Modelling of Flexible Elements

Елена Афонина, E. Afonina, Марина Николаевна Левая, M. N. Levaya, Игорь Сергеевич Левый, I. S. Levyy
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Abstract

Flexible elements are used for modeling of various hawsers, chains, ropes, tail-ropes and other elements in the programmes of simulation. Depending on a current task a set of requirements necessary for a flexible element modeling is formulated. The article presents two methods of rope, wire, cable designing in computer games programming environment Unity3D based on the use of primitive objects. The standard design method grounded in hinge joints employment is considered. The disadvantages of a standard method are noted and two new methods of modeling are offered. The developed methods consider the requirements necessary for the solution of the task at hand, they include the reality of a scene, the interaction with surrounding objects, the possibility to specify the function of a natural sag. Two methods of modeling are compared taking into account the implementation area of programs, the reflection of physical and geometrical properties of modelled entity and the reality of a scene. Both methods meet specified requirements, however it is expedient to use one of the methods for mobile scenes, such as games, exercise machines, simulators of processes, while the other fits better for static programmes.
柔性构件建模
柔性元件用于模拟程序中各种锚索、链条、绳索、尾绳和其他元件的建模。根据当前任务,制定了灵活元素建模所需的一组需求。本文介绍了在计算机游戏编程环境Unity3D中基于原始对象的两种设计方法:绳索、电线、电缆。考虑了基于铰节点使用的标准设计方法。指出了标准方法的缺点,并提出了两种新的建模方法。开发的方法考虑了解决手头任务所需的要求,包括场景的真实性,与周围物体的相互作用,指定自然凹陷功能的可能性。考虑到程序的实施范围、被建模实体的物理和几何特性的反映以及场景的真实感,对两种建模方法进行了比较。两种方法都满足特定的要求,然而,将其中一种方法用于移动场景(如游戏,健身器,过程模拟器)是方便的,而另一种方法更适合静态程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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