31-01-2022, 04:42 PM
(This post was last modified: 31-01-2022, 05:20 PM by lufydad.
Edit Reason: add question on active particles array
)
I'm having a problem using the method describe above with multiple ropes. To summarize briefly, I use copy all the positions of active particles in a given obi solver (solver 0) and I apply these positions in another solver (solver 1) using this way :
But with multiples ropes, it seems like the ropes must be joined together... Like on this capture : https://imgur.com/a/0Xtm2Tq (on top it corresponds to the bug and bellow to the normal positions)
Is there some parameters that I need to check for render in solvers ?
Moreover, to get the array of activeParticles in obi solvers I had to change the code of the ObiSolver.cs and move activeParticles from private to public. It's a bit dirty... is there another way to get this array ?
Code:
for(int i=0; i<nbrActiveParticles;i++)
solver1.positions[solver1.activeParticles[i]] = solver0.positions[solver0.activeParticles[i]];
But with multiples ropes, it seems like the ropes must be joined together... Like on this capture : https://imgur.com/a/0Xtm2Tq (on top it corresponds to the bug and bellow to the normal positions)
Is there some parameters that I need to check for render in solvers ?
Moreover, to get the array of activeParticles in obi solvers I had to change the code of the ObiSolver.cs and move activeParticles from private to public. It's a bit dirty... is there another way to get this array ?