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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

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.

Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

namespace UnigineApp
{
    class AppWorldLogic : WorldLogic
    {
        // World logic, it takes effect only when the world is loaded.
        // These methods are called right after corresponding world script's (UnigineScript) methods.

        ObjectDummy dummy1;
        ObjectDummy dummy2;
        ObjectMeshDynamic pylon1;
        ObjectMeshDynamic pylon2;
        ObjectMeshDynamic rope;
        PlayerSpectator player;

        /// method, creating a named pylon with a specified radius and height at pos	
        ObjectMeshDynamic create_pylon(String name, float radius, float length, vec3 pos)
        {
            // creating a cylinder dynamic mesh
            ObjectMeshDynamic OM = Primitives.CreateCylinder(radius, length, 1, 6);

            // setting parameters
            OM.WorldTransform = new dmat4(MathLib.Translate(pos));
            OM.SetMaterialParameterFloat4("albedo_color", new vec4(0.1f, 0.1f, 0.0f, 1.0f), 0);
            OM.Name = name;

            return OM;
        }

        /// method, creating a named dummy body of a specified size at pos
        ObjectDummy createBodyDummy(String name, vec3 size, vec3 pos)
        {
            // creating a dummy object
            ObjectDummy OMD = new ObjectDummy();

            // setting parameters
            OMD.WorldTransform = new dmat4(MathLib.Translate(pos));
            OMD.Name = name;

            //assigning a dummy body to the dummy object and adding a box shape	to it
            new BodyDummy(OMD);
            OMD.Body.AddShape(new ShapeBox(size), MathLib.Translate(0.0f, 0.0f, 0.0f));


            return OMD;
        }

        /// method, creating a named rope with specified parameters at pos
        ObjectMeshDynamic createBodyRope(String name, float radius, float length, int segments, int slices, dmat4 tm)
        {
            // creating a cylinder dynamic mesh
            ObjectMeshDynamic OMD = Primitives.CreateCylinder(radius, length, segments, slices);

            // setting parameters
            OMD.WorldTransform = tm;
            OMD.SetMaterialParameterFloat4("albedo_color", new vec4(0.5f, 0.5f, 0.0f, 1.0f), 0);
            OMD.Name = name;

            //assigning a rope body to the dynamic mesh object and setting rope parameters
            BodyRope body = new BodyRope(OMD);
            body.Mass = 1.0f;
            body.Radius = 0.25f;
            body.Friction = 0.5f;
            body.Restitution = 0.05f;
            body.Rigidity = 0.05f;
            body.LinearStretch = 0.5f;


            return OMD;
        }

        /* .. */

        public override bool Init()
        {
            // setting up player
            player = new PlayerSpectator();
            player.Position = new dvec3(0.0f, -23.401f, 15.5f);
            player.SetDirection(new vec3(0.0f, 1.0f, -0.4f), new vec3(0.0f, 0.0f, -1.0f));
            Game.Player = player;

            // creating dummy objects to attach a rope to and placing them on the top of each pylon
            dummy1 = createBodyDummy("fixpoint1", new vec3(0.5f, 0.5f, 0.5f), new vec3(-12.0f, 0.0f, 15.0f));
            dummy2 = createBodyDummy("fixpoint2", new vec3(0.5f, 0.5f, 0.5f), new vec3(12.0f, 0.0f, 15.0f));

            // creating pylons 
            pylon1 = create_pylon("Pylon1", 0.3f, 17, new vec3(-12.2f, 0.0f, 7.0f));
            pylon2 = create_pylon("Pylon2", 0.3f, 17, new vec3(12.2f, 0.0f, 7.0f));

            // creating a rope
            rope = createBodyRope("MyRope", 0.05f, 24, 96, 6, new dmat4(MathLib.Translate(0.0f, 0.0f, 15.0f) * MathLib.RotateY(-90.0f)));

            // creating 2 particles joints to attach the rope to dummy bodies
            new JointParticles(dummy1.Body, rope.Body, dummy1.Position, new vec3(0.55f));
            new JointParticles(dummy2.Body, rope.Body, dummy2.Position, new vec3(0.55f));

            return true;
        }

        /* .. */

    }
}
Last update: 2022-12-14
Build: ()