Sevdat Posted July 12 Share Posted July 12 (edited) Good evening, I want to create objects from script and render their bounds. How may I do that? This is the current code I wrote. public ObjectDummy physicsDummy; ShapeSphere collisionShape; void Init(){ Visualizer.Enabled = true; collisionShape = new ShapeSphere(1f); physicsDummy.Body.AddShape(collisionShape); physicsDummy.BoundSphere.Set(new BoundSphere(physicsDummy.WorldPosition,1)); } void Update() { Visualizer.RenderBoundSphere(physicsDummy.BoundSphere, physicsDummy.WorldTransform, vec4.BLUE); } Edited July 14 by Sevdat Link to comment
Sevdat Posted July 13 Author Share Posted July 13 (edited) Good morning Sevdat, To generate a primitive you need the code here: https://developer.unigine.com/en/docs/future/start/quick_start/physical_objects/index?rlang=cs Sphere example: void Init(){ ObjectMeshDynamic sphere = Primitives.CreateSphere(0.5f, 9, 32); sphere.TriggerInteractionEnabled = true; sphere.SetIntersection(true, 0); sphere.SetIntersectionMask(0x00000080, 0); // check the BulletIntersection bit sphere.WorldTransform = MathLib.Translate(new vec3(4.5f, 5.5f, 1.0f)); sphere.SetMaterialPath("materials/mesh_base_1.mat", "*"); sphere.Name = "sphere"; BodyRigid bodySphere = new BodyRigid(sphere); new ShapeSphere(bodySphere, 0.5f); bodySphere.ShapeBased = false; bodySphere.Mass = 2.0f; } To Generate primitive meshes by code use this: https://developer.unigine.com/en/docs/future/code/usage/mesh_class/index?rlang=cs#creating_box P.S Is there a less complicated way of doing it? and I still haven't figured out how to render Shape for physics in the sumulation mode. Not the Helper Physics one. I saw that in the tutorial. I mean when pressing this button how do I render the collision area added to Shapes?: Also I want to generate joints by script. I saw the documentation, but don't know how to attach different objects by script: https://developer.unigine.com/en/docs/latest/principles/physics/joints/ Edited July 14 by Sevdat Link to comment
Sevdat Posted July 14 Author Share Posted July 14 (edited) Good morning, I've created something like this to create triangles and animate their vertexes, but I don't quite understand how everything works so I have a few questions. Mesh mesh; ObjectMeshDynamic dynamicMesh; vec3[] vertexes = new vec3[]{ new vec3(-0.5f, -0.5f, -0.5f),new vec3(0.5f, -0.5f, -0.5f),new vec3(-0.5f, 0.5f, -0.5f), new vec3(-0.5f, -1.5f, -0.5f),new vec3(0.5f, -1.5f, -0.5f),new vec3(-0.5f, 1.5f, -0.5f) }; int[] indices = new int[]{0,1,2,3,4,5,2,1,0,5,4,3}; private void Init(){ mesh = new Mesh(); int surface_index = mesh.AddSurface($"surface_{0}"); drawTriangle(mesh,surface_index,vertexes,indices); dynamicMesh = new ObjectMeshDynamic(mesh); mesh.Clear(); dynamicMesh.WorldPosition = new vec3(0,0,5); } private void drawTriangle(Mesh mesh, int surface_index, vec3[] vertexArray, int[] indeces){ for (int i = 0; i < vertexArray.Length; i++) mesh.AddVertex(vertexArray[i], surface_index); for (int i = 0; i < indeces.Length; i++) mesh.AddIndex(indeces[i], surface_index); mesh.CreateBounds(surface_index); } private void updateTriangle(ObjectMeshDynamic triangle, int vertex,float moveSpeed){ triangle.SetVertex(vertex,triangle.GetVertex(vertex)*moveSpeed); triangle.FlushVertex(); } void Update() { updateTriangle(dynamicMesh,0,1.0001f); } What does this part of the code exactly do? Why is it an int if a string is passed? Does it allocate a small enviroment where meshes can exist? Does a single mesh only have a single surface name? int surface_index = mesh.AddSurface($"surface_{0}"); When is it appropriate to use: mesh.Clear(); Is using this code efficient to update the mesh of the object or is there a better way of doing this? How can I get the Array of the mesh containing the indexes and vertexes? Edited July 14 by Sevdat Link to comment
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