Creating and Attaching a Cloth
This example shows how to create a cloth pinned to 2 dummy bodies resting on a sphere using a particles joint.
In the AppWorldLogic.h file, define smart pointers for the objects of our scene.
// AppWorldLogic.h
#include <UnigineObjects.h>
/* .. */
class AppWorldLogic : public Unigine::WorldLogic {
public:
/* .. */
private:
Unigine::ObjectMeshDynamicPtr cloth;
Unigine::ObjectMeshDynamicPtr sphere;
Unigine::ObjectDummyPtr dummy1;
Unigine::ObjectDummyPtr dummy2;
Unigine::PlayerSpectatorPtr player;
};
Insert the following code into the AppWorldLogic.cpp file.
Unchanged methods of the AppWorldLogic class are not listed here, so leave them as they are.
// AppWorldLogic.cpp
/* .. */
#include "UnigineGame.h"
#include "UniginePrimitives.h"
#include "UnigineObjects.h"
using namespace Unigine;
using namespace Math;
/// function, creating a named sphere with a specified radius and color at pos
ObjectMeshDynamicPtr createSphere(char *name, float radius, const vec4& color, const vec3& pos)
{
// creating a sphere dynamic mesh
ObjectMeshDynamicPtr OMD = Primitives::createSphere(radius);
// setting parameters
OMD->setMaterial("mesh_base", "*");
OMD->setMaterialParameterFloat4("albedo_color", color, 0);
OMD->setWorldTransform(Mat4(translate(pos)));
OMD->setName(name);
return OMD;
}
/// function, creating a named dummy body of a specified size at pos
ObjectDummyPtr createBodyDummy(char *name, const vec3& size, const vec3& pos)
{
// creating a dummy object
ObjectDummyPtr dummy = ObjectDummy::create();
// setting parameters
dummy->setWorldTransform(Mat4(translate(pos)));
dummy->setName(name);
//assigning a dummy body to the dummy object and adding a box shape to it
BodyDummy::create(dummy);
dummy->getBody()->addShape(ShapeBox::create(size), translate(0.0f, 0.0f, 0.0f));
return dummy;
}
/// function, creating a named cloth with specified parameters
ObjectMeshDynamicPtr createBodyCloth(char *name, float width, float height, float step, float mass, float friction, float restitution, float rigidity, float lrestitution, float arestitution, int num_iterations, const vec4& color, const Mat4& tm)
{
// creating a dynamic mesh object with a plane surface
ObjectMeshDynamicPtr OMD = Primitives::createPlane(width, height, step);
//assigning a cloth body to the dynamic mesh object and setting rope parameters
BodyClothPtr body = BodyCloth::create(OMD);
body->setMass(mass);
body->setFriction(friction);
body->setRestitution(restitution);
body->setLinearRestitution(lrestitution);
body->setAngularRestitution(arestitution);
body->setRigidity(rigidity);
body->setNumIterations(num_iterations);
// setting object's parameters and transformation
OMD->setWorldTransform(tm);
OMD->setMaterial("mesh_base", "*");
OMD->setMaterialParameterFloat4("albedo_color", color, 0);
OMD->setName(name);
return OMD;
}
/* .. */
int AppWorldLogic::init() {
player = PlayerSpectator::create();
player->setPosition(Vec3(30.0f, 0.0f, 30.5f));
player->setDirection(vec3(-1.0f, 0.0f, -0.4f), vec3(0.0f, 0.0f, -1.0f));
Game::setPlayer(player);
cloth = createBodyCloth("MyCloth", 20.0f, 20.0f, 1.0f, 10.0f, 0.05f, 0.05f, 0.05f, 0.2f, 0.05f, 8, vec4(0.3f, 0.3f, 1.0f, 1.0f), Mat4(translate(vec3(0.0f, 0.0f, 25.0f))));
// creating a sphere
sphere = createSphere("MySphere", 3.0f, vec4(1.0f, 0.1f, 0.1f, 1.0f), vec3(-1.0f, 0.0f, 16.0f));
// creating 2 dummy bodies to attach the cloth to
dummy1 = createBodyDummy("fixpoint1", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, -10.0f, 25.0f));
dummy2 = createBodyDummy("fixpoint2", vec3(1.0f, 1.0f, 1.0f), vec3(-10.0f, 10.0f, 25.0f));
// creating 2 particles joints to attach the cloth to dummy bodies
JointParticles::create(dummy1->getBody(), cloth->getBody(), dummy1->getPosition(), vec3(1.0f));
JointParticles::create(dummy2->getBody(), cloth->getBody(), dummy2->getPosition(), vec3(1.0f));
return 1;
}
/* .. */
Last update:
2021-04-09
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)