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Help  Obi rope deleteingt cutted part after cut?
#7
(28-06-2021, 09:35 AM)josemendez Wrote: Here's working code to remove part of the rope after a cut. I've subscribed to the rope's OnRopeTorn event, there I remove all elements after the cut.
The only caveat is when iterating trough elements and removing them, you must iterate backwards to avoid skipping over elements.

Code:
using UnityEngine;
using Obi;

[RequireComponent(typeof(ObiRope))]
public class DestroyTorn : MonoBehaviour
{
    void Start()
    {
        GetComponent<ObiRope>().OnRopeTorn += DestroyTeared_OnRopeTorn;
    }

    private void DestroyTeared_OnRopeTorn(ObiRope rope, ObiRope.ObiRopeTornEventArgs tearInfo)
    {
        for (int i = rope.elements.Count-1; i >= 0; --i)
        {
            var elm = rope.elements[i];

            rope.DeactivateParticle(rope.solver.particleToActor[elm.particle2].indexInActor);
            rope.elements.RemoveAt(i);

            if (elm == tearInfo.element)
                break;
        }

        rope.RebuildConstraintsFromElements();
    }

}
Thank you so much i will be try this as soon as possible
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Messages In This Thread
RE: Obi rope deleteingt cutted part after cut? - by debruw - 28-06-2021, 05:36 PM