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point.position.Set(newPos.x, newPos.y, point.position.z); - Collider2D collider = Physics2D.OverlapCircle(point.position, ropeRadius, staticColliderMask); - if (collider == null) continue; + point.position.Set(newPos.x, newPos.y, point.position.z); - // A static collider was met, dont move any further - Vector2 resolvedPos = collider.ClosestPoint(initialPos); + foreach (var collider in Physics2D.OverlapCircleAll(point.position, ropeRadius, staticColliderMask)) + { + if (collider == null) continue; + if (collider.isTrigger) continue; - if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue; + // A static collider was met, dont move any further + Vector2 resolvedPos = collider.ClosestPoint(initialPos); - Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized; - Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius; - //Debug.Log($"resolved pos: {point.position}->{finalPos}"); - point.position.Set(finalPos.x, finalPos.y, point.position.z); - break; + if (Vector2.Distance(initialPos, resolvedPos) < ignoreResolveThreshold) continue; + + Vector2 penetrationDir = (resolvedPos - new Vector2(point.position.x, point.position.y)).normalized; + Vector2 finalPos = resolvedPos - penetrationDir * ropeRadius; + //Debug.Log($"resolved pos: {point.position}->{finalPos}"); + point.position.Set(finalPos.x, finalPos.y, point.position.z); + shouldBreak = true; + break; + } + if (shouldBreak) + break; } // Move z position @@ -246,22 +257,26 @@ public class RopeSimulator : MonoBehaviour private void HandleStaticCollidersOfPoint(Point p) { - Collider2D hitCollider = Physics2D.OverlapCircle(p.position, ropeRadius, staticColliderMask); - if (hitCollider == null) return; + foreach (var hitCollider in Physics2D.OverlapCircleAll(p.position, ropeRadius, staticColliderMask)) + { + if (hitCollider == null) continue; + if (hitCollider.isTrigger) continue; - // Register the squeze force this rope particle is squezing the collider - Vector2 pointPos = new Vector2(p.position.x, p.position.y); - Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos); - Vector2 penetration = resolvedPos - pointPos; - Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius; + // Register the squeze force this rope particle is squezing the collider + Vector2 pointPos = new Vector2(p.position.x, p.position.y); + Vector2 resolvedPos = hitCollider.ClosestPoint(pointPos); + Vector2 penetration = resolvedPos - pointPos; + Vector2 finalPos = resolvedPos - penetration.normalized * ropeRadius; - float squezeForce; - if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce)) - colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude); - else - colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude; + float squezeForce; + if (!colliderToSquezeForce.TryGetValue(hitCollider, out squezeForce)) + colliderToSquezeForce.Add(hitCollider, squezeForce + penetration.magnitude); + else + colliderToSquezeForce[hitCollider] = squezeForce + penetration.magnitude; - p.position.Set(finalPos.x, finalPos.y, p.position.z); + p.position.Set(finalPos.x, finalPos.y, p.position.z); + + } } void CreateOrderArray()