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Question by ruslite · Mar 28, 2015 at 04:03 AM · c#raycastvertexdeformation

How to move the vertex?

 // Attach this script to a camera and it will
     // draw a debug line triangle triangle
     // at the triangle where you place the mouse.
     function Update () {
         // Only if we hit something, do we continue
         var hit : RaycastHit;
         if (!Physics.Raycast (camera.ScreenPointToRay(Input.mousePosition), hit))
             return;
 
         // Just in case, also make sure the collider also has a renderer
         // material and texture
         var meshCollider = hit.collider as MeshCollider;
         if (meshCollider == null || meshCollider.sharedMesh == null)
             return;
 
         var mesh : Mesh = meshCollider.sharedMesh;
         var vertices = mesh.vertices;
         var triangles = mesh.triangles;
 
         // Extract local space vertices that were hit
         var p0 = vertices[triangles[hit.triangleIndex * 3 + 0]];
         var p1 = vertices[triangles[hit.triangleIndex * 3 + 1]];    
         var p2 = vertices[triangles[hit.triangleIndex * 3 + 2]];   
 
         // Transform local space vertices to world space
         var hitTransform : Transform = hit.collider.transform;
         p0 = hitTransform.TransformPoint(p0);
         p1 = hitTransform.TransformPoint(p1);
         p2 = hitTransform.TransformPoint(p2);
 
         // Display with Debug.DrawLine
         Debug.DrawLine(p0, p1);
         Debug.DrawLine(p1, p2);
         Debug.DrawLine(p2, p0);
     }

I need to make deformation. vertices[i] += Vector3.forward; - don`t work. Help pls.

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avatar image maccabbe · Mar 28, 2015 at 05:04 AM 0
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vertices[i] += Vector3.forward should work although you would have to assign the vertices back to mesh.verticies

avatar image Glurth · Mar 28, 2015 at 02:44 PM 0
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Based on the description at the top of your function, you want to draw a triangle. But your question implies that you want to change the shape of your mesh.
So, when you say you want to change the vetrex, do you mean the vertex you are going to DRAW in the debug.drawline, or the vertex in the mesh itself? (If mesh itself, I agree with $$anonymous$$accabbe. If just drawn vertex; it looks like you are doing that now, no?)

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