├── .gitignore ├── .vsconfig ├── Assets ├── Materials.meta ├── Materials │ ├── black.mat │ ├── black.mat.meta │ ├── green.mat │ ├── green.mat.meta │ ├── red.mat │ ├── red.mat.meta │ ├── white.mat │ └── white.mat.meta ├── Scenes.meta ├── Scenes │ ├── SampleScene.unity │ └── SampleScene.unity.meta ├── Scripts.meta └── Scripts │ ├── CutConvexMesh.cs │ ├── CutConvexMesh.cs.meta │ ├── CutMesh.cs │ ├── CutMesh.cs.meta │ ├── CutMeshUpdated.cs │ └── CutMeshUpdated.cs.meta ├── Packages ├── manifest.json └── packages-lock.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* -------------------------------------------------------------------------------- /.vsconfig: -------------------------------------------------------------------------------- 1 | { 2 | "version": "1.0", 3 | 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9fc0d4010bbf28b4594072e72b8655ab 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e61be726504267f49bde446fb5588f3c 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/CutConvexMesh.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | public class CutConvexMesh : MonoBehaviour 7 | { 8 | //PUBLIC VARIABLES 9 | public GameObject planeObject; 10 | //PRIVATE VARIABLES 11 | private Plane planeConstruct; 12 | 13 | //game_object_data 14 | private Vector3[] vertices; 15 | private Vector3[] normals; 16 | private Vector2[] UVs; 17 | private int[] triangles; 18 | private Material[] materials; 19 | 20 | //List 21 | private List verticesList = new List(); 22 | private List trianglesList = new List(); 23 | private List normalsList = new List(); 24 | 25 | //intersection Points 26 | private List intersectionPoints = new List(); 27 | 28 | //triangles on/off side of plane 29 | private List trianglesOnPositiveSide = new List(); 30 | private List trianglesOnNegativeSide = new List(); 31 | private List trianglesToIgnore = new List(); 32 | private List newPoints = new List(); 33 | 34 | 35 | 36 | void Start() 37 | { 38 | PlaneConstructData(); 39 | GetObjectMeshData(); 40 | V_L_Converter(); 41 | SeperatePointsByPlaneSide(); 42 | CreateNewFaceTriangles(); 43 | CreateGameObject(); 44 | 45 | 46 | this.gameObject.SetActive(false); 47 | planeObject.SetActive(false); 48 | } 49 | 50 | 51 | void Update() 52 | { 53 | 54 | } 55 | 56 | void GetObjectMeshData() 57 | { 58 | Mesh meshData = this.gameObject.GetComponent().mesh; 59 | MeshRenderer meshRendererData = this.gameObject.GetComponent(); 60 | vertices = meshData.vertices; 61 | normals = meshData.normals; 62 | triangles = meshData.triangles; 63 | UVs = meshData.uv; 64 | materials = meshRendererData.materials; 65 | } 66 | 67 | void V_L_Converter()//ARRAY TO LIST CONVERTER 68 | { 69 | for (int i = 0; i < vertices.Length; i++) 70 | { 71 | verticesList.Add(vertices[i]); 72 | } 73 | for (int i = 0; i < triangles.Length; i++) 74 | { 75 | trianglesList.Add(triangles[i]); 76 | } 77 | for (int i = 0; i < normals.Length; i++) 78 | { 79 | normalsList.Add(normals[i]); 80 | } 81 | } 82 | 83 | void CreateGameObject() 84 | { 85 | GameObject go1 = new GameObject(); 86 | MeshRenderer meshRendererData = go1.AddComponent(); 87 | MeshFilter meshFilterData = go1.AddComponent(); 88 | meshFilterData.mesh.vertices = verticesList.ToArray(); 89 | meshFilterData.mesh.normals = normalsList.ToArray(); 90 | //meshFilterData.mesh.RecalculateNormals(); 91 | meshFilterData.mesh.triangles = trianglesOnPositiveSide.ToArray(); 92 | //meshFilterData.mesh.uv = UVs; 93 | meshRendererData.materials = materials; 94 | go1.AddComponent(); 95 | go1.AddComponent(); 96 | 97 | GameObject go2 = new GameObject(); 98 | meshRendererData = go2.AddComponent(); 99 | meshFilterData = go2.AddComponent(); 100 | meshFilterData.mesh.vertices = verticesList.ToArray(); 101 | meshFilterData.mesh.normals = normalsList.ToArray(); 102 | //meshFilterData.mesh.RecalculateNormals(); 103 | meshFilterData.mesh.triangles = trianglesOnNegativeSide.ToArray(); 104 | //meshFilterData.mesh.uv = UVs; 105 | meshRendererData.materials = materials; 106 | go2.AddComponent(); 107 | go2.AddComponent(); 108 | } 109 | 110 | void PlaneConstructData() 111 | { 112 | planeConstruct = new Plane(-planeObject.transform.forward, planeObject.transform.position); 113 | } 114 | 115 | void SeperatePointsByPlaneSide() 116 | { 117 | for (int i = 0; i < triangles.Length; i += 3) 118 | { 119 | //if (trianglesToIgnore.Contains(i)) continue;//ignore the triangles that have an intersection point 120 | 121 | if (planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i]])) && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 1]])) && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 2]]))) 122 | { 123 | trianglesOnPositiveSide.Add(triangles[i]); 124 | trianglesOnPositiveSide.Add(triangles[i + 1]); 125 | trianglesOnPositiveSide.Add(triangles[i + 2]); 126 | } 127 | else if (planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i]])) == false && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 1]])) == false && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 2]])) == false) 128 | { 129 | trianglesOnNegativeSide.Add(triangles[i]); 130 | trianglesOnNegativeSide.Add(triangles[i + 1]); 131 | trianglesOnNegativeSide.Add(triangles[i + 2]); 132 | } 133 | else 134 | { 135 | Vector3[] pointsOnTriangle = { 136 | vertices[triangles[i]], 137 | vertices[triangles[i+1]], 138 | vertices[triangles[i+2]] 139 | }; 140 | CreateNewTriangles(pointsOnTriangle, i); 141 | } 142 | } 143 | } 144 | 145 | void CreateNewTriangles(Vector3[] pointsOnTriangle, int triangleIndex) 146 | { 147 | Vector3 newVertex1 = new Vector3(); 148 | Vector3 newVertex2 = new Vector3(); 149 | 150 | List posSide = new List(); 151 | List negSide = new List(); 152 | 153 | foreach (Vector3 point in pointsOnTriangle) 154 | { 155 | if (planeConstruct.GetSide(point)) 156 | { 157 | posSide.Add(point); 158 | } 159 | else { negSide.Add(point); } 160 | } 161 | 162 | if (posSide.Count == 1) 163 | { 164 | for (int i = 0; i < negSide.Count; i++) 165 | { 166 | float distance; 167 | Vector3 direction = (negSide[i] - posSide[0]).normalized; 168 | Ray ray = new Ray(posSide[0], direction); 169 | planeConstruct.Raycast(ray, out distance); 170 | if (i == 0) newVertex1 = posSide[0] + (direction * distance); 171 | if (i == 1) newVertex2 = posSide[0] + (direction * distance); 172 | } 173 | verticesList.Add(newVertex1); 174 | verticesList.Add(newVertex2); 175 | newPoints.Add(newVertex1); 176 | newPoints.Add(newVertex2); 177 | normalsList.Add(normals[triangles[triangleIndex]]); 178 | normalsList.Add(normals[triangles[triangleIndex]]); 179 | 180 | if (pointsOnTriangle.ToList().IndexOf(posSide[0]) == 0 || pointsOnTriangle.ToList().IndexOf(posSide[0]) == 2) 181 | { //one triangle on positive side 182 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 183 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 184 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 185 | //two triangles on the negative side 186 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 187 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 188 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 189 | // 190 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 191 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 192 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 193 | } 194 | else 195 | { 196 | //one triangle on positive side 197 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 198 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 199 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 200 | //two triangles on the negative side 201 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 202 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 203 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 204 | // 205 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 206 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 207 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 208 | 209 | } 210 | } 211 | 212 | if (negSide.Count == 1) 213 | { 214 | for (int i = 0; i < posSide.Count; i++) 215 | { 216 | float distance; 217 | Vector3 direction = (posSide[i] - negSide[0]).normalized; 218 | Ray ray = new Ray(negSide[0], direction); 219 | planeConstruct.Raycast(ray, out distance); 220 | if (i == 0) newVertex1 = negSide[0] + (direction * distance); 221 | if (i == 1) newVertex2 = negSide[0] + (direction * distance); 222 | } 223 | verticesList.Add(newVertex1); 224 | verticesList.Add(newVertex2); 225 | newPoints.Add(newVertex1); 226 | newPoints.Add(newVertex2); 227 | normalsList.Add(normals[triangles[triangleIndex]]); 228 | normalsList.Add(normals[triangles[triangleIndex]]); 229 | 230 | if (pointsOnTriangle.ToList().IndexOf(negSide[0]) == 0 || pointsOnTriangle.ToList().IndexOf(negSide[0]) == 2) 231 | { 232 | //one triangle on negative side 233 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 234 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 235 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 236 | //two triangles on the positive side 237 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 238 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 239 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 240 | // 241 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 242 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 243 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 244 | } 245 | else 246 | { 247 | //one triangle on negative side 248 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 249 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 250 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 251 | //two triangles on the positive side 252 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 253 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 254 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 255 | // 256 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 257 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 258 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 259 | } 260 | } 261 | } 262 | 263 | void CreateNewFaceTriangles() 264 | { 265 | for (int i = 1; i < newPoints.Count - 1; i++) 266 | { 267 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[0])); 268 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[i + 1])); 269 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[i])); 270 | // 271 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[0])); 272 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[i])); 273 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[i + 1])); 274 | } 275 | } 276 | } 277 | -------------------------------------------------------------------------------- /Assets/Scripts/CutConvexMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0558e9c2fc7bf0d4dbede4c8eadb55af 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CutMesh.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class CutMesh : MonoBehaviour 6 | { 7 | //PUBLIC VARIABLES 8 | public GameObject planeObject; 9 | //PRIVATE VARIABLES 10 | private Plane planeConstruct; 11 | 12 | //game_object_data 13 | private Vector3[] vertices; 14 | private Vector3[] normals; 15 | private Vector2[] UVs; 16 | private int[] triangles; 17 | private Material[] materials; 18 | 19 | //List 20 | private List verticesList=new List(); 21 | private List trianglesList=new List(); 22 | private List normalsList=new List(); 23 | 24 | //intersection Points 25 | private List intersectionPoints = new List(); 26 | 27 | //triangles on/off side of plane 28 | private List trianglesOnPositiveSide = new List(); 29 | private List trianglesOnNegativeSide = new List(); 30 | private List trianglesToIgnore = new List(); 31 | 32 | // Start is called before the first frame update 33 | void Start() 34 | { 35 | PlaneConstructData(); 36 | GetObjectMeshData(); 37 | V_L_Converter(); 38 | //CreateGameObject(); 39 | GenerateIntersectionPoints(); 40 | SeperatePointsByPlaneSide(); 41 | } 42 | 43 | // Update is called once per frame 44 | void Update() 45 | { 46 | /*PlaneConstructData(); 47 | GenerateIntersectionPoints(); 48 | SeperatePointsByPlaneSide();*/ 49 | 50 | DrawIntersectPoints(); 51 | DrawPointsOnSidesOfPlane(); 52 | 53 | //clear data 54 | /*intersectionPoints.Clear(); 55 | trianglesOnPositiveSide.Clear(); 56 | trianglesOnNegativeSide.Clear(); 57 | trianglesToIgnore.Clear();*/ 58 | } 59 | 60 | void GetObjectMeshData() 61 | { 62 | Mesh meshData = this.gameObject.GetComponent().mesh; 63 | MeshRenderer meshRendererData = this.gameObject.GetComponent(); 64 | vertices = meshData.vertices; 65 | normals = meshData.normals; 66 | triangles = meshData.triangles; 67 | UVs = meshData.uv; 68 | materials = meshRendererData.materials; 69 | } 70 | 71 | void V_L_Converter() 72 | { 73 | for(int i = 0; i < vertices.Length; i++) 74 | { 75 | verticesList.Add(vertices[i]); 76 | } 77 | for (int i = 0; i < triangles.Length; i++) 78 | { 79 | trianglesList.Add(triangles[i]); 80 | } 81 | for (int i = 0; i < normals.Length; i++) 82 | { 83 | normalsList.Add(normals[i]); 84 | } 85 | } 86 | 87 | void CreateGameObject() 88 | { 89 | GameObject go1=new GameObject(); 90 | go1.name = "go1"; 91 | MeshRenderer meshRendererData=go1.AddComponent(); 92 | MeshFilter meshFilterData=go1.AddComponent(); 93 | meshFilterData.mesh.vertices = verticesList.ToArray(); 94 | meshFilterData.mesh.normals = normalsList.ToArray(); 95 | meshFilterData.mesh.triangles = trianglesList.ToArray(); 96 | meshFilterData.mesh.uv = UVs; 97 | meshRendererData.materials = materials; 98 | } 99 | 100 | void GenerateIntersectionPoints() 101 | { 102 | RaycastHit hitObject; 103 | bool isHit = false; 104 | for(int i = 0; i < triangles.Length; i+=3) 105 | { 106 | isHit = false; 107 | if(Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i]]), this.transform.TransformPoint(vertices[triangles[i + 1]]) - this.transform.TransformPoint(vertices[triangles[i]]),out hitObject,Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i + 1]]), this.transform.TransformPoint(vertices[triangles[i]])))) 108 | { 109 | if(hitObject.transform.name=="Plane") intersectionPoints.Add(hitObject.point); 110 | isHit = true; 111 | } 112 | if (Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i + 1]]), this.transform.TransformPoint(vertices[triangles[i + 2]]) - this.transform.TransformPoint(vertices[triangles[i + 1]]), out hitObject, Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i + 2]]), this.transform.TransformPoint(vertices[triangles[i+1]])))) 113 | { 114 | if (hitObject.transform.name == "Plane") intersectionPoints.Add(hitObject.point); 115 | isHit=true; 116 | } 117 | if (Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i + 2]]), this.transform.TransformPoint(vertices[triangles[i]]) - this.transform.TransformPoint(vertices[triangles[i + 2]]), out hitObject,Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i]]),this.transform.TransformPoint(vertices[triangles[i+2]])))) 118 | { 119 | if (hitObject.transform.name == "Plane") intersectionPoints.Add(hitObject.point); 120 | isHit=true; 121 | } 122 | if (isHit) trianglesToIgnore.Add(i); 123 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i]]),(this.transform.TransformPoint(vertices[triangles[i+1]])- this.transform.TransformPoint(vertices[triangles[i]])).normalized,Color.blue); 124 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i+1]]),(this.transform.TransformPoint(vertices[triangles[i+2]])-this.transform.TransformPoint(vertices[triangles[i+1]])).normalized,Color.blue); 125 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i+2]]),(this.transform.TransformPoint(vertices[triangles[i]])-this.transform.TransformPoint(vertices[triangles[i+2]])).normalized,Color.blue); 126 | } 127 | } 128 | 129 | void DrawIntersectPoints() 130 | { 131 | foreach (Vector3 point in intersectionPoints) 132 | { 133 | Debug.DrawLine(this.transform.TransformPoint(point), this.transform.TransformPoint(point) + new Vector3(0.03f, 0.03f,0.03f),Color.red); 134 | } 135 | } 136 | 137 | void PlaneConstructData() 138 | { 139 | planeConstruct = new Plane(-planeObject.transform.forward, planeObject.transform.position); 140 | } 141 | 142 | void SeperatePointsByPlaneSide() 143 | { 144 | for(int i = 0; i < triangles.Length; i+=3) 145 | { 146 | if (trianglesToIgnore.Contains(i)) continue;//ignore the triangles that have an intersection point 147 | 148 | if (planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i]]))&& planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i+1]]))&& planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i+2]]))) 149 | { 150 | trianglesOnPositiveSide.Add(triangles[i]); 151 | trianglesOnPositiveSide.Add(triangles[i+1]); 152 | trianglesOnPositiveSide.Add(triangles[i+2]); 153 | } 154 | else 155 | { 156 | trianglesOnNegativeSide.Add(triangles[i]); 157 | trianglesOnNegativeSide.Add(triangles[i + 1]); 158 | trianglesOnNegativeSide.Add(triangles[i + 2]); 159 | } 160 | } 161 | } 162 | 163 | void DrawPointsOnSidesOfPlane() 164 | { 165 | for(int i = 0; i < trianglesOnPositiveSide.Count; i += 3) 166 | { 167 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 168 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i+1]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i+1]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 169 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i+2]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i+2]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 170 | } 171 | for (int i = 0; i < trianglesOnNegativeSide.Count; i += 3) 172 | { 173 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 174 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 1]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 1]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 175 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 2]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 2]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 176 | } 177 | } 178 | } 179 | -------------------------------------------------------------------------------- /Assets/Scripts/CutMesh.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2ecbd447aebecd479f631e66ef016ff 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/CutMeshUpdated.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using UnityEngine; 5 | 6 | public class CutMeshUpdated : MonoBehaviour 7 | { 8 | //PUBLIC VARIABLES 9 | public GameObject planeObject; 10 | //PRIVATE VARIABLES 11 | private Plane planeConstruct; 12 | 13 | //game_object_data 14 | private Vector3[] vertices; 15 | private Vector3[] normals; 16 | private Vector2[] UVs; 17 | private int[] triangles; 18 | private Material[] materials; 19 | 20 | //List 21 | private List verticesList = new List(); 22 | private List trianglesList = new List(); 23 | private List normalsList = new List(); 24 | 25 | //intersection Points 26 | private List intersectionPoints = new List(); 27 | 28 | //triangles on/off side of plane 29 | private List trianglesOnPositiveSide = new List(); 30 | private List trianglesOnNegativeSide = new List(); 31 | private List trianglesToIgnore = new List(); 32 | private List newPoints = new List(); 33 | 34 | // Start is called before the first frame update 35 | void Start() 36 | { 37 | PlaneConstructData(); 38 | GetObjectMeshData(); 39 | V_L_Converter(); 40 | //GenerateIntersectionPoints(); 41 | SeperatePointsByPlaneSide(); 42 | CreateNewFaceTriangles(); 43 | CreateGameObject(); 44 | this.gameObject.SetActive(false); 45 | planeObject.SetActive(false); 46 | /*foreach (KeyValuePair> value in triInterPairs){ 47 | Debug.Log("Triangle: "+value.Key); 48 | foreach(Vector3 point in value.Value) 49 | { 50 | Debug.Log(point); 51 | } 52 | Debug.Log("####"); 53 | }*/ 54 | } 55 | 56 | // Update is called once per frame 57 | void Update() 58 | { 59 | /*PlaneConstructData(); 60 | GenerateIntersectionPoints(); 61 | SeperatePointsByPlaneSide();*/ 62 | 63 | //DrawIntersectPoints(); 64 | //DrawPointsOnSidesOfPlane(); 65 | 66 | //clear data 67 | /*intersectionPoints.Clear(); 68 | trianglesOnPositiveSide.Clear(); 69 | trianglesOnNegativeSide.Clear(); 70 | trianglesToIgnore.Clear();*/ 71 | } 72 | 73 | void GetObjectMeshData() 74 | { 75 | Mesh meshData = this.gameObject.GetComponent().mesh; 76 | MeshRenderer meshRendererData = this.gameObject.GetComponent(); 77 | vertices = meshData.vertices; 78 | normals = meshData.normals; 79 | triangles = meshData.triangles; 80 | UVs = meshData.uv; 81 | materials = meshRendererData.materials; 82 | } 83 | 84 | void V_L_Converter()//ARRAY TO LIST CONVERTER 85 | { 86 | for (int i = 0; i < vertices.Length; i++) 87 | { 88 | verticesList.Add(vertices[i]); 89 | } 90 | for (int i = 0; i < triangles.Length; i++) 91 | { 92 | trianglesList.Add(triangles[i]); 93 | } 94 | for (int i = 0; i < normals.Length; i++) 95 | { 96 | normalsList.Add(normals[i]); 97 | } 98 | } 99 | 100 | void CreateGameObject() 101 | { 102 | GameObject go1 = new GameObject(); 103 | MeshRenderer meshRendererData = go1.AddComponent(); 104 | MeshFilter meshFilterData = go1.AddComponent(); 105 | meshFilterData.mesh.vertices = verticesList.ToArray(); 106 | meshFilterData.mesh.normals = normalsList.ToArray(); 107 | //meshFilterData.mesh.RecalculateNormals(); 108 | meshFilterData.mesh.triangles = trianglesOnPositiveSide.ToArray(); 109 | //meshFilterData.mesh.uv = UVs; 110 | meshRendererData.materials = materials; 111 | go1.AddComponent(); 112 | go1.AddComponent(); 113 | 114 | GameObject go2 = new GameObject(); 115 | meshRendererData = go2.AddComponent(); 116 | meshFilterData = go2.AddComponent(); 117 | meshFilterData.mesh.vertices = verticesList.ToArray(); 118 | meshFilterData.mesh.normals = normalsList.ToArray(); 119 | //meshFilterData.mesh.RecalculateNormals(); 120 | meshFilterData.mesh.triangles = trianglesOnNegativeSide.ToArray(); 121 | //meshFilterData.mesh.uv = UVs; 122 | meshRendererData.materials = materials; 123 | go2.AddComponent(); 124 | go2.AddComponent(); 125 | } 126 | 127 | void GenerateIntersectionPoints() 128 | { 129 | RaycastHit hitObject; 130 | List tmpPoints = new List(); 131 | bool isHit = false; 132 | for (int i = 0; i < triangles.Length; i += 3) 133 | { 134 | isHit = false; 135 | hitObject = new RaycastHit(); 136 | tmpPoints = new List(); 137 | if (Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i]]), this.transform.TransformPoint(vertices[triangles[i + 1]]) - this.transform.TransformPoint(vertices[triangles[i]]), out hitObject, Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i + 1]]), this.transform.TransformPoint(vertices[triangles[i]])))) 138 | { 139 | if (hitObject.transform.name == "Plane") intersectionPoints.Add(hitObject.point); 140 | tmpPoints.Add(hitObject.point); 141 | isHit = true; 142 | } 143 | if (Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i + 1]]), this.transform.TransformPoint(vertices[triangles[i + 2]]) - this.transform.TransformPoint(vertices[triangles[i + 1]]), out hitObject, Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i + 2]]), this.transform.TransformPoint(vertices[triangles[i + 1]])))) 144 | { 145 | if (hitObject.transform.name == "Plane") intersectionPoints.Add(hitObject.point); 146 | tmpPoints.Add(hitObject.point); 147 | isHit = true; 148 | } 149 | if (Physics.Raycast(this.transform.TransformPoint(vertices[triangles[i + 2]]), this.transform.TransformPoint(vertices[triangles[i]]) - this.transform.TransformPoint(vertices[triangles[i + 2]]), out hitObject, Vector3.Distance(this.transform.TransformPoint(vertices[triangles[i]]), this.transform.TransformPoint(vertices[triangles[i + 2]])))) 150 | { 151 | if (hitObject.transform.name == "Plane") intersectionPoints.Add(hitObject.point); 152 | tmpPoints.Add(hitObject.point); 153 | isHit = true; 154 | } 155 | if (isHit) trianglesToIgnore.Add(i); 156 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i]]),(this.transform.TransformPoint(vertices[triangles[i+1]])- this.transform.TransformPoint(vertices[triangles[i]])).normalized,Color.blue); 157 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i+1]]),(this.transform.TransformPoint(vertices[triangles[i+2]])-this.transform.TransformPoint(vertices[triangles[i+1]])).normalized,Color.blue); 158 | //Debug.DrawRay(this.transform.TransformPoint(vertices[triangles[i+2]]),(this.transform.TransformPoint(vertices[triangles[i]])-this.transform.TransformPoint(vertices[triangles[i+2]])).normalized,Color.blue); 159 | } 160 | } 161 | 162 | void DrawIntersectPoints() 163 | { 164 | foreach (Vector3 point in intersectionPoints) 165 | { 166 | Debug.DrawLine(this.transform.TransformPoint(point), this.transform.TransformPoint(point) + new Vector3(0.03f, 0.03f, 0.03f), Color.red); 167 | } 168 | } 169 | 170 | void PlaneConstructData() 171 | { 172 | planeConstruct = new Plane(-planeObject.transform.forward, planeObject.transform.position); 173 | } 174 | 175 | void SeperatePointsByPlaneSide() 176 | { 177 | for (int i = 0; i < triangles.Length; i += 3) 178 | { 179 | //if (trianglesToIgnore.Contains(i)) continue;//ignore the triangles that have an intersection point 180 | 181 | if (planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i]])) && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 1]])) && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 2]]))) 182 | { 183 | trianglesOnPositiveSide.Add(triangles[i]); 184 | trianglesOnPositiveSide.Add(triangles[i + 1]); 185 | trianglesOnPositiveSide.Add(triangles[i + 2]); 186 | } 187 | else if(planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i]]))==false && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 1]]))==false && planeConstruct.GetSide(this.transform.TransformPoint(vertices[triangles[i + 2]]))==false) 188 | { 189 | trianglesOnNegativeSide.Add(triangles[i]); 190 | trianglesOnNegativeSide.Add(triangles[i + 1]); 191 | trianglesOnNegativeSide.Add(triangles[i + 2]); 192 | } 193 | else 194 | { 195 | Vector3[] pointsOnTriangle = { 196 | vertices[triangles[i]], 197 | vertices[triangles[i+1]], 198 | vertices[triangles[i+2]] 199 | }; 200 | CreateNewTriangles(pointsOnTriangle, i); 201 | } 202 | } 203 | } 204 | 205 | void CreateNewTriangles(Vector3[] pointsOnTriangle,int triangleIndex) 206 | { 207 | Vector3 newVertex1 = new Vector3(); 208 | Vector3 newVertex2 = new Vector3(); 209 | 210 | List posSide = new List(); 211 | List negSide = new List(); 212 | 213 | foreach(Vector3 point in pointsOnTriangle) 214 | { 215 | if (planeConstruct.GetSide(point)) 216 | { 217 | posSide.Add(point); 218 | } 219 | else { negSide.Add(point); } 220 | } 221 | 222 | if (posSide.Count == 1) 223 | { 224 | for(int i = 0; i < negSide.Count; i++) 225 | { 226 | float distance; 227 | Vector3 direction = (negSide[i] - posSide[0]).normalized; 228 | Ray ray = new Ray(posSide[0],direction); 229 | planeConstruct.Raycast(ray,out distance); 230 | if (i == 0) newVertex1 = posSide[0] + (direction * distance); 231 | if (i == 1) newVertex2 = posSide[0] + (direction * distance); 232 | } 233 | verticesList.Add(newVertex1); 234 | verticesList.Add(newVertex2); 235 | newPoints.Add(newVertex1); 236 | newPoints.Add(newVertex2); 237 | normalsList.Add(normals[triangles[triangleIndex]]); 238 | normalsList.Add(normals[triangles[triangleIndex]]); 239 | 240 | if(pointsOnTriangle.ToList().IndexOf(posSide[0])==0 || pointsOnTriangle.ToList().IndexOf(posSide[0]) == 2) 241 | { //one triangle on positive side 242 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 243 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 244 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 245 | //two triangles on the negative side 246 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 247 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 248 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 249 | // 250 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 251 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 252 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 253 | } 254 | else 255 | { 256 | //one triangle on positive side 257 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 258 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 259 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 260 | //two triangles on the negative side 261 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[1])); 262 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 263 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 264 | // 265 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 266 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 267 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 268 | 269 | } 270 | } 271 | 272 | if(negSide.Count==1) 273 | { 274 | for(int i = 0; i < posSide.Count; i++) 275 | { 276 | float distance; 277 | Vector3 direction = (posSide[i] - negSide[0]).normalized; 278 | Ray ray = new Ray(negSide[0], direction); 279 | planeConstruct.Raycast(ray, out distance); 280 | if (i == 0) newVertex1 = negSide[0] + (direction * distance); 281 | if (i == 1) newVertex2 = negSide[0] + (direction * distance); 282 | } 283 | verticesList.Add(newVertex1); 284 | verticesList.Add(newVertex2); 285 | newPoints.Add(newVertex1); 286 | newPoints.Add(newVertex2); 287 | normalsList.Add(normals[triangles[triangleIndex]]); 288 | normalsList.Add(normals[triangles[triangleIndex]]); 289 | 290 | if (pointsOnTriangle.ToList().IndexOf(negSide[0])==0 || pointsOnTriangle.ToList().IndexOf(negSide[0]) == 2) 291 | { 292 | //one triangle on negative side 293 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 294 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 295 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 296 | //two triangles on the positive side 297 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 298 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 299 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 300 | // 301 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 302 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 303 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 304 | } 305 | else 306 | { 307 | //one triangle on negative side 308 | trianglesOnNegativeSide.Add(verticesList.IndexOf(negSide[0])); 309 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex2)); 310 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newVertex1)); 311 | //two triangles on the positive side 312 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[1])); 313 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 314 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 315 | // 316 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex1)); 317 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newVertex2)); 318 | trianglesOnPositiveSide.Add(verticesList.IndexOf(posSide[0])); 319 | } 320 | } 321 | } 322 | 323 | void CreateNewFaceTriangles() 324 | { 325 | for(int i = 1; i < newPoints.Count-1; i++) 326 | { 327 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[0])); 328 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[i+1])); 329 | trianglesOnPositiveSide.Add(verticesList.IndexOf(newPoints[i])); 330 | // 331 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[0])); 332 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[i])); 333 | trianglesOnNegativeSide.Add(verticesList.IndexOf(newPoints[i+1])); 334 | } 335 | } 336 | 337 | void DrawPointsOnSidesOfPlane() 338 | { 339 | for (int i = 0; i < trianglesOnPositiveSide.Count; i += 3) 340 | { 341 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 342 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i + 1]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i + 1]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 343 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i + 2]]), this.transform.TransformPoint(vertices[trianglesOnPositiveSide[i + 2]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.green); 344 | } 345 | for (int i = 0; i < trianglesOnNegativeSide.Count; i += 3) 346 | { 347 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 348 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 1]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 1]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 349 | Debug.DrawLine(this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 2]]), this.transform.TransformPoint(vertices[trianglesOnNegativeSide[i + 2]]) + new Vector3(0.03f, 0.03f, 0.03f), Color.yellow); 350 | } 351 | } 352 | } 353 | -------------------------------------------------------------------------------- /Assets/Scripts/CutMeshUpdated.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 35770d73e3341664b9eaafb70372bc7c 3 | MonoImporter: 4 | externalObjects: {} 5 | 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