31-10-2022, 02:16 PM
(30-10-2022, 08:15 PM)MarieGrasmeier Wrote: Hi Claudio,
I am writing because I have a similar problem / use case, trying to make a firefighting simulation involving hoses. Did you find a solution in the meantime? If yes, would you mind sharing your experience? If not: should we joint efforst to get to proper hose simulation so we will not need to do the work twice?
Best wishes,
Marie
Hi, not op, but I've done something with a lot of similarity in my project. Where ropes are connected to rigidbodies, and the player can 'pick up' one end of the rope, and drag it around the scene, attaching to objects and towing/manipulating any connected bodies.
The basic setup to this involves the following:
At either end of the rope (though in your case likely only the 'nozzle' end would need this) there is an object with rigidbody, collider, obi rigidbody, obi collider. This is the object the player will interact with.
Between this object(s) and the source of the rope, I add the rope. This is created along the standard tutorial means. Each end will be connected to the interaction objects (nozzle, spool) with an Obi particle attachment point, make sure the source is aligned to the correct point on the spline or things will get interesting. If the end is to be interacted with, you will need at least this ends particle attachment point to be dynamic. You will likely also want an Obi Cursor on the rope to programmatically handle unwinding/winding of the rope.
Lastly the player is a rigidbody that can 'pick up' any of the ends and perform any functions supplied to that rigidbody. The rope itself is basically along for the ride at that point. Just make sure the motions of both the player and the held object are handled through forces rather than directly set, otherwise things will get really floppy and stretchy.