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[SOLVED] C# Code of Fracture Body & Complex tringles mesh or simple tringles mesh?


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Hi Unigine Team,

I wrote a simple C# Code of Fracture Body and attached to ObjectMeshDynamic_1 , but does not work in editor(both I tested with C# code and Without C# code) , plus,  I tested a lot parameters of Physics-> Fracture but does not work & this hidden with Broken flag!

Is it possible , Fracture feature does work without code? or I must use C# code? Fracture feature does work in editor or build file (*.exe) ? I must Complex tringles mesh or simple mesh? 

private void Init()
{
Node n = World.GetNodeByName("ObjectMeshDynamic_1");
ObjectMeshDynamic mesh = n as ObjectMeshDynamic;
BodyFracture bf =new BodyFracture(mesh);
bf.CreateShatterPieces(10);
}

image.thumb.png.8398722a0b0e3b178db3f2c4c3f03782.png

image.thumb.png.ef13576f09b1c3b0604992b77b3e62f4.png

Edited by ahmad.karami
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Hello,

Your code is correct, but you need to change the threshold for a fracture body. For example, bf.Threshold = 0.05f. With C# components it only works when you press Run button to run the separate instance of the application.

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5 hours ago, karpych11 said:

Hello,

Your code is correct, but you need to change the threshold for a fracture body. For example, bf.Threshold = 0.05f. With C# components it only works when you press Run button to run the separate instance of the application.

thank you so much @karpych11

this is new my code ( does work! )

private void Init()
{
Node n = World.GetNodeByName("ObjectMeshDynamic_1");
ObjectMeshDynamic mesh = n as ObjectMeshDynamic;
BodyFracture bf =new BodyFracture(mesh);
bf.Threshold = 0.02F;
bf.CreateShatterPieces(50);
}

 

image.thumb.png.e1e84a7ce8fa25a1ac0314b778b10a64.png

image.thumb.png.ee6fc9c99189cf8d2b1ec3d9ab331880.png

 

Edited by ahmad.karami
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  • 2 months later...
On 4/28/2020 at 1:00 PM, ahmad.karami said:

thank you so much @karpych11

this is new my code ( does work! )


private void Init()
{
Node n = World.GetNodeByName("ObjectMeshDynamic_1");
ObjectMeshDynamic mesh = n as ObjectMeshDynamic;
BodyFracture bf =new BodyFracture(mesh);
bf.Threshold = 0.02F;
bf.CreateShatterPieces(50);
}

 

image.thumb.png.e1e84a7ce8fa25a1ac0314b778b10a64.png

image.thumb.png.ee6fc9c99189cf8d2b1ec3d9ab331880.png

 

hey @ahmad.karami, im trying to use your code to shatter an object as well but nothing happens i tried this:

using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "c94040114fe1fa3cc478906b5a8beace8335f3d5")]
public class Fracture : Component
{
    [ShowInEditor]
    [Parameter(Tooltip = "Object for shattering")]
    private ObjectMeshDynamic mesh = null;

    private void Init()
    {
        // write here code to be called on component initialization
        BodyFracture bf = new BodyFracture(mesh);
        bf.Threshold = 0.02f;
        bf.CreateShatterPieces(50);
    }

    private void Update()
    {
        // write here code to be called before updating each render frame

    }
}

here is the node info:

image.thumb.png.b7baa2eb254008b44775f086fd814224.png

 

and here the physics info:

image.png.6fba7d10b0d1329369b0b2a084a56d80.png

but nothing happens when i simulate or start the game, do you have any suggestions?

 

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Hi Kireita,

To achieve the desired effect for the volume of your box you can try reducing either the number of pieces or the threshold value. This should help.

Thanks!

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Hey @fox

I tried setting the trheshold to 0.01 and the shatter pieces to 2 but nothing happens when i press simulate.

 

but i did manage to shater it when running by adding bf.broken = true to the init()

image.png.f4c4a8a2c96a2460d8bc890567f8fa25.png

but unfortunately the broken pieces don't have the material applied. for some reason.

here is the code:

[Component(PropertyGuid = "c94040114fe1fa3cc478906b5a8beace8335f3d5")]
public class Fracture : Component
{
    [ShowInEditor]
    [Parameter(Tooltip = "Object for shattering")]
    private ObjectMeshDynamic mesh = null;

    [ShowInEditor]
    [Parameter(Tooltip = "Shattered object Material")]
    private Material shatteredMaterial = null;

    BodyFracture bf;
    private void Init()
    {
        // write here code to be called on component initialization
        bf = new BodyFracture(mesh);
        bf.Threshold = 0.01f;
        bf.CreateShatterPieces(2);
        bf.SetMaterial(shatteredMaterial.Name);
        bf.SetSurfaceProperty(shatteredMaterial.Name);
        Unigine.Console.SetPrompt(bf.GetMaterialName());
        bf.Broken = true;
    }

    private void Update()
    {

    }
}

 i made the class so that you can decide the material from the UI:
image.png.28d66a278beede657de9662e872eb840.png

maybe you can help me?

i just need:

  1. to see the mesh shatter when i press the  simulate button image.png.b945d3a9eea900713b70afab4bd3bd54.png
  2. and have the material applied to the shattered pieces

thank you in advance

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Hi Kireita,

Try changing your Init() method as follows:

private void Init()
{
    // write here code to be called on component initialization
    bf = new BodyFracture(mesh);
    bf.Threshold = 0.01f;
    bf.SetMaterial(shatteredMaterial.Name);
    bf.CreateShatterPieces(2);
    bf.Broken = true;

}

Should work, but please note that with C# components it works on clicking the Run button to run the separate instance of the application.

image.png

Thanks!

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@fox

Hey i see now what the problem was, i needed to apply the material BEFORE shattering it, instead of after it, thank you!, i did not know the order of the functions actually affected its behavior, thanks!

image.png.07bd479d28ec9621cf8c927fb9027996.png

and i understand now that i need to simulate physics in a separate instance because im using c#.

thank you!

Edited by Kireita
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