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Medo Mex

Creating Bullet Holes

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Medo Mex    891
Hi everyone,

How do I calculate the billboard transformation to make a bullet hole at certain point on a mesh?

The mesh can be complicated (building, vehicle, interiors, etc...), so I'm looking for a way to place the bullet hole billboard on the mesh at the point the player is shooting.

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mk1x86    445
You can also take a look at this one:
[url="http://blog.wolfire.com/2009/06/how-to-project-decals/"]http://blog.wolfire.com/2009/06/how-to-project-decals/[/url]

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Medo Mex    891
I'm not looking to use shader now, is there is anyway to calculate the billboard position and vertex position information to set the billboard transformation according to that?

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stc.5421    119
1- "p" is your intersected point

2- "v1,v2,v3" are your intersected face vertices

3- "N" is your face normal or you can calculate it from your vertices
{
A = v2 - v1
B = v3 - v1
N = normalize( cross( A , B ) )
}

4- Calculate your Up and Right vector
{
up = normalize( p - v1 )
right = cross( up , N )
}

5- "Q1,Q2,Q3,Q4" are your Quad vertices and can calculate like this
{
Q1 = p + up * scale
Q2 = p - up * scale
Q3 = p + right * scale
Q4 = p - right * scale
} Edited by stc.5421

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Medo Mex    891
Hi stc.5421,

I will be using D3DXIntersect() instead, how can I get the intersected face vertices when I use D3DXIntersect()?

Also, where normalize() and cross() are located? Do you mean btVector3::normalize() and btVector3::cross()? Edited by Medo3337

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