I'm looking for a better way of applying physics "damage" to space ship meshes (i.e. chop out convex shapes). However, doing this requires:
- Compute the HACD of the ship mesh + create compound shape.
- Subtract the boolean "damage" mesh from all the shapes in the ship mesh.
- Recompute the HACD of all the damaged shapes.
- Push back into physics engine and visuals, recreating compound shape with many more shapes.
I was thinking a better approach might be to use "subtractive" CompoundShape elements as well as the standard "additive" ones. This would mean that if a ray (or whatever) intersects a "subtractive" region, it is not counted as a collision at that point, and the algorithm continues as if one were not detected.
The process is then:
- Compute the HACD of the ship mesh + create compound shape.
- Add a SubtractiveShape (in the shape of the damage) to the compoundshape.
- Enjoy.

What are your thoughts?