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Help  Rope pin+collision problem.
#2
This situation (along with its solution) is described in the pin constraints section of the manual. See "pin constraints and collisions":
http://obi.virtualmethodstudio.com/manua...aints.html

You need to use collision filtering to disable collisions between the pinned particles only. All other particles in the rope can still collide with each other just fine. See:
http://obi.virtualmethodstudio.com/manua...sions.html

You can change collision filters on a per-control point basis in the path editor. If you're creating ropes programmatically, you can pass the filter value to path.AddControlPoint(). This is a 32-bit integer where the 16 most significant bits define the collision mask, and the 16 less significant bits define the category.

You can build the filter yourself using bitwise operations, and there's also helper functions if you don't want to mess with bits yourself. ObiUtils.MakeFilter will create the filter for you given a mask and a category. For instance:


Code:
int filter = ObiUtils.MakeFilter(ObiUtils.CollideWithEverything,0);

This builds a filter for category 0 that collides with everything.
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Messages In This Thread
Rope pin+collision problem. - by WinterXYZ - 01-08-2021, 02:42 PM
RE: Rope pin+collision problem. - by josemendez - 02-08-2021, 07:46 AM
RE: Rope pin+collision problem. - by WinterXYZ - 06-08-2021, 05:38 PM
RE: Rope pin+collision problem. - by Destro26 - 22-06-2022, 09:55 PM
RE: Rope pin+collision problem. - by josemendez - 23-06-2022, 07:10 AM
RE: Rope pin+collision problem. - by Destro26 - 23-06-2022, 09:13 PM
RE: Rope pin+collision problem. - by josemendez - 24-06-2022, 07:09 AM