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我想通过平面切割网格。 尝试使用此代码,但只能获得切割网格的一部分。(http://prntscr.com/9rne81,http://prntscr.com/9rned3)。在Unity3d中如何通过平面切割网格
public void SliceIt()
{
Vector3[] vertices = mesh.vertices;
Transform clone = clone = ((Transform)Instantiate(transform, transform.position + new Vector3(0, 0.25f, 0), transform.rotation));
Mesh meshSlice = clone.GetComponent<MeshFilter>().sharedMesh;
Vector3[] verticesSlice = meshSlice.vertices;
List<Vector3> verticesSlice2 = new List<Vector3>();
Mesh cutplanemesh = cutplane.GetComponent<MeshFilter>().sharedMesh;
Vector3[] cutplanevertices = cutplanemesh.vertices;
p1 = cutplane.TransformPoint(cutplanevertices[40]);
p2 = cutplane.TransformPoint(cutplanevertices[20]);
p3 = cutplane.TransformPoint(cutplanevertices[0]);
var myplane = new Plane(p1, p2, p3);
for (var i = 0; i < vertices.Length; i++)
{
var tmpverts = transform.TransformPoint(vertices[i]); // original object vertices
if (myplane.GetSide(tmpverts))
{
vertices[i] = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y - (myplane.GetDistanceToPoint(tmpverts)), tmpverts.z));
verticesSlice[i] = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y, tmpverts.z));
var v = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y, tmpverts.z));
verticesSlice2.Add(v);
}
else
{
var v = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y - (myplane.GetDistanceToPoint(tmpverts)), tmpverts.z));
verticesSlice2.Add(v);
}
}
mesh.vertices = verticesSlice;
mesh.RecalculateBounds();
meshSlice.vertices = verticesSlice2.ToArray();
meshSlice.RecalculateBounds();
}
我做这个代码这个:http://unitycoder.com/blog/2011/08/09/fake-mesh-slicer-v3-0/#comments
我这样说的:http://answers.unity3d.com/questions/450272/cutting-a-mesh-into-smaller-pieces.html 但我dont`t知道如何三角形分割属于平面的正面和反面。