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Mar 28th, 2017
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  1. foreach (Vector3 vertexPos in vertexList)
  2. {
  3. vertexPos += (force / distanceToImpactPoint.sqrMagnitude) * impactDir;
  4. }
  5.  
  6. foreach (Vector3 vertexPos in vertexList)
  7. {
  8. float attenuatedForce = (force / distanceToImpactPoint.sqrMagnitude);
  9. float nDotD = Vector3.Dot(impactDir, currVertexNormal);
  10. vertexPos = attenuatedForce * nDotD * Vector3.Lerp(impactDir, currVertexNormal, nDotD);
  11. }
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