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Question by m4thus4n · May 31, 2021 at 07:50 PM · 2dunity 2d2d-physicscollision2drope

How can I allow the rope to correctly interact with Box and Polygon colliders?

In order to build 2d rope physics in my game, I download the github project from Jongallant in this link. In my game, I want the rope to collide with objects with different types of colliders such as box collider or polygon collider (the algorithm he provided only works with circle colliders).

I made modification to the code of the project file. In Rope script, I have the following lines :

 using System.Collections.Generic;
 using UnityEngine;
 
 public class Rope : MonoBehaviour
 {
     LineRenderer LineRenderer;
     Vector3[] LinePositions;
 
     private List<RopeNode> RopeNodes = new List<RopeNode>();
     private float NodeDistance = 0.2f;
     private int TotalNodes = 50;
     private float RopeWidth = 0.1f;
 
     Camera Camera;
 
     int LayerMask = 1;
     ContactFilter2D ContactFilter;    
     RaycastHit2D[] RaycastHitBuffer = new RaycastHit2D[10];
     RaycastHit2D[] RaycastHitBuffer1 = new RaycastHit2D[10];
     Collider2D[] ColliderHitBuffer = new Collider2D[10];
 
     Vector3 Gravity = new Vector2(0f, -5f);
     Vector2 Node1Lock;
 
     void Start()
     {
         Camera = Camera.main;
 
         ContactFilter = new ContactFilter2D
         {
             layerMask = LayerMask,
             useTriggers = false,
         };
 
         LineRenderer = this.GetComponent<LineRenderer>();
 
         // Generate some rope nodes based on properties
         Vector3 startPosition = Vector2.zero;
         for (int i = 0; i < TotalNodes; i++)
         {            
             RopeNode node = (GameObject.Instantiate(Resources.Load("RopeNode") as GameObject)).GetComponent<RopeNode>();
             node.transform.position = startPosition;
             node.PreviousPosition = startPosition;
             RopeNodes.Add(node);
 
             startPosition.y -= NodeDistance;
         }
 
         // for line renderer data
         LinePositions = new Vector3[TotalNodes];
     }
 
 
     void Update()
     {
         // Attach rope end to mouse click position
         if (Input.GetMouseButtonDown(0))
         {
             Node1Lock = Camera.ScreenToWorldPoint(Input.mousePosition);
         }
 
         DrawRope();
     }
 
     private void FixedUpdate()
     {
         Simulate();
                        
         // Higher iteration results in stiffer ropes and stable simulation
         for (int i = 0; i < 80; i++)
         {
             ApplyConstraint();
 
             // Playing around with adjusting collisions at intervals - still stable when iterations are skipped
             if (i % 2 == 1)
                 AdjustCollisions();
         }
     }
 
     private void Simulate()
     {
         // step each node in rope
         for (int i = 0; i < TotalNodes; i++)
         {            
             // derive the velocity from previous frame
             Vector3 velocity = RopeNodes[i].transform.position - RopeNodes[i].PreviousPosition;
             RopeNodes[i].PreviousPosition = RopeNodes[i].transform.position;
 
             // calculate new position
             Vector3 newPos = RopeNodes[i].transform.position + velocity;
             newPos += Gravity * Time.fixedDeltaTime;
             Vector3 direction = RopeNodes[i].transform.position - newPos;
                         
             // cast ray towards this position to check for a collision
             int result = -1;
             result = Physics2D.CircleCast(RopeNodes[i].transform.position, RopeNodes[i].transform.localScale.x / 2f, -direction.normalized, ContactFilter, RaycastHitBuffer, direction.magnitude);
 
             if (result > 0)
             {
                 for (int n = 0; n < result; n++)
                 {                    
                     if (RaycastHitBuffer[n].collider.gameObject.layer == 9 || RaycastHitBuffer[n].collider.gameObject.layer == 10)
                     {
                         Vector2 hitPos = RaycastHitBuffer[n].point;
                         newPos = hitPos;
                         break;            
                     
                     }
                 }
             }
 
             RopeNodes[i].transform.position = newPos;
         }
     }
     
     private void AdjustCollisions()
     {
         // Loop rope nodes and check if currently colliding
         for (int i = 0; i < TotalNodes - 1; i++)
         {
             RopeNode node = RopeNodes[i];
 
             int result = -1;
             result = Physics2D.OverlapCircleNonAlloc(node.transform.position, node.transform.localScale.x / 2f, ColliderHitBuffer);
 
             if (result > 0)
             {
                 for (int n = 0; n < result; n++)
                 {
                     if (ColliderHitBuffer[n].gameObject.layer != 8)
                     {
                         if(ColliderHitBuffer[n].gameObject.layer == 9) {
                             // Adjust the rope node position to be outside collision
                             Vector3 collidercenter = ColliderHitBuffer[n].transform.position;
                             Vector3 collisionDirection = node.transform.position - collidercenter;
 
                             Vector3 hitPos = collidercenter + collisionDirection.normalized * ((ColliderHitBuffer[n].transform.localScale.x / 2f) + (node.transform.localScale.x / 2f));
                             node.transform.position = hitPos;
                             break;
 
                         } else if (ColliderHitBuffer[n].gameObject.layer == 10) {
 
                             Vector3 velocity = RopeNodes[i].transform.position - RopeNodes[i].PreviousPosition;
                             
                             Vector3 newPos = RopeNodes[i].transform.position + velocity;
                             newPos += Gravity * Time.fixedDeltaTime;
                             Vector3 direction = RopeNodes[i].transform.position - newPos;
                                         
                             int result1 = -1;
                             result1 = Physics2D.CircleCast(RopeNodes[i].transform.position, RopeNodes[i].transform.localScale.x / 2f, -direction.normalized, ContactFilter, RaycastHitBuffer1, direction.magnitude);
 
                             if (result1 > 0)
                             {
                                 for (int m = 0; m < result1; m++)
                                 {                    
                                     if (RaycastHitBuffer1[m].collider.gameObject.layer == 10)
                                     {
                                         Vector3 collidercenter = ColliderHitBuffer[n].transform.position;
                                         Vector3 collisionDirection = node.transform.position - collidercenter;
 
                                         Vector3 raycastHit2DPoint = new Vector3(RaycastHitBuffer1[n].point.x, RaycastHitBuffer1[n].point.y, 0);
 
                                         Vector3 hitPos1 = raycastHit2DPoint + collisionDirection.normalized * (node.transform.localScale.x / 2f);
                                         node.transform.position = hitPos1;
                                         break;          
                                     }
                                 }
                             }
                         } 
                     }
                 }
             }
         }    
     }
 
     private void ApplyConstraint()
     {
         // Check if the first node is clamped to the scene or is follwing the mouse
         if (Node1Lock != Vector2.zero)
         {
             RopeNodes[0].transform.position = Node1Lock;
         }
         else
         {
             RopeNodes[0].transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         }
 
         for (int i = 0; i < TotalNodes - 1; i++)
         {
             RopeNode node1 = RopeNodes[i];
             RopeNode node2 = RopeNodes[i + 1];
 
             // Get the current distance between rope nodes
             float currentDistance = (node1.transform.position - node2.transform.position).magnitude;
             float difference = Mathf.Abs(currentDistance - NodeDistance);
             Vector2 direction = Vector2.zero;
            
             // determine what direction we need to adjust our nodes
             if (currentDistance > NodeDistance)
             {
                 direction = (node1.transform.position - node2.transform.position).normalized;
             }
             else if (currentDistance < NodeDistance)
             {
                 direction = (node2.transform.position - node1.transform.position).normalized;
             }
 
             // calculate the movement vector
             Vector3 movement = direction * difference;
 
             // apply correction
             node1.transform.position -= (movement * 0.5f);
             node2.transform.position += (movement * 0.5f);
         }
     }
 
     private void DrawRope()
     {
         LineRenderer.startWidth = RopeWidth;
         LineRenderer.endWidth = RopeWidth;
 
         for (int n = 0; n < TotalNodes; n++)
         {
             LinePositions[n] = new Vector3(RopeNodes[n].transform.position.x, RopeNodes[n].transform.position.y, 0);
         }
 
         LineRenderer.positionCount = LinePositions.Length;
         LineRenderer.SetPositions(LinePositions);
     }
 
 }

[ The layer 9 contains the circle collider objects and the layer 10 contains the box collider objects]

In the function Apply Constraints, I added this in order to manage collision with a box collider :

 else if (ColliderHitBuffer[n].gameObject.layer == 10) {
     
     Vector3 velocity = RopeNodes[i].transform.position - RopeNodes[i].PreviousPosition;
                                 
     Vector3 newPos = RopeNodes[i].transform.position + velocity;
                                 newPos += Gravity * Time.fixedDeltaTime;
     Vector3 direction = RopeNodes[i].transform.position - newPos;
                                             
     int result1 = -1;
     result1 = Physics2D.CircleCast(RopeNodes[i].transform.position, RopeNodes[i].transform.localScale.x / 2f, -direction.normalized, ContactFilter, RaycastHitBuffer1, direction.magnitude);
     
     if (result1 > 0) {
         for (int m = 0; m < result1; m++) {                    
             if (RaycastHitBuffer1[m].collider.gameObject.layer == 10) {
                 Vector3 collidercenter = ColliderHitBuffer[n].transform.position;
                 Vector3 collisionDirection = node.transform.position - collidercenter;
     
                 Vector3 raycastHit2DPoint = new Vector3(RaycastHitBuffer1[n].point.x, RaycastHitBuffer1[n].point.y, 0);
     
                 Vector3 hitPos1 = raycastHit2DPoint + collisionDirection.normalized * (node.transform.localScale.x / 2f);
                 node.transform.position = hitPos1;
                 break;          
                 }
             }
         }
     }

But, it is not working as intended! The main issues is that the rope gets through some circles, and it "cuts corners" of the box colliders. Here is what happens: Youtube Video

Can somebody help me please?

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