Developer Guide (Version 1.11)

Rope Entity-Specific Functions

Ropes are simulated as chains of connected equal-length sticks ("segments") with point masses. Each segment can individually collide with the environment. Ropes can tie two entities together. In this case ropes add a constraint to the entities when the ropes are fully strained and won't affect their movement.

In order to collide with other objects (pushing them if necessary) in a strained state, the rope must use dynamic subdivision mode (set by rope_subdivide_segs flag).


Specifies all the parameters a rope needs to be functional.

Rope entities do not require any geometry. If you do not specify initial point positions, the rope is assumed to be hanging down from its entity position. If you do specify initial point positions, segments should have equal length but within some error margin. Ropes use an explicit friction value (not materials) to specify friction.

If pe_params_rope is passed to GetParams, pPoints will be a pointer to the first vertex in an internal rope vertex structure, and iStride will contain the size of it.

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