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HomeHomeDigitalRune Sof...DigitalRune Sof...Game EngineGame EngineCreate a PipeCreate a Pipe
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1/13/2012 12:51 PM
 
TheOwl
No Ranking

Joined: 1/13/2012
Posts: 3
Create a Pipe 

Goodmorning,

in my game I need visualize a 3D pipe. This pipe is not static but must be able to bend according to point where it passes. For computing the curvature we use a spline interpolation.

I want to ask you a question: do you know what is the best way to do it? 

The techniques that I tried but I'm not satisfied at all are: 

- the simplest was a line (but in XNA I can't set the thickness)

-  Cylinders attached to each other with DigitaRune physics joint (but the tube should not be bent only at the contact points but I have to bend the cylinder).

Thank you


 
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1/13/2012 2:35 PM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 448
Re: Create a Pipe 

The types in DigitalRune Physics are of little help here. We currently only support rigid body physics. Deformable bodies are not supported.

When I need to model a pipe in a 3D modelling tool, I do the following: I define the cross-section of the pipe, e.g. a circle, and then extrude the circle long the path. In a game would do the same:

  • Create the vertices that define the cross-section of the pipe.
  • Copy the vertices and each time move cross-section further along the spline curve.
  • Then connect the cross-section using triangles.

Alternatively you could use "mesh skinning" to render an animated pipe:

  • Model a straight pipe in a 3D modelling tool. Make sure that it is sufficiently subdivided.
  • Assign a skeleton consisting of several bones.
  • Then load the skinned mesh using DigitalRune Animation. (Have a look at the character animation samples.)
  • Manually adjust the bones, so that they follow the spline curve. (Or, you could use one of our IK solvers to automatically connect one end to a target position. However, IK results sometimes be unpredictable.)

Search for "spline IK" in Google. This should yield some images that demonstrate what I mean.

Now, I don't exactly know what you are trying to achieve in your game, so the solutions above might be total overkill. A simpler solution would be to model all required segments of a pipe in a 3D modeling tool and at runtime just load and combine models as needed.

 
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