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Mesh breaking/ editting

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![alt text][1] This is for my final year university project and I am comparing the looks of a pre-broken model which I've already programmed with a break thats generated upon an impact through scripting. I'm finding it hard to explain but long story short, I would like to know steps to editting an existing mesh, breaking it along scripted shapes (currently just a list of "tet"s that contain 4 points for each vertex , and the broken parts falling to the ground. so what im trying to do is create custom breaking for meshes in a scene. I have written a script that generates a list of shapes upon a collision with the object (basic pyramid like shapes at the moment, which are created around the contact point inside a large pyramid over an area) and I'm wanting to edit the original mesh, to break the original mesh into chunks along the cracks and shapes i have generated. For example, If i had a simple cuboid shaped into a wall panel, the script is attatched to the prefab and when the wall is shot with a cannonball, a large pyramid, comprising of small, random pyramids similar to shards, is created. (not visible to the player and only to be used to break the mesh into parts intersecting with each shard) I would like to find some way of breaking the existing wall into small pieces along the shards. so that although most of the wall wont actually be intersecting with the shards, the area which is, is cut along the faces of my shards/tetrohedrons out of the original mesh, leaving it in tact with a hole in it which in turn is filled with individual chunks of the original mesh. Any help would be appreaciated as I only have a couple days left to do this and I'm struggling to find any existing material. but using the Mesh class should make it possible right? [1]: /storage/temp/14041-meshwithtriangles.png

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