Bullet Softbody Rope
Soft body ropes are best compared to chains of interconnected nodes. This page deals with setup, visualization and attaching things to soft body ropes.
Setup
The following code will create a soft body rope with 8 segments (variable
res
), and thus 8 + 2 = 10 nodes. p1
is the initial position of the first
node, and p2
is the initial position of the last node. fixeds
will be
explained later on this page.
TODO
Visualisation
So far we have a physical object, the soft body rope, but aside from the debug renderer this object is not shown in our scene. We need something to visualize the rope.
There are two ways of rendering the rope. First we can make use of a NURBS curve, or we can simple render the rope using geom lines. First we have a look at how to render the rope using geom lines.
TODO
The class BulletHelper
has a convenience method which creates a ready-to-use
Geom
for us. We only need to wrap the Geom
in a GeomNode
, and insert
it into the scene graph. Since we want the visualisation of the rope to be at
the same place as the rope we insert the GeomNode
as a child of the
BulletSoftBodyNode
.
There is just one thing missing. The GeomNode
doesn’t know that it is the
visualization of a soft body rope. When advancing the simulation time the soft
body rope will deform, but the visualization will always stay the way it has
been created. To fix this we can tell the soft body node that this particular
Geom
is it’s visualization. The soft body node will now update the Geom
each frame. This is done in the last line, by linking the geom to the soft body
node.
The result doesn’t look very good. It’s just a thin line. But instead of the above code we can use a NURBS curve for visualization.
TODO
First we create a nurbs curve (NurbsCurveEvaluator
), and then we link this
nurbs curve to the soft body rope node. The soft body node will update the nurbs
curve every frame from now on.
But we are not done yet. We still need to create something that can be seen in
the scene graph. A RopeNode
can render a NurbsCurveEvaluator
. For
details on how to configure the RopeNode
please refer to the Panda3D API
documentation; both the RopeNode
and the NurbsCurveEvaluator
are not
part of the panda3d.bullet, but core Panda3D classes.
Attaching the rope
Now we have created a rope, and we can render it. Next we want to attach the rope to something, that is “glue” it either to some other object, usually a rigid body, or to a specific position of the world.
At the beginning of this page we promised to deal with the fixeds
parameter
later on the page. This is the place. Using the fixeds
parameter we can
attach the rope to a position in the world (global coordinates!). Depending on
the value of this parameter we can attach different nodes/vertices of the rope:
0: No node/vertex is attached.
1: Only the first node/vertex is attached.
2: Only the last node/vertex is attached.
3: Both the first and the last node/vertex are attached.
Or we want to attach the soft body rope to a rigid body. In the following code snippet the last node/vertex of a soft body rope is attached to a rigid body.
TODO