01-07-2020, 09:34 AM
(This post was last modified: 01-07-2020, 10:13 AM by josemendez.)
You're still checking for exactly the same thing as before: if either of the two particles involved in the contact belongs to a certain rope.
You need to check if a contact involves two different ropes. So:
You need to check if a contact involves two different ropes. So:
Code:
ObiSolver.ParticleInActor pa1 = solver.particleToActor[contact.particle];
ObiSolver.ParticleInActor pa2 = solver.particleToActor[contact.other];
if (pa1.actor != pa2.actor){
// collision between two different ropes
}