This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
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 This version of documentation is OUTDATED, as it describes an older SDK version!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 and Attaching a Cloth

This example shows how to create a cloth pinned to two dummy bodies using the particles joints. The cloth falls down and rests on a sphere, which illustrates the cloth ability to change its form.

Falling cloth

To implement this, we need to perform the following:

  • Create a cloth and set its parameters.
  • Create two Dummy Objects that can hold the cloth. They also should have a body so that we can connect a cloth to them using joints.
  • Create a sphere that is not a physical body (so that it would not drop and roll away), but is a collider, so our cloth will not fall through.

We are going to create functions for each participant of the example and then use these functions in init() to create the required objects.

Creating a Cloth#

We create a plane that will represent a cloth — the Dynamic Mesh should be used to allow the cloth change at run time. Here we use the Primitives class to create a plane. You can also try to use your mesh instead, just make sure it complies with the triangulation requirements.

Then we assign the Cloth body to the created Dynamic Mesh and specify the required Cloth body parameters (mass, friction, restitution, etc) and the object parameters (transformation, color, name).

The whole function is as follows:

Source code (C++)
ObjectMeshDynamicPtr createBodyCloth(const char* name, float width, float height, float step, float mass, float friction, float restitution, float rigidity, float lrestitution, float arestitution, int num_iterations, const vec4& color, const Mat4& tm)
{
	// creating a dynamic mesh object with a plane surface
	ObjectMeshDynamicPtr OMD = Primitives::createPlane(width, height, step);

	//assigning a cloth body to the dynamic mesh object and setting the cloth parameters
	BodyClothPtr body = BodyCloth::create(OMD);

	body->setMass(mass);
	body->setFriction(friction);
	body->setRestitution(restitution);
	body->setLinearRestitution(lrestitution);
	body->setAngularRestitution(arestitution);
	body->setRigidity(rigidity);
	body->setNumIterations(num_iterations);

	// setting object's parameters and transformation
	OMD->setWorldTransform(tm);
	OMD->setMaterialParameterFloat4("albedo_color", color, 0);
	OMD->setName(name);

	return OMD;
}

Using this function we create a cloth in the init() method.

Hanging the Cloth in the Air#

We need to fix one edge of the cloth in the air, otherwise it will unpredictably drop down, and there might be no contact with the sphere at all. This task is easily solved by using Dummy Object. We also assign the Dummy body to it, as joints may connect bodies only.

Source code (C++)
ObjectDummyPtr createBodyDummy(const char* name, const vec3& size, const vec3& pos)
{
	// creating a dummy object
	ObjectDummyPtr dummy = ObjectDummy::create();

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

	//assigning a dummy body to the dummy object
	BodyDummy::create(dummy);
	

	return dummy;
}

	

	return dummy;
}

Using this function we create two points in the init() method and pin the cloth to them using the Particles joint:

Source code (C++)
// creating 2 dummy bodies to which the cloth will be attached
dummy1 = createBodyDummy("fixpoint1", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, -10.0f, 25.0f));
dummy2 = createBodyDummy("fixpoint2", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, 10.0f, 25.0f));

// creating 2 particles joints to attach the cloth to dummy bodies
JointParticles::create(dummy1->getBody(), cloth->getBody(), dummy1->getPosition(), vec3(1.0f));
JointParticles::create(dummy2->getBody(), cloth->getBody(), dummy2->getPosition(), vec3(1.0f));

Creating a Sphere#

A sphere is used as a prop to demonstrate how the cloth would cover it, thus there's no need to make it physical. We only need to enable collision for its surface, otherwise the cloth would pass through the sphere without any interaction.

Source code (C++)
ObjectMeshDynamicPtr createSphere(const char* name, float radius, const vec4& color, const vec3& pos)
{
	// creating a sphere dynamic mesh
	ObjectMeshDynamicPtr OMD = Primitives::createSphere(radius);

	// setting parameters

	OMD->setMaterialParameterFloat4("albedo_color", color, 0);
	OMD->setWorldTransform(Mat4(translate(pos)));
	OMD->setName(name);
	OMD->setCollision(1, 0);
	return OMD;
}

Using this function we create a sphere in the init() method.

Code Sample#

The complete code sample is provided below.

Notice
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.

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

Source code (C++)
#include <UnigineLogic.h>
#include <UnigineStreams.h>
#include <UnigineObjects.h>
#include <UniginePlayers.h>

class AppWorldLogic: public Unigine::WorldLogic
{

private:
	Unigine::ObjectMeshDynamicPtr cloth;
	Unigine::ObjectMeshDynamicPtr sphere;
	Unigine::ObjectDummyPtr dummy1;
	Unigine::ObjectDummyPtr dummy2;
	Unigine::PlayerSpectatorPtr player;
};

Add the following code to the AppWorldLogic.cpp file.

Source code (C++)
#include "AppWorldLogic.h"
#include "UnigineGame.h"
#include "UniginePrimitives.h"
#include "UnigineObjects.h"

using namespace Unigine;
using namespace Math;

/// function, creating a named sphere with a specified radius and color at pos
ObjectMeshDynamicPtr createSphere(const char* name, float radius, const vec4& color, const vec3& pos)
{
	// creating a sphere dynamic mesh
	ObjectMeshDynamicPtr OMD = Primitives::createSphere(radius);

	// setting parameters

	OMD->setMaterialParameterFloat4("albedo_color", color, 0);
	OMD->setWorldTransform(Mat4(translate(pos)));
	OMD->setName(name);
	OMD->setCollision(1, 0);
	return OMD;
}

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

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

	//assigning a dummy body to the dummy object
	BodyDummy::create(dummy);
	

	return dummy;
}

/// function, creating a named cloth with specified parameters 
ObjectMeshDynamicPtr createBodyCloth(const char* name, float width, float height, float step, float mass, float friction, float restitution, float rigidity, float lrestitution, float arestitution, int num_iterations, const vec4& color, const Mat4& tm)
{
	// creating a dynamic mesh object with a plane surface
	ObjectMeshDynamicPtr OMD = Primitives::createPlane(width, height, step);

	//assigning a cloth body to the dynamic mesh object and setting the cloth parameters
	BodyClothPtr body = BodyCloth::create(OMD);

	body->setMass(mass);
	body->setFriction(friction);
	body->setRestitution(restitution);
	body->setLinearRestitution(lrestitution);
	body->setAngularRestitution(arestitution);
	body->setRigidity(rigidity);
	body->setNumIterations(num_iterations);

	// setting object's parameters and transformation
	OMD->setWorldTransform(tm);
	OMD->setMaterialParameterFloat4("albedo_color", color, 0);
	OMD->setName(name);

	return OMD;
}

int AppWorldLogic::init()
{
		player = PlayerSpectator::create();

	player->setPosition(Vec3(30.0f, 0.0f, 30.5f));
	player->setDirection(vec3(-1.0f, 0.0f, -0.4f), vec3(0.0f, 0.0f, -1.0f));
	Game::setPlayer(player);
	
	cloth = createBodyCloth("MyCloth", 20.0f, 20.0f, 1.0f, 10.0f, 0.05f, 0.05f, 0.05f, 0.2f, 0.05f, 8, vec4(0.3f, 0.3f, 1.0f, 1.0f), Mat4(translate(vec3(0.0f, 0.0f, 25.0f))));

	// creating a sphere
	sphere = createSphere("MySphere", 3.0f, vec4(1.0f, 0.1f, 0.1f, 1.0f), vec3(-1.0f, 0.0f, 16.0f));

		// creating 2 dummy bodies to which the cloth will be attached
	dummy1 = createBodyDummy("fixpoint1", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, -10.0f, 25.0f));
	dummy2 = createBodyDummy("fixpoint2", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, 10.0f, 25.0f));

	// creating 2 particles joints to attach the cloth to dummy bodies
	JointParticles::create(dummy1->getBody(), cloth->getBody(), dummy1->getPosition(), vec3(1.0f));
	JointParticles::create(dummy2->getBody(), cloth->getBody(), dummy2->getPosition(), vec3(1.0f));
	
	return 1;
}

/* .. */
Last update: 2024-10-09
Build: ()