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Question by Ox6c23 · Sep 12, 2018 at 09:56 PM · meshvrtreevertex

VR transform tree mesh on axe hit

I'm lost. I want to deform a tree-mesh on an axe hit, at the position of the collision. How would this be possible? Mesh manipulation? Fake-holes? Shaders?

So far I tried it with moving the vertices, which can be seen in this gif:

https://imgur.com/a/KEfS5EQ

What I did to achieve that:

  • Find closest vertex to hit.point (raycast)

  • Find all triangles containing this point (+highlight them)

  • Find all vertices on a horizontal plane (the same level as the first found vertex)

  • Take those (3) vertices and assign them some velocity, code example (pseudo):



 vertexVelocities = new Vector3[mesh.vertices.Length];
 [...]
 Vector3 point = hit.point;
 point += hit.normal * forceOffset;
 
 foreach vertex on same level
 {
     Vector3 pointVertex = vertex - point;
     float attenuatedForce = force / (1f + pointVertex.sqrMagnitude);
     float velocity = attenuatedForce * Time.deltaTime;
     vertexVelocities[index] += pointVertex.normalized * velocity;
 
     displacedVertices[i] += vertexVelocities[index] * (Time.deltaTime);
 
     mesh.SetVertices(displacedVertices.ToList());
 }



Problems can be seen in the gif.
I think I need to create more triangles at the position of impact, to get a higher resolution, but how?

Also, the direction of the vertex movement is not quite right. Also, the vertices are poking out of the tree...

Is this even a "good" approach? Maybe someone here has an idea to improve that, or even an alternative way of handling the issue.

Some help would be greatly appreciated.

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