Comments (3)
You are free to implement this if you wish, but I'm not going to commit to extending the damage system like this. One thing you might want to try is using quaternions to deal with twisting or rotating vertices around a point or axis. This example is derived from my recent Convex Collider Creator asset featuring mesh deformation:
Vector3 center; //Rotation origin in local space
Quaternion twist; //Twist rotation in local space
float deformRadius; //Radius of vertices twisted around center
float deformStrength; //Strength of twisting
float deformFalloff; //Falloff for twisting based on distance to origin from each vertex
Vector3[] verts = mesh.vertices;
for (int i = 0; i < verts.Length; i++)
{
float deformAmount = Mathf.Pow(Mathf.Max(0.0f, curHook.radius - Vector3.Distance(verts[i], center)), falloff);
Vector3 newVert = center + twist * (vertices[i] - center);
verts[i] += (newVert - verts[i]) * deformAmount * strength;
}
mesh.vertices = verts;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
This is untested but gives a general idea of how to twist vertices with an arbitrary rotation. Assume the variables before the loop excluding verts are set based on the situation.
from randomation-vehicle-physics.
Well at first I was thinking that deformations are handled using bone rigging for simplification and was suprised that it actually modifies the mesh.
from randomation-vehicle-physics.
Well at first I was thinking that deformations are handled using bone rigging for simplification and was suprised that it actually modifies the mesh.
Do you have any reference for that kind of example?
from randomation-vehicle-physics.
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