Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Cutting softbodies at runtime
#6
(23-08-2022, 12:19 PM)woffles Wrote: in regards to raycasting, the documentation mentions using a solver to do so.
Would the resulting raycast(s) come from the solver, or could I specify a certain place for a ray to start and stop?

What do you mean exactly? The solver defines a group of actors and the space they're simulated in, raycasts are a point + a direction. A ray cannot "come from a solver". You must define a ray using a point and a direction, just like you do in Unity.

Think of solvers as "worlds": when you do solver.Raycast(), you're raycasting over all actors in that solver/world.

(23-08-2022, 12:19 PM)woffles Wrote: If it does come from the solver, how would I set up a script to have multiple raycasts all checking for softbodies in different places?[/font][/size]

See the multi raycast example in the manual:
http://obi.virtualmethodstudio.com/manua...eries.html

That's a script that sets up and launches multiple raycasts in parallel over all actors in a solver, and returns a list of hits.

kind regards,
Reply


Messages In This Thread
Cutting softbodies at runtime - by woffles - 23-08-2022, 12:15 AM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 07:30 AM
RE: Cutting softbodies at runtime - by woffles - 23-08-2022, 08:13 AM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 09:00 AM
RE: Cutting softbodies at runtime - by woffles - 23-08-2022, 12:19 PM
RE: Cutting softbodies at runtime - by josemendez - 23-08-2022, 04:41 PM
RE: Cutting softbodies at runtime - by woffles - 24-08-2022, 01:23 AM