Comments (2)
Hi,
Have a look at the code in Slicer.cs L478 that uses MonotoneChain algorithm for the cross section triangulation. What you'd need to do is create your own triangulator and swap out MonotoneChain for your own version.
List<Vector3> intPoints
is the list of all intersection points when the cut occurs. At this point the Slicer has already created the other triangles and all you'd need to do is triangulate/create the surface from those points. You might need to consider sending more data through to that function to help with the triangulation.
Solving the triangulation for Concave cuts and all the edge cases (such as cuts with holes in them, cuts that create multiple separate objects etc..) is not a trivial problem to solve and I wish you all the best! If you manage to solve it, i'd love a pull request.
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Sure! I will try, thanks, I can already work with the intersection pointsππ
from ezy-slice.
Related Issues (20)
- Apply to Animated Model? HOT 5
- Bug: wrong slice direction when object we want to cut has different localscale on axis HOT 1
- If a mesh does not intersect the cutting plane it would be nice if I was told if it was on the upper or lower side. HOT 3
- How to test an example project?
- The name 'Normal' does not exist in the current context HOT 1
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- When cutting a complex mesh, the face does not respect the geometry HOT 1
- Lost HOT 4
- Doesn't work for more complex objects HOT 6
- After slicing the game object the original prefab holes are closed , the region is filled? i wanted to know if we can retain the original holes in the obj after slicing the game object ? HOT 3
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- Can't download the project through unity git system. HOT 1
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- I'm curious. This object is not complex, but it can't be cut HOT 1
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from ezy-slice.