Creating Pylons and Wires Using Ropes
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.
#include <core/scripts/primitives.h>
ObjectMeshDynamic rope;
ObjectMeshDynamic pylon1;
ObjectMeshDynamic pylon2;
ObjectDummy dummy1;
ObjectDummy dummy2;
/// function, creating a named pylon with a specified radius and height at pos
int createPylon(Object &OMD, string name, float radius, float length, Vec3 pos)
{
OMD = Unigine::createCylinder(radius, length, 1, 6);
OMD.setWorldTransform(pos);
OMD.setMaterial("mesh_base", "*");
OMD.setMaterialParameter("albedo_color", Vec4(0.1f, 0.1f, 0.0f, 1.0f), 0);
OMD.setProperty("surface_base", "*");
OMD.setName(name);
return 1;
}
/// function, creating a named rope with a specified parameters at pos
int createBodyRope(Object &OMD, string name, float radius, float length, int segments, int slices, Vec3 pos)
{
// creating a cylinder dynamic mesh
OMD = Unigine::createCylinder(radius, length, segments, slices);
OMD.setWorldTransform(pos);
// setting parameters
OMD.setMaterial("mesh_base", "*");
OMD.setMaterialParameter("albedo_color", Vec4(0.5f, 0.5f, 0.0f, 1.0f), 0);
OMD.setProperty("surface_base", "*");
OMD.setName(name);
//assigning a rope body to the dynamic mesh object and setting rope parameters
BodyRope body = class_remove(new BodyRope(OMD));
body.setMass(1.0f);
body.setRadius(0.25f);
body.setFriction(0.5f);
body.setRestitution(0.05f);
body.setRigidity(0.05);
body.setLinearStretch(0.5);
return 1;
}
/// function, creating a named dummy body of a specified size at pos
int createBodyDummy(Object &OMD, string name, Vec3 size, Vec3 pos)
{
OMD.setWorldTransform(translate(pos));
OMD.setName(name);
//assigning a dummy body to the dummy object and adding a box shape to it
BodyDummy body = class_remove(new BodyDummy(OMD));
ShapeBox shape = class_remove(new ShapeBox(size));
body.addShape(shape, translate(0.0f, 0.0f, 0.0f));
return 1;
}
int init()
{
// setting up player
Player player = new PlayerSpectator();
player.setPosition(Vec3(0.0f,-23.401f,15.5f));
player.setDirection(Vec3(0.0f,1.0f,-0.4f));
engine.game.setPlayer(player);
// creating 2 dummy objects
dummy1 = new ObjectDummy();
dummy2 = new ObjectDummy();
// creating pylons
createPylon(pylon1, "Pylon1", 0.3f, 17, translate(Vec3(-12.2f, 0.0f, 7.0f)));
createPylon(pylon2, "Pylon2", 0.3f, 17, translate(Vec3(12.2f, 0.0f, 7.0f)));
// creating dummy objects to attach a rope to and placing them on the top of each pylon
createBodyDummy(dummy1, "fixpoint1", Vec3(0.5f, 0.5f, 0.5f), Vec3(-12.0f, 0.0f, 15.0f));
createBodyDummy(dummy2, "fixpoint2", Vec3(0.5f, 0.5f, 0.5f), Vec3(12.0f, 0.0f, 15.0f));
// creating a rope
createBodyRope(rope, "MyRope", 0.05f, 24, 96, 6, translate(Vec3(0.0f, 0.0f, 15.0f))*rotateY(-90.0f));
// creating 2 particles joints to attach the rope to dummy bodies
class_remove(new JointParticles(dummy1.getBody(),rope.getBody(),dummy1.getPosition(),Vec3(0.55f)));
class_remove(new JointParticles(dummy2.getBody(),rope.getBody(),dummy2.getPosition(),Vec3(0.55f)));
//passing all nodes to Editor
engine.editor.addNode(node_remove(rope));
engine.editor.addNode(node_remove(dummy1));
engine.editor.addNode(node_remove(dummy2));
engine.editor.addNode(node_remove(pylon1));
engine.editor.addNode(node_remove(pylon2));
return 1;
}
Last update: 03.07.2017
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