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Question by MRPoof · Jan 29, 2013 at 07:45 AM · collision

I want this script to update my mesh collider

When i click, this script modifies the mesh and mesh collider, but it only does it once, and i cannot find out why it only does it once. Please help, i want the mech to be updated as soon as i click. But only when i click.`var radius = 1.0; var pull = 10.0; private var unappliedMesh : MeshFilter;

enum FallOff { Gauss, Linear, Needle } var fallOff = FallOff.Gauss;

static function LinearFalloff (distance : float , inRadius : float) { return Mathf.Clamp01(1.0 - distance / inRadius); }

static function GaussFalloff (distance : float , inRadius : float) { return Mathf.Clamp01 (Mathf.Pow (360.0, -Mathf.Pow (distance / inRadius, 2.5) - 0.01)); }

function NeedleFalloff (dist : float, inRadius : float) { return -(dist*dist) / (inRadius * inRadius) + 1.0; }

function DeformMesh (mesh : Mesh, position : Vector3, power : float, inRadius : float) { var vertices = mesh.vertices; var normals = mesh.normals; var sqrRadius = inRadius * inRadius;

 // Calculate averaged normal of all surrounding vertices    
 var averageNormal = Vector3.zero;
 for (var i=0;i sqrRadius)
         continue;

     var distance = Mathf.Sqrt(sqrMagnitude);
     var falloff = LinearFalloff(distance, inRadius);
     averageNormal += falloff * normals[i];
 }
 averageNormal = averageNormal.normalized;
 
 // Deform vertices along averaged normal
 for (i=0;i sqrRadius)
         continue;

     distance = Mathf.Sqrt(sqrMagnitude);
     switch (fallOff)
     {
         case FallOff.Gauss:
             falloff = GaussFalloff(distance, inRadius);
             break;
         case FallOff.Needle:
             falloff = NeedleFalloff(distance, inRadius);
             break;
         default:
             falloff = LinearFalloff(distance, inRadius);
             break;
     }
     
     vertices[i] += averageNormal * falloff * power;
 }
 
 mesh.vertices = vertices;
 mesh.RecalculateNormals();
 mesh.RecalculateBounds();

}

function Update () {

 // When no button is pressed we update the mesh collider
 if (!Input.GetMouseButton (0))
 {
     // Apply collision mesh when we let go of button
     ApplyMeshCollider();
     return;
 }
     
     
 // Did we hit the surface?
 var hit : RaycastHit;
 var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 if (Physics.Raycast (ray, hit))
 {
     var filter : MeshFilter = hit.collider.GetComponent(MeshFilter);
     if (filter)
     {

         if (filter != unappliedMesh)
         {
             ApplyMeshCollider();
             unappliedMesh = filter;
         }
         
         // Deform mesh
         var relativePoint = filter.transform.InverseTransformPoint(hit.point);
         DeformMesh(filter.mesh, relativePoint, pull * Time.deltaTime, radius);
     }
 }

}

function ApplyMeshCollider () { if (unappliedMesh && unappliedMesh.GetComponent(MeshCollider)) { unappliedMesh.GetComponent(MeshCollider).mesh = unappliedMesh.mesh; } unappliedMesh = null; }`

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avatar image Mikilo · Jan 29, 2013 at 09:00 AM 0
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Look at this:

 unapplied$$anonymous$$esh.GetComponent($$anonymous$$eshCollider).mesh = unapplied$$anonymous$$esh.mesh;

If your mesh is bad, the next Raycast won't find the collider. You should put a Debug.Log() rightafter the Raycast.

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