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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 This version of documentation is OUTDATED, as it describes an older SDK version!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 a Simple Mechanism Using Various Types of Joints

A Simple Mechanism Using Joints

A Simple Mechanism Using Joints

This example shows how to:

The basic workflow of creating and animating a simple mechanism is as follows:

  1. Create geometry for all parts of the mechanism.
  2. Assign bodies and collision shapes to the parts.
  3. Set up masses for the parts.
    Notice
    It is very important to ensure mass balance – avoid connection of too heavy bodies to light ones, otherwise the joints may become unstable!
  4. Connect all parts of the mechanism using appropriate types of joints. Set up joint parameters.
  5. Animate the mechanism using joint motors.

Creating Geometry and Adding Some Physics

The first thing we are going to address in this tutorial is the geometry of our mechanism (see the picture above). We are going to create the following parts:

  • 2 blue guide bars
  • a red piston
  • a green rod
  • a black wheel
  • 2 dummy objects with dummy bodies to attach the parts of our mechanism to.
We are also going to add some physical parameters to the geometry such as mass and collision shapes. So, we need a set of basic functions:
Source code (UnigineScript)
/// function, creating a named dummy body  having a specified size and transformation with a dummy body and a shape
Object createBodyDummy(string name, Vec3 size, Mat4 transform)
{
	// creating geometry a dummy object and setting up its parameters (name and transformation)
	ObjectDummy dummy = new ObjectDummy();
	engine.editor.addNode(node_remove(dummy));
	dummy.setWorldTransform(transform);
	dummy.setName(name);		

	//assigning a dummy body to the dummy object and adding a box shape	to it
	BodyDummy body = class_remove(new BodyDummy(dummy));
	ShapeBox shape = class_remove(new ShapeBox(size));
	body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	return dummy;
}

/// function, creating a named box having a specified size, color and transformation with a body and a shape
Object createBodyBox(string name, Vec3 size, float mass, Vec4 color, Mat4 transform)
{
	// creating geometry and setting up its parameters (name, material, property and transformation)
	ObjectMeshDynamic box = Unigine::createBox(size);
	engine.editor.addNode(node_remove(box));
	
	box.setWorldTransform(transform);
	box.setMaterial("mesh_base", "*");
	box.setMaterialParameter("albedo_color", color, 0);
	box.setProperty("surface_base", "*");
	box.setName(name);

	// adding physics, i.e. a rigid body and a box shape with specified mass
	BodyRigid body = class_remove(new BodyRigid(box));
	ShapeBox shape = class_remove(new ShapeBox(size));

    shape.setMass(mass);
    body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	body.setFreezable(0);

	return box;
}

/// function, creating a named cylinder having a specified radius, height, color and transformation with a body and a shape	
Object createBodyCylinder(string name, float radius, float height, float mass, Vec4 color, Mat4 transform)
{
	ObjectMeshDynamic cylinder = Unigine::createCylinder(radius, height, 1, 32);
	engine.editor.addNode(node_remove(cylinder));
	
	cylinder.setWorldTransform(transform);
	cylinder.setMaterial("mesh_base", "*");
	cylinder.setMaterialParameter("albedo_color", color, 0);
	cylinder.setProperty("surface_base", "*");
	cylinder.setName(name);

	// adding physics, i.e. a rigid body and a cylinder shape with specified mass	
	BodyRigid body = class_remove(new BodyRigid(cylinder));
	ShapeCylinder shape = class_remove(new ShapeCylinder(radius, height));

    shape.setMass(mass);
	body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	return cylinder;
}

Now using these functions we can create our mechanism. We are going to use DynamicMesh objects for the parts and Dummy objects for mounting points.

Source code (UnigineScript)
// creating parts of the mechanism
	Mat4 transform = Mat4(translate(0.0f, 0.0f, 10.0f)*rotateY(90.0f));

	piston = createBodyBox("piston", Vec3(1.0f, 2.0f, 0.5f), 15.0f, Vec4(1.0f, 0.1f, 0.1f, 1.0f), transform* translate(0.0f, 3.5f, 0.0f));
	guide_bar1 = createBodyBox("guide_bar1", Vec3(1.0f, 9.0f, 0.5f), 15.0f, Vec4(0.0f, 0.1f, 0.7f, 1.0f), transform* translate(1.0f, 3.0f, 0.0f));
	guide_bar2 = createBodyBox("guide_bar2", Vec3(1.0f, 9.0f, 0.5f), 15.0f, Vec4(0.0f, 0.1f, 0.7f, 1.0f), transform* translate(-1.0f, 3.0f, 0.0f));
	wheel = createBodyCylinder("wheel", 3.0f, 0.25f, 25.0f, Vec4(0.1f, 0.1f, 0.1f, 1.0f), transform * translate(0.0f, -15.0f, -0.5f));
	rod = createBodyCylinder("rod", 0.1f, 15.0f, 5.0f, Vec4(0.1f, 1.1f, 0.1f, 1.0f), transform * translate(0.0f, -5.0f, 0.0f) * rotateX(90.0f));

	//creating mounting points
	dummy1 = createBodyDummy("dummy1", Vec3(1.0f, 1.0f, 1.0f), transform * translate(0.0f, -15.0f, -1.5f));
	dummy2 = createBodyDummy("dummy2", Vec3(1.0f, 1.0f, 0.5f), transform * translate(0.0f, 7.0f, 0.0f));

Adding and Setting Up Joints

Now that we have created all parts of our mechanism with physical bodies and shapes, let us link them together with joints.

First, we are going to attach the wheel to the first mounting point(dummy1). The wheel is going to rotate around its axis. Let us use a cylindrical joint here. As the center of the wheel is aligned with the center of dummy1, we may use a simple constructor JointCylindrical() and specify only bodies, the anchor point will be placed automatically between their centers of mass.

Then we must set the coordinates (in the world space) of the axis of wheel rotation. In our case it is (1.0f, 0.0f, 0.0f). And finally set other joint parameters.

Source code (UnigineScript)
// creating a cylindrical joint
  	jc = class_remove(new JointCylindrical(dummy1.getBody(), wheel.getBody()));

	// setting rotation axis in world coordinates
	jc.setWorldAxis(vec3(1.0f, 0.0f, 0.0f));

	// setting common joint constraint parameters
	jc.setLinearRestitution(0.4f);
	jc.setAngularRestitution(0.4f);
	jc.setLinearSoftness(0.4f);
	jc.setAngularSoftness(0.4f);

	// setting linear and angular damping
	jc.setLinearDamping(4.0f);
	jc.setAngularDamping(2.0f);

	// setting small linear limits as we are not going to use this degree of freedom to the full extent
	jc.setLinearLimitFrom(-0.0005f);
	jc.setLinearLimitTo(0.0005f);

	// setting number of iterations
	jc.setNumIterations(16);

Now let us attach the rod to the wheel and to the piston. This is where we need a hinge joint. For both of these joints we have to specify anchor point and joint axis coordinates in the JointHinge() constructor

Source code (UnigineScript)
// creating hinge joints
	jh = class_remove(new JointHinge(wheel.getBody(), rod.getBody(), Vec3(0.0f, -12.5f, 10.0f), Vec3(1.0f, 0.0f, 0.0f)));
	jh2 = class_remove(new JointHinge(rod.getBody(), piston.getBody(), Vec3(0.0f, 2.5f, 10.0f), Vec3(1.0f, 0.0f, 0.0f)));

	// setting number of iterations
	jh.setNumIterations(8);
	jh2.setNumIterations(8);

The next thing we are going to do is to attach 2 guide bars to the second mounting point(dummy2) using a pair of fixed joints. For both of these joints we will specify anchor point coordinates in the JointFixed() constructor

Source code (UnigineScript)
// creating fixed joints
	jf1 = class_remove(new JointFixed(dummy2.getBody(), guide_bar1.getBody(), Vec3(0.0f, 7.0f, 9.0f)));
	jf2 = class_remove(new JointFixed(dummy2.getBody(), guide_bar2.getBody(), Vec3(0.0f, 7.0f, 11.0f)));	

	// setting number of iterations
	jf1.setNumIterations(1);
	jf2.setNumIterations(1);

And the last joint we are going to use is a prismatic joint to attach the piston to the second mounting point(dummy2). Here we will specify joint axis coordinates, linear limits to determine the range of motion for the piston and linear softness

Source code (UnigineScript)
// creating a prismatic joint
	jp = class_remove(new JointPrismatic(piston.getBody(), dummy2.getBody()));	
	jp.setWorldAxis(vec3(0.0f, 1.0f, 0.0f));	

	// setting linear limits [-5.0; 0.0] and softness
	jp.setLinearLimitFrom(-5.0f);
	jp.setLinearLimitTo(0.0f);
	jp.setLinearSoftness(0.5f);	
	
	// setting number of iterations
	jp.setNumIterations(8);

Using Joint Motors

To animate the mechanism we are going to use the motor of our cylindrical joint. In order to make it move we must set angular velocity and torque:

Source code (UnigineScript)
// setting up motor parameters for a cylindrical joint to animate the whole mechanism
	
	jc.setAngularVelocity(1000.0f);
	jc.setAngularTorque(150.0f);

Putting it All Together

In this section let us sum up all described above. The final code for our tutorial will be as follows:

Source code (UnigineScript)
#include <core/scripts/primitives.h>
		
/// function, creating a named dummy body  having a specified size and transformation with a dummy body and a shape
Object createBodyDummy(string name, Vec3 size, Mat4 transform)
{
	// creating geometry a dummy object and setting up its parameters (name and transformation)
	ObjectDummy dummy = new ObjectDummy();
	engine.editor.addNode(node_remove(dummy));
	dummy.setWorldTransform(transform);
	dummy.setName(name);		

	//assigning a dummy body to the dummy object and adding a box shape	to it
	BodyDummy body = class_remove(new BodyDummy(dummy));
	ShapeBox shape = class_remove(new ShapeBox(size));
	body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	return dummy;
}

/// function, creating a named box having a specified size, color and transformation with a body and a shape
Object createBodyBox(string name, Vec3 size, float mass, Vec4 color, Mat4 transform)
{
	// creating geometry and setting up its parameters (name, material, property and transformation)
	ObjectMeshDynamic box = Unigine::createBox(size);
	engine.editor.addNode(node_remove(box));
	
	box.setWorldTransform(transform);
	box.setMaterial("mesh_base", "*");
	box.setMaterialParameter("albedo_color", color, 0);
	box.setProperty("surface_base", "*");
	box.setName(name);

	// adding physics, i.e. a rigid body and a box shape with specified mass
	BodyRigid body = class_remove(new BodyRigid(box));
	ShapeBox shape = class_remove(new ShapeBox(size));

    shape.setMass(mass);
    body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	body.setFreezable(0);

	return box;
}

/// function, creating a named cylinder having a specified radius, height, color and transformation with a body and a shape	
Object createBodyCylinder(string name, float radius, float height, float mass, Vec4 color, Mat4 transform)
{
	ObjectMeshDynamic cylinder = Unigine::createCylinder(radius, height, 1, 32);
	engine.editor.addNode(node_remove(cylinder));
	
	cylinder.setWorldTransform(transform);
	cylinder.setMaterial("mesh_base", "*");
	cylinder.setMaterialParameter("albedo_color", color, 0);
	cylinder.setProperty("surface_base", "*");
	cylinder.setName(name);

	// adding physics, i.e. a rigid body and a cylinder shape with specified mass	
	BodyRigid body = class_remove(new BodyRigid(cylinder));
	ShapeCylinder shape = class_remove(new ShapeCylinder(radius, height));

    shape.setMass(mass);
	body.addShape(shape, translate(0.0f, 0.0f, 0.0f));

	return cylinder;
}

// parts of the mechanism and mounting points
ObjectDummy dummy1;
ObjectDummy dummy2;
ObjectMeshDynamic rod;
ObjectMeshDynamic wheel;
ObjectMeshDynamic piston;
ObjectMeshDynamic guide_bar1;
ObjectMeshDynamic guide_bar2;

// joints of the mechanism
JointCylindrical jc;
JointHinge jh;
JointHinge jh2;
JointFixed jf1;
JointFixed jf2;
JointPrismatic jp;

int init() {

	// setting up physics parameters
	engine.physics.setGravity(vec3(0.0f,0.0f,-9.8f * 2.0f));
	engine.physics.setFrozenLinearVelocity(0.1f);
	engine.physics.setFrozenAngularVelocity(0.1f);

	// setting up player
	Player player = new PlayerSpectator();
	player.setPosition(Vec3(22.0f,-2.0f,10.0f));
	player.setDirection(Vec3(-10.0f,-2.0f,0.0f));
	engine.game.setPlayer(player);

	// creating parts of the mechanism
	Mat4 transform = Mat4(translate(0.0f, 0.0f, 10.0f)*rotateY(90.0f));
	piston = createBodyBox("piston", Vec3(1.0f, 2.0f, 0.5f), 15.0f, Vec4(1.0f, 0.1f, 0.1f, 1.0f), transform* translate(0.0f, 3.5f, 0.0f));
	guide_bar1 = createBodyBox("guide_bar1", Vec3(1.0f, 9.0f, 0.5f), 15.0f, Vec4(0.0f, 0.1f, 0.7f, 1.0f), transform* translate(1.0f, 3.0f, 0.0f));
	guide_bar2 = createBodyBox("guide_bar2", Vec3(1.0f, 9.0f, 0.5f), 15.0f, Vec4(0.0f, 0.1f, 0.7f, 1.0f), transform* translate(-1.0f, 3.0f, 0.0f));
	wheel = createBodyCylinder("wheel", 3.0f, 0.25f, 25.0f, Vec4(0.1f, 0.1f, 0.1f, 1.0f), transform * translate(0.0f, -15.0f, -0.5f));
	rod = createBodyCylinder("rod", 0.1f, 15.0f, 5.0f, Vec4(0.1f, 1.1f, 0.1f, 1.0f), transform * translate(0.0f, -5.0f, 0.0f) * rotateX(90.0f));

	//creating mounting points
	dummy1 = createBodyDummy("dummy1", Vec3(1.0f, 1.0f, 1.0f), transform * translate(0.0f, -15.0f, -1.5f));
	dummy2 = createBodyDummy("dummy2", Vec3(1.0f, 1.0f, 0.5f), transform * translate(0.0f, 7.0f, 0.0f));	

	// creating and setting up hinge joints
	jh = class_remove(new JointHinge(wheel.getBody(), rod.getBody(), Vec3(0.0f, -12.5f, 10.0f), Vec3(1.0f, 0.0f, 0.0f)));
	jh2 = class_remove(new JointHinge(rod.getBody(), piston.getBody(), Vec3(0.0f, 2.5f, 10.0f), Vec3(1.0f, 0.0f, 0.0f)));	
	jh.setNumIterations(8);
	jh2.setNumIterations(8);

	// creating and setting up a prismatic joint
	jp = class_remove(new JointPrismatic(piston.getBody(), dummy2.getBody()));	
	jp.setWorldAxis(vec3(0.0f, 1.0f, 0.0f));
	jp.setLinearLimitFrom(-5.0f);
	jp.setLinearLimitTo(0.0f);
	jp.setLinearSoftness(0.5f);
 	jp.setNumIterations(8);

	// creating and setting up fixed joints
	jf1 = class_remove(new JointFixed(dummy2.getBody(), guide_bar1.getBody(), Vec3(0.0f, 7.0f, 9.0f)));
	jf2 = class_remove(new JointFixed(dummy2.getBody(), guide_bar2.getBody(), Vec3(0.0f, 7.0f, 11.0f)));	
	jf1.setNumIterations(1);
	jf2.setNumIterations(1);
		
	// creating and setting up a cylindrical joint
	jc = class_remove(new JointCylindrical(dummy1.getBody(), wheel.getBody()));
	jc.setWorldAxis(vec3(1.0f, 0.0f, 0.0f));
	jc.setLinearRestitution(0.4f);
	jc.setAngularRestitution(0.4f);
	jc.setLinearSoftness(0.4f);
	jc.setAngularSoftness(0.4f);
	jc.setLinearDamping(4.0f);
	jc.setAngularDamping(2.0f);
	jc.setLinearLimitFrom(-0.0005f);
	jc.setLinearLimitTo(0.0005f);
	jc.setNumIterations(16);

	// setting up motor parameters for a cylindrical joint to animate the whole mechanism
	jc.setAngularVelocity(1000.0f);
	jc.setAngularTorque(150.0f);

	return 1;
}
Last update: 2017-07-03
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