope to dummy bodies
	JointParticles::create(dummy1->getBody(), rope->getBody(), dummy1->getPosition(), vec3(0.55f));
	JointParticles::create(dummy2->getBody(), rope->getBody(), dummy2->getPosition(), vec3(0.55f));

	return 1;
}

/* .. */
Last update: 2020-06-01
Build: ()