Rope#
A rope in a scene: RopeLine physics wrapped around the scene's static geometry, plus a tube mesh that draws it. The rope owns one generated object (a lit tube, rebuilt each Update); dispose it to remove the object. Gameplay drives the free end (a character, a hook) and reads Line to constrain it. Static bodies only for now.
public sealed class Rope : IDisposableMembers: Dispose · Line · Place · Rope · Samples · Update · Visual
Dispose#
public void Dispose();Line#
public RopeLine Line { get; }Place#
public void Place(Vector3 anchor, Vector3 end, float length);Place both ends directly with no wrapping (a hook in flight): the rope is drawn straight between them.
Rope#
public Rope(RuntimeScene scene, Vector3 anchor, Vector3 end, float length, IReadOnlyList<RuntimeEntity>? ignore = null, float radius = .03f, int sides = 6, string color = "#6B4F2A");Samples#
public int Samples { get; set; }Initial value: 10
Update#
public void Update(Vector3 end);Move the free end and update wraps and the drawn tube. The caller keeps the end inside the length with RopeLine.Constrain.
Visual#
public RuntimeEntity Visual { get; }Related types#
RopeLine · RuntimeEntity · RuntimeScene
Source#
- Rope.cs