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- foreach (Vector3 vertexPos in vertexList)
- {
- vertexPos += (force / distanceToImpactPoint.sqrMagnitude) * impactDir;
- }
- foreach (Vector3 vertexPos in vertexList)
- {
- float attenuatedForce = (force / distanceToImpactPoint.sqrMagnitude);
- float nDotD = Vector3.Dot(impactDir, currVertexNormal);
- vertexPos = attenuatedForce * nDotD * Vector3.Lerp(impactDir, currVertexNormal, nDotD);
- }
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