This page has been translated automatically.
Programming
Fundamentals
Setting Up Development Environment
UnigineScript
High-Level Systems
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Networking Functionality
Pathfinding-Related Classes
Plugins-Related Classes
Rendering-Related Classes
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 This version of documentation is OUTDATED, as it describes an older SDK version!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.

Unigine::BodyCloth Class

Header:#include <UniginePhysics.h>
Inherits:BodyParticles

This class is used to simulate a flat deformable cloth bodies. They use a mass-spring simulation model: the cloth is formed from particles (of sphere shape) that are located in the cloth mesh vertices and connected by inner joints.

BodyCloth Class

Members


static BodyClothPtr create()

Constructor. Creates a cloth body with default properties.

static BodyClothPtr create(const Ptr<Object> & object)

Constructor. Creates a cloth body with default properties for a given object.

Arguments

  • const Ptr<Object> & object - Object represented with the new cloth body.

int getNumIndices()

Returns the number of particle indices.

Return value

Number of particle indices.

int getParticleIndex(int num)

Returns the particle index by its number.

Arguments

  • int num - The particle index number.

Return value

The particle index.

void setTwoSided(int sided)

Set a value indicating if the cloth is one- or two-sided. (If two-sided, its material should not be two-sided at the same time).

Arguments

  • int sided - Positive value, if the cloth should be two-sided; 0 if one-sided.

int getTwoSided()

Returns a value indicating if the cloth is one- or two-sided. (If two-sided, its material should not be two-sided at the same time).

Return value

1 if the cloth is rendered one-sided; 0 if one-sided.

Ptr<BodyCloth> cast(const Ptr<BodyParticles> & bodyparticles)

Arguments

  • const Ptr<BodyParticles> & bodyparticles

Ptr<BodyCloth> cast(const Ptr<Body> & body)

Arguments

  • const Ptr<Body> & body
Last update: 2017-07-03
Build: ()