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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 (UnigineScript)
#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
Build: ()