I cannot understand why my script is not detecting the vertices closest to the hit .point of a collider hit.
function CheckForHitVerts( hitPos : Vector3 )
{
var magRange : Vector2 = Vector2( 1, 1 );
var magRangeVerts : Vector2 = Vector2( 0, 0 );
var vertsDamaged : int = 0;
// rayhit in world space. find hit in local space.
//var hitWorldPos : Vector3; // this is passed in the function ( hitPos : Vector3 )
var hitLocalPos : Vector3 = hitPos - transform.position; // Vector3();
var vertWorldPos : Vector3;
for (var i:int = 0; i < verts.length; i ++)
{
vertWorldPos = verts *+ transform.position;*
//Debug.Log( “” + i + " vert : Localpos = " + verts + " - hitLocalPos " + hitLocalPos + " . mag " + (verts - hitLocalPos).magnitude + " :: vertWorldPos " + vertWorldPos + " - hitPos " + hitPos + " . mag " + (vertWorldPos - hitPos).magnitude + " :: " );
Debug.Log( “” + i + " vert : Localpos.norm = " + verts_.normalized + " - hitLocalPos.norm " + hitLocalPos.normalized + " . mag " + (verts*.normalized - hitLocalPos.normalized).magnitude + " :: vertWorldPos.normalized - hitPos.normalized ).mag " + (vertWorldPos.normalized - hitPos.normalized).magnitude + " :: " );*_
* // store lowest and highest magnitude*
_ if ( (verts*.normalized - hitLocalPos.normalized).magnitude < magRange.x )
{
magRange.x = (verts.normalized - hitLocalPos.normalized).magnitude;
magRangeVerts.x = i;
}
if ( (verts.normalized - hitLocalPos.normalized).magnitude > magRange.y )
{
magRange.y = (verts.normalized - hitLocalPos.normalized).magnitude;
magRangeVerts.y = i;
}*_
* // Find Damaged Verts*
_ var damage : float = rescaleCurve.Evaluate( ((hitPos - transform.position) - verts*).magnitude );*_
* if (damage > 0.0)*
* {*
//verts = verts * damage;
Debug.Log( “verts[” + i + "] * damage of " + damage + " = " + verts + " : " + ((hitPos - transform.position) - verts*).magnitude );*
* vertsDamaged ++;*
* }*
* }*
* Debug.Log( "magnitude range = " + magRange + " : vertsDamaged = " + vertsDamaged + " out of " + verts.length );*
* // Show hitPoint as point on mesh*
_ verts[magRangeVerts.x] = verts[magRangeVerts.x] * 0.5;
verts[magRangeVerts.y] = verts[magRangeVerts.y] * 1.5;_
* // update vertices*
* myMesh.vertices = verts;*
* // update Collider*
* theMeshCollider.sharedMesh = myMesh;*
}