This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World Nodes
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
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
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Unigine::JointParticles Class

Header: #include <UniginePhysics.h>
Inherits from: Joint

This class is used to pin cloth body or rope body to rigid bodies, ragdolls or dummy bodies.

Example#

The following code illustrates connection of a rope body (rope) and a dummy body (dummy) using a particles joint. The anchor is placed at the position of a dummy body.

Source code (C++)
include <UniginePhysics.h>

/* .. */

//the anchor point is placed at the position of a dummy body, pinning area size is (0.5f, 0.5f, 1.5f)
JointParticlesPtr joint = JointParticles::create(dummy, rope, dummy->getObject()->getPosition(), Vec3(0.5f, 0.5f, 1.5f)));

// setting pinning threshold
joint->setThreshold(0.001f);

// setting number of iterations
joint->setNumIterations(4);

See Also#

JointParticles Class

Members


static JointParticlesPtr create ( ) #

Constructor. Creates a particle joint with an anchor at the origin of the world coordinates.

static JointParticlesPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1 ) #

Constructor. Creates a particle joint connecting two given bodies. An anchor is placed in the center of the body to which the cloth or rope is pinned.

Arguments

static JointParticlesPtr create ( const Ptr<Body> & body0, const Ptr<Body> & body1, const Math::Vec3 & anchor, const Math::vec3 & size ) #

Constructor. Creates a particles joint connecting two given bodies with specified pinning area size and an anchor placed at specified coordinates.

Arguments

  • const Ptr<Body> & body0 - First body to be connected with the joint. It can be one of the following:
  • const Ptr<Body> & body1 - Second body to be connected with the joint. It can be one of the following:
  • const Math::Vec3 & anchor - Anchor coordinates.
  • const Math::vec3 & size - Area for pinning vertices of cloth or rope body to another body.

int getNumParticles ( ) #

Returns the total number of pinned particles of the cloth or rope body.

Return value

The number of pinned particles.

float getParticleMass ( int num ) #

Returns the mass of the pinned particle of the cloth or rope body.

Arguments

  • int num - Particle number.

Return value

Particle mass.

Math::vec3 getParticlePosition ( int num ) #

Returns the position of the pinned particle of the cloth or rope body.

Arguments

  • int num - Particle number.

Return value

Particle position.

void setSize ( const Math::vec3 & size ) #

Updates a size of the area for pinning vertices of cloth or rope body to another body.

Arguments

  • const Math::vec3 & size - Size of the area to be pinned.

Math::vec3 getSize ( ) #

Returns the current size of the area of pinned vertices of cloth or rope body to another body.

Return value

Size of the pinned area.

void setThreshold ( float threshold ) #

Updates a threshold that determines the distance for pinning vertices of cloth or rope body to another body. If vertices are closer than the threshold, they are pinned together; otherwise, particles stay loose.

Arguments

  • float threshold - Threshold of pinning distance.

float getThreshold ( ) #

Returns the current threshold that determines the distance for pinning vertices of cloth or rope body to another body. If vertices are closer than the threshold, they are pinned together; otherwise, particles stay loose.

Return value

Threshold of pinning distance.

void clearParticles ( ) #

Unpins the cloth or rope body completely.
Last update: 10.03.2022
Build: ()