20-08-2021, 07:09 PM
I ended up looking at the relative distance between the Particle Attachment point and the next particle on the rope, and using that as a "hacky" way to get the pull on the Particle attachment point.
Not perfect, but it works somewhat (note: the code assumes that the particle attachment is at the start of the rope, i.e. index 0):
Not perfect, but it works somewhat (note: the code assumes that the particle attachment is at the start of the rope, i.e. index 0):
Code:
Vector3 GetPullOnParticleAttachment(ObiActor rope)
{
var pAttachment = rope.solverIndices[0];
var nextP = rope.solverIndices[1];
var pAttachmentPos= rope.solver.positions[pAttachment];
var nextPPos= rope.solver.positions[nextP];
return pAttachmentPos - nextPPos;
}