skore11 / Percubed_BEAPS

Integrating KADAPT (TreeSharp, RootIK) and Nvidia Flex to test and simulate behaviors for PBD/voxel based virtual agents
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UI for shape selection implemented in the parallel nodes #13

Open skore11 opened 2 years ago

skore11 commented 2 years ago

One problem with shape selection is that when we raycast into the particles to find closest bones, we are finding bones from a snapshot of the mesh and local shape bones positions, i.e. the bones are stored on start() in meshbonesselect, this will cause errors because the bones have moved during update() to their new positions, we need probably a snap shot of the mesh bones at a specific frame and then find closest bones when raycasting into the particle lattice