algorithmic modeling for Rhino
Now we can make more of a break shot, the full game.
But have small errors, to do the loop in the second shot the balls falling down the board, to avoid this put the PullToSurf component, but it is still a hack.
Hope you like Nikos and terminates to fix it if u like.
Definition here:
https://www.dropbox.com/s/xa034dmh3z2mm88/8BALLinternalized_fullplay.gh?dl=0
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I already tried that and it did not work.
But see for yourself just in case.
That was my first thought exactly!
(thinking out loud:)Would it also be possible to apply a [move] component on the balls with a Z vector of 1mm, or would this mess up the definition?
...I might give it a try when I get back from work.
Yes, I have tried many possibilities but without success ...
I think that a possible solution would be that Piker makes a CollideSurf component with a input boolean to inside or outside brep... Although there may be an easier solution...
that's very nice Daniel!
the balls were also falling through the table when I was developing it. In order to avoid it I had placed them 1mm above the table brep. Of course, after the first shot they drop 1mm and touch the brep and then, on the second run of kangaroo, they are considered to be inside the brep and so they fall....
The problem with the PullToSurf component is that they no longer fall down the holes....
I don't know how this could be handled...
Still, thank you for the evolution of this definition!
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