Пример #1
0
    // To do falloff we need connected verts to each vert then just need to do recursive check until none effected
    void DeformMesh()
    {
        for (int i = 0; i < verts.Length; i++)
        {
            Vector3 p      = verts[i];          // + offsets[i];
            Vector3 origin = transform.TransformPoint(p);
            if (col.bounds.Contains(origin))
            {
                // Point in collider space
                Vector3 lp = col.transform.worldToLocalMatrix.MultiplyPoint(origin);

                Vector3 np   = NearestPointTest.NearestPointOnMesh(lp, colmesh.verts, colmesh.tris, colmesh.trilist);
                float   dist = Vector3.Distance(lp, np);
                Debug.Log("[" + i + "] = " + dist.ToString("0.00000"));                 //np " + np);
            }


            sverts[i] = verts[i];
        }
    }