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Climbing on rope and fix to move only on x, y
#5
(30-09-2021, 08:11 AM)josemendez Wrote: Depends on how familiar you are with 3d matrix/vector math. If you can convert data back and forth between local/world space, and understand some basic vector stuff (dot/cross product, projection, normalization, etc), it should be fairly easy once you get used to Obi's particle-based approach.


You can use these with Obi too:
http://obi.virtualmethodstudio.com/manua...eries.html

Is there any way to get the neighbour particle/segment of the rope?
So basically:

I got a particle position when colliding my player's collider with the rope. Now I need to get the bottom and top particle from that particle.
How can I do this?  Or just get the 10. neightbor of the particle:

Something like this:

particleNowIndex

GetParticleAbove() => particles[particleNowIndex+1]
GetParticleBelow() => particles[particleNowIndex-1]

GetNextParticle(int plusIndex) => particles[particleNowIndex+plusIndex]

GetNextParticle(-1)
GetNextParticle(+1)
GetNextParticle(-10)
GetNextParticle(+10)

Colision detected via Solver_OnCollision

foreach (var contact in e.contacts)
{
    var collision = world.colliderHandles[contact.bodyB].owner;

    if (contact.distance < 0.025f)
    {
    ....
       _handTouchedChainIndex = contact.bodyA;
    } 
}


void SwingOnRope() {

   var handTouchedChainPosition = solver.positions[_handTouchedChainIndex];

}

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Messages In This Thread
RE: Climbing on rope and fix to move only on x, y - by lacasrac - 04-10-2021, 09:24 PM