This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
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
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

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

int getNumParticles() const#

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

Return value

Current number of pinned particles.

void setThreshold ( float threshold ) #

Sets a new 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 - The threshold of pinning distance.

float getThreshold() const#

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

Current threshold of pinning distance.

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

Sets a new size of the area of pinned vertices of cloth or rope body to another body.

Arguments

  • const Math::vec3& size - The size of the pinned area.

Math::vec3 getSize() const#

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

Return value

Current size of the pinned area.

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.

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 clearParticles ( ) #

Unpins the cloth or rope body completely.
Last update: 2024-08-16
Build: ()