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

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: 2024-12-13
Build: ()