Destructable Meshes with patterns
Posted: Wed Oct 26, 2011 4:44 pm
This is a mere unthought concept but.
Lets say you have certain "destruction patterns"
Like wood breaks towards thier fibers, Why not make some polygon modifications laws for certain materials
Lets say that the contact area or destruction area depends on a materials solidity and force of impulse.
But to simulate tree and fibers you need a solidity value for height,width and depth. where a lower value on the height will make the "crack" longer at that direction.
Then ofc these cracks are stored within the "cracks" in the model so they can futher increase in length and spread until they break and form a new object when it has reached the outer polygon lines.
each crack can have thier direction which draws towards the shortest range to a line and bends thier path even more. depending on the force.
And adding a quality value from 0 to 100 to depend on how many cracks there are in the object you can reduse cpu usage i think...
So
1: Crack points spawn at a random position within the destruction area in the polygon. A value from 1 to 100 determine how many cracks there should be.
2: The cracks gets a point tree or array to expand the crack wit ha new point when a certain distance.
3. when one of the cracks trees reaches ouside the polygon, it will connect all crackpoints to surrounding vectors and create a new object and leave the second object wit ha hole.
4 expanding it more these cracks" can also be point to where objects deform if they arent massive, otherwise it could also have a detail level of how many points that are used to deform.
I dont know the math here, but isnt there some kind of law that tells how long all points of a polygon together can tell the volume of the polygon?
In that case, cant you make some kind of equivilence to make the total outer polygon get deformed with balance of volume?
Lets say you have certain "destruction patterns"
Like wood breaks towards thier fibers, Why not make some polygon modifications laws for certain materials
Lets say that the contact area or destruction area depends on a materials solidity and force of impulse.
But to simulate tree and fibers you need a solidity value for height,width and depth. where a lower value on the height will make the "crack" longer at that direction.
Then ofc these cracks are stored within the "cracks" in the model so they can futher increase in length and spread until they break and form a new object when it has reached the outer polygon lines.
each crack can have thier direction which draws towards the shortest range to a line and bends thier path even more. depending on the force.
And adding a quality value from 0 to 100 to depend on how many cracks there are in the object you can reduse cpu usage i think...
So
1: Crack points spawn at a random position within the destruction area in the polygon. A value from 1 to 100 determine how many cracks there should be.
2: The cracks gets a point tree or array to expand the crack wit ha new point when a certain distance.
3. when one of the cracks trees reaches ouside the polygon, it will connect all crackpoints to surrounding vectors and create a new object and leave the second object wit ha hole.
4 expanding it more these cracks" can also be point to where objects deform if they arent massive, otherwise it could also have a detail level of how many points that are used to deform.
I dont know the math here, but isnt there some kind of law that tells how long all points of a polygon together can tell the volume of the polygon?
In that case, cant you make some kind of equivilence to make the total outer polygon get deformed with balance of volume?