I would like to have a stretchable object that can collide with other objects. This stretchy object will be attached to another object on a fixed jointed, such that moving the fixed object will whip the stretchy object around. Collisions with this stretchy object should cause it to reverse spin around the fixed object.
Video for context and clarification (skip to ~1:00):
Bottom line: Particle cloud should be physical.
I am not entirely sure how to go about rigging up something like that.
My first thought was to position a collider object halfway between the orbitals and rotate it properly… but I can’t detect any sort of physical interaction this way because it’s being manually updated instead of by the physics engine.
Second thought was to use a PID to have it chase a target set by the orbital controller. It would be moving physically and could detect collisions, but since the stretchy collider is still separate from the orbitals, I will have to capture any detected collisions and relay forces to the orbital that’s not being held. That means determining which orbital is not currently being held (maybe neither, maybe both!), doing some fancy mathemagics, and updating their velocities.
I have not attempted this yet. It’s a very intimidating undertaking, to be entirely honest. In fact, I am mostly curious if anyone has dealt with a scenario like this and might have some pointers or insight to share?
[EDIT] A thought just occurred to me that it may not even pick up collisions due to the fact that I’d be updating the collider constantly to adjust scale.
(Guess I should test that part first…)[/EDIT]
It’s like… I want to make the stretchy collider and the orbitals part of the same object so they all rotate around the fixed joint the same, but the orbitals have to be separate in order to function.
Um, so, yeah, that’s it… Any takers? ![]()
I’ll be posting updates if I make any notable progress on my own.