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Question by ysperanza · Feb 22, 2012 at 10:00 PM · collisionphysicsmeshmeshcolliderinterpenetration

Implementing Meshless Deformation

Hi you all!

I'm interested in implementing a meshless deformation component for Unity. I already have the code that simulates the deformations - what I'd like to do is use Unity's physics to detect mesh interpenetration.

The Unity documentation apparently says that the only way to receive physics collision events is to have a rigid body component attached to the collider, but since the objects I'm trying to simulate are deformable (non rigid), I can't use this. I'm moving the vertices of my deformable mesh individually (each vertex has its own speed).

How can I know exactly which vertices of a mesh in a MeshCollider are colliding (are inside) other colliders?

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avatar image Berenger · Feb 22, 2012 at 10:39 PM 0
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I think you'll have to code your own collision detection here. First distance, then bounding box and finally vertex. I've never thought about it though.

avatar image ysperanza · Feb 23, 2012 at 02:31 AM 0
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Could you clarify it? What do you mean by the three steps you mention? Do you mean to first do a "mesh radius" test, to see if the point is inside the bounding sphere, then a similar bounding box test and finally test each vertex/triangle?

avatar image Berenger · Feb 23, 2012 at 03:23 AM 0
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I mean, to optimize the algorithm, only do the heavy part (vertices by vertices) when you're sure the objects are colliding. You start by the simplest, a distance check, the a little more accurate, the bounding box, and finally the vertices. That's just the first think I thought about, maybe someone have a clever way, that's why I used a comment and not an answer.

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