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Is there any way to get ray intersections with meshes that don't have collisions?
(lemmy.blahaj.zone)
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I've been trying this approach now for a while (at least if i understood you correctly). Though im approximating the size of the decal by finding the location where the raycast for the bullet exits the collider instead of using a bounding box. Currently struggling a bit with sizing and positioning the decal correctly for it to show up properly😅. But im also starting to think this approach isn't going to be satisfying when i do get it to work.
The problem is that i am not sure along which direction to project the decal. If the decal projects along the path of the bullet (which would make the most physical sense i think) it can end up incredibly stretched when it encounters the mesh at a very shallow angle. Eg:
So i'm back to the original problem of not being able to determine where/which face of the "visual" mesh the bullet would hit and what its normal is, at least not without making a lot of unnecessary colliders that match it more closely. And if i use the one normal i do have access to (the one from the collider) i cannot guarantee that it is similar enough to the normal of the mesh face the decal will be projected onto to not be stretched anyways.
I dont think there is anything wrong with that picture. That makes perfect physical sense to me.
Well yeah physically its sort of right, but for one (though im not sure if this is just a difference of opinion or if its not clear from the picture) imo the streched hole does seem abnormally large. But also if i use any decal more complicated than just this black circle it would seem off. Since the bullet hole texture would be modeled off a "clean" 90 degree impact bullet hole it would look off if streched like that.
Here a simple example that makes it a bit more clear where i put a white x inside the bullet hole.
Decals that make sense for (near) 90 degree impacts would look bad (or at least very different) when stretched like this.
Oh yeah, that makes sense. You can try capping the angle between the collision normal and the incoming ray. But it will always be an approximation. I dont think you should get too hung up on it. People always see malformed decals in games. Or footprints on hard surfaces etc. Its not a big deal.