Example #1
0
        public static CutResult Run(
            GameObject target,
            CuttingTemplate template
            )
        {
            Mesh          mesh = target.GetComponent <MeshFilter>().mesh;
            MeshPart      pos = new MeshPart(true), neg = new MeshPart(false);
            RingGenerator intersection_ring = new RingGenerator();

            Vector3[] vertices              = mesh.vertices;
            Vector3[] normals               = mesh.normals;
            int[]     triangles             = mesh.triangles;

            bool addNormals = normals.Length > 0;

            // Debug.Log(vertices.Length + " verts, " + triangles.Length / 3 + " tris, " + template.points.Count + "tpl. points");

            // divide mesh in half by vertices
            int i = 0;

            foreach (Vector3 vertex in vertices)
            {
                if (template.IsAbove(vertex))
                {
                    pos.indexMap.Add(i, pos.vertices.Count);
                    pos.vertices.Add(vertex);
                    if (addNormals)
                    {
                        pos.normals.Add(normals[i]);
                    }
                }
                else
                {
                    neg.indexMap.Add(i, neg.vertices.Count);
                    neg.vertices.Add(vertex);
                    if (addNormals)
                    {
                        neg.normals.Add(normals[i]);
                    }
                }
                i++;
            }

            // RingGen's are associated to first template point
            //   these define the rings used for generating strip-wise inner geometry
            // SortedDictionary are for connecting edges of strip-wise inner geometry
            //   Sorted by signed distance to template plane, so they get connected in the right order
            Dictionary <Vector3, Tuple <SortedDictionary <float, Vector3>, RingGen> > point_data = new Dictionary <Vector3, Tuple <SortedDictionary <float, Vector3>, RingGen> >();

            foreach (Vector3 point in template.points)
            {
                point_data.Add(point, new Tuple <SortedDictionary <float, Vector3>, RingGen>(new SortedDictionary <float, Vector3>(), new RingGen()));
            }

            IvSaver ivSaver = new IvSaver();

            // put triangles in correct mesh
            for (i = 0; i < triangles.Length; i += 3)
            {
                // find orignal indices
                int i_a = triangles[i],
                    i_b = triangles[i + 1],
                    i_c = triangles[i + 2];

                // find original verticies
                Vector3 a = vertices[i_a],
                        b = vertices[i_b],
                        c = vertices[i_c];

                // seperation check
                if (!ProcessTriangle(template, a, b, c, point_data, pos, neg, intersection_ring, ivSaver, addNormals))
                {
                    if (template.IsAbove(a))
                    {
                        // triangle above plane
                        pos.indices.Add(pos.indexMap[i_a]);
                        pos.indices.Add(pos.indexMap[i_b]);
                        pos.indices.Add(pos.indexMap[i_c]);
                    }
                    else
                    {
                        // triangle below plane
                        neg.indices.Add(neg.indexMap[i_a]);
                        neg.indices.Add(neg.indexMap[i_b]);
                        neg.indices.Add(neg.indexMap[i_c]);
                    }
                }
            }

            // Generate strip (inner) geometry
            SortedDictionary <float, Vector3> next_dist_map = point_data[template.points[template.isClosed ? 0 : template.points.Count - 1]].Item1;
            Vector3 next_point = template.isClosed ? template.points.First() : template.points.Last();

            for (i = template.points.Count - (template.isClosed ? 1 : 2); i >= 0; i--)
            {
                SortedDictionary <float, Vector3> dist_map = point_data[template.points[i]].Item1;
                Vector3 point = template.points[i];
                //Debugging.LogLine(template.points[i-1],template.normal);
                //Debugging.LogLine(template.points[i],template.normal);
                //Debugging.LogList(point_data[template.points[i-1]].Item1.Keys);
                //Debugging.LogList(point_data[template.points[i]].Item1.Keys);
                RingGen rg = point_data[template.points[i]].Item2;
                // Debug.Log("points: "+point+" -> "+next_point);
                //rg.MyDebugLog();
                rg.TemplateJoin(template, dist_map);
                rg.TemplateJoin(template, next_dist_map);
                //rg.MyDebugLog();
                foreach (Ring ring in rg.GetRings(false, false))
                {
                    //Debugging.DebugRing(ring.verts);
                    Vector3 normal = Vector3.Cross(template.normal, next_point - point);
                    GenerateRingMesh(ring.verts, pos, normal, true, null, addNormals);
                    //TmpGen(ring.verts,pos,normal);
                    GenerateRingMesh(ring.verts, neg, normal, false, null, addNormals);
                    //TmpGen(ring.verts,neg,normal,true);
                }
                // Debug.Log("---------------------------");
                next_dist_map = dist_map;
                next_point    = point;
            }

            // Debug.Log("template: "+template);

            return(new CutResult(target, Vector3.zero, intersection_ring.GetRings(false, false), pos, neg));
        }
Example #2
0
        private static bool ProcessTriangle(
            CuttingTemplate template,
            Vector3 a, Vector3 b, Vector3 c,
            Dictionary <Vector3, Tuple <SortedDictionary <float, Vector3>, RingGen> > point_data,
            MeshPart pos, MeshPart neg,
            RingGenerator intersection_ring,
            IvSaver ivSaver,
            bool addNormals
            )
        {
            List <Vector3> points    = template.points;
            Vector3        normal    = template.normal;
            RingGenerator  tri_rings = new RingGenerator();
            Vector3        tri_nor   = -Vector3.Cross(c - a, c - b).normalized;

            if (tri_nor == Vector3.zero)
            {
                // Debug.LogWarning("zero area tri");
                return(true);
            }
            bool    partToUse = Vector3.Dot(tri_nor, normal) > 0;
            bool    ring_dir  = partToUse;
            MUPlane tri_plane = new MUPlane(tri_nor, a);
            Vector3 ab_nor    = Vector3.Cross(tri_nor, (b - a).normalized), // vector perpendicular to edge and pointing away from triangle
                    bc_nor    = Vector3.Cross(tri_nor, (c - b).normalized),
                    ca_nor    = Vector3.Cross(tri_nor, (a - c).normalized);

        #if EPSILON_TEST
            if (Math.Abs(Vector3.Dot(tri_nor, normal)) < 0.01f)
            {
                Debug.LogWarning("epsilon ignore");
                return(false);
            }
        #endif
            // Debug.Log("tri verts: "+a+" "+b+" "+c);
            // Debug.Log((b-a).magnitude+" "+(c-b).magnitude+" "+(a-c).magnitude);
            // Debug.Log("edge norms: "+ab_nor+" "+bc_nor+" "+ca_nor);
            Dictionary <float, Vector3> map_ab = new Dictionary <float, Vector3>(), // distance (from first vertex in edge) -> vertex in edge
                                        map_bc = new Dictionary <float, Vector3>(), // used for sorting... TODO: change to SortedDictionary
                                        map_ca = new Dictionary <float, Vector3>();
            HashSet <Vector3> exiting_ivs      = new HashSet <Vector3>();
            MUPlane           ab = new MUPlane(ab_nor, a), // planes passing through edges, perpendicular to triangle
                              bc = new MUPlane(bc_nor, b),
                              ca = new MUPlane(ca_nor, c);
            // Debug.Log("tri: "+tri_plane+" "+normal);
            //Debugging.DebugRing(points);
            Vector3 opi, old_point;
            bool    oaab, oabc, oaca;
            SortedDictionary <float, Vector3> dist_map_old;
            RingGen strip_rings;
            if (template.isClosed)
            {
                opi          = tri_plane.DirectionalProject(points.Last(), normal);
                old_point    = points.Last();
                oaab         = ab.IsAbove(opi);
                oabc         = bc.IsAbove(opi);
                oaca         = ca.IsAbove(opi);
                dist_map_old = point_data[points.Last()].Item1;
                strip_rings  = point_data[points.Last()].Item2;
            }
            else
            {
                opi          = tri_plane.DirectionalProject(points.First(), normal);
                old_point    = points.First();
                oaab         = ab.IsAbove(opi);
                oabc         = bc.IsAbove(opi);
                oaca         = ca.IsAbove(opi);
                dist_map_old = point_data[points.First()].Item1;
                strip_rings  = point_data[points.First()].Item2;
            }
            bool oldInside = !(oaab || oabc || oaca);
            for (int i = template.isClosed ? 0 : 1; i < points.Count; i++)
            {
                Vector3 cur_point = points[i];
                SortedDictionary <float, Vector3> dist_map = point_data[cur_point].Item1;
                Vector3 pi = tri_plane.DirectionalProject(cur_point, normal);
                // Debug.Log(opi+" => "+pi);
                bool aab    = ab.IsAbove(pi), // above means outside edge
                     abc    = bc.IsAbove(pi),
                     aca    = ca.IsAbove(pi);
                bool inside = !(aab || abc || aca);
                // Debug.Log(aab+" "+abc+" "+aca+" | "+oaab+" "+oabc+" "+oaca);
                if (inside != oldInside)
                {
                    // Debug.Log("EDGE PAIR: "+a+" "+b+" "+c+" pi-opi: "+pi+" "+opi+" hc: "+pi.GetHashCode()+" "+opi.GetHashCode());
                    // add edge pair
                    MUPlane edge_plane;
                    Dictionary <float, Vector3> map;
                    Vector3 ep1, ep2, iv;
                    if (inside)
                    {
                        if (oaab)
                        {
                            edge_plane = ab; map = map_ab; ep1 = a; ep2 = b;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        if (oabc)
                        {
                            edge_plane = bc; map = map_bc; ep1 = b; ep2 = c;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        if (oaca)
                        {
                            edge_plane = ca; map = map_ca; ep1 = c; ep2 = a;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        throw MeshUtilsException.Internal("Point on neither side of triangle");
connect:
                        // Debug.Log("EDGE PAIR: "+iv+" "+pi+" hc: "+iv.GetHashCode()+" "+pi.GetHashCode());
                        float dist_key = template.plane.SignedDistance(pi);
                        if (!dist_map.ContainsKey(dist_key))
                        {
                            dist_map.Add(dist_key, pi);
                        }
                        map.Add((ep1 - iv).magnitude, iv);
                        strip_rings.AddConnected(ring_dir?iv:pi, ring_dir?pi:iv);
                        intersection_ring.AddConnected(ring_dir?iv:pi, ring_dir?pi:iv);
                        tri_rings.AddConnected(iv, pi);
                    }
                    else
                    {
                        // Debug.Log(a+" "+b+" "+c+" "+template_plane);
                        // Debug.Log(pa+" "+pb+" "+pc+" "+points[i-1]+" "+points[i]);
                        if (aab)
                        {
                            edge_plane = ab; map = map_ab; ep1 = a; ep2 = b;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        if (abc)
                        {
                            edge_plane = bc; map = map_bc; ep1 = b; ep2 = c;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        if (aca)
                        {
                            edge_plane = ca; map = map_ca; ep1 = c; ep2 = a;
                            iv         = ivSaver.Intersect(edge_plane, ep1, ep2, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(ep1 - iv, ep2 - iv) < 0)
                            {
                                goto connect;
                            }
                        }
                        throw MeshUtilsException.Internal("Point on neither side of triangle");
connect:
                        // Debug.Log("EDGE PAIR: "+iv+" "+opi+" hc: "+iv.GetHashCode()+" "+opi.GetHashCode());
                        float dist_key = template.plane.SignedDistance(opi);
                        if (!dist_map_old.ContainsKey(dist_key))
                        {
                            dist_map_old.Add(dist_key, opi);
                        }
                        map.Add((ep1 - iv).magnitude, iv);
                        strip_rings.AddConnected(ring_dir?opi:iv, ring_dir?iv:opi);
                        intersection_ring.AddConnected(ring_dir?opi:iv, ring_dir?iv:opi);
                        tri_rings.AddConnected(opi, iv);
                        exiting_ivs.Add(iv);
                    }
                }
                else if (inside)
                {
                    // add inner pair
                    // Debug.Log("INNER PAIR: "+a+" "+b+" "+c+" pi-opi: "+pi+" "+opi+" hc: "+pi.GetHashCode()+" "+opi.GetHashCode());
                    // Debug.Log("INNER PAIR: "+pi+" "+opi+" hc: "+pi.GetHashCode()+" "+opi.GetHashCode());
                    strip_rings.AddConnected(ring_dir?opi:pi, ring_dir?pi:opi);
                    intersection_ring.AddConnected(ring_dir?opi:pi, ring_dir?pi:opi);
                    tri_rings.AddConnected(opi, pi);
                    float dist_key = template.plane.SignedDistance(pi);
                    if (!dist_map.ContainsKey(dist_key))
                    {
                        dist_map.Add(dist_key, pi);
                    }
                    dist_key = template.plane.SignedDistance(opi);
                    if (!dist_map_old.ContainsKey(dist_key))
                    {
                        dist_map_old.Add(dist_key, opi);
                    }
                }
                else
                {
                    // add outer pair
                    if ( // test to check if edge does not cross triangle
                        (aab && oaab) ||
                        (abc && oabc) ||
                        (aca && oaca)
                        )
                    {
                        goto continue_for;
                    }
                    // crosses triangle
                    if (!aab && !oaab)   // not ab
                    {
                        Vector3 iv0 = ivSaver.Intersect(bc, b, c, opi, pi, old_point, cur_point),
                                iv1 = ivSaver.Intersect(ca, c, a, opi, pi, old_point, cur_point);
                        if (
                            Vector3.Dot(b - iv0, c - iv0) > 0 ||
                            Vector3.Dot(c - iv1, a - iv1) > 0
                            )
                        {
                            goto continue_for;
                        }
                        // Debug.Log("OUTER PAIR: "+iv0+" "+iv1+" hc: "+iv0.GetHashCode()+" "+iv1.GetHashCode());
                        map_bc.Add((b - iv0).magnitude, iv0);
                        map_ca.Add((c - iv1).magnitude, iv1);
                        bool iv0_first = (iv0 - opi).magnitude < (iv1 - opi).magnitude;
                        exiting_ivs.Add(iv0_first?iv1:iv0);
                        tri_rings.AddConnected(iv0_first?iv0:iv1, iv0_first?iv1:iv0);
                        strip_rings.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                        intersection_ring.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                    }
                    else if (!abc && !oabc)     // not bc
                    {
                        Vector3 iv0 = ivSaver.Intersect(ca, c, a, opi, pi, old_point, cur_point),
                                iv1 = ivSaver.Intersect(ab, a, b, opi, pi, old_point, cur_point);
                        if (
                            Vector3.Dot(c - iv0, a - iv0) > 0 ||
                            Vector3.Dot(a - iv1, b - iv1) > 0
                            )
                        {
                            goto continue_for;
                        }
                        // Debug.Log("OUTER PAIR: "+iv0+" "+iv1+" hc: "+iv0.GetHashCode()+" "+iv1.GetHashCode());
                        map_ca.Add((c - iv0).magnitude, iv0);
                        map_ab.Add((a - iv1).magnitude, iv1);
                        bool iv0_first = (iv0 - opi).magnitude < (iv1 - opi).magnitude;
                        exiting_ivs.Add(iv0_first?iv1:iv0);
                        tri_rings.AddConnected(iv0_first?iv0:iv1, iv0_first?iv1:iv0);
                        strip_rings.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                        intersection_ring.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                    }
                    else if (!aca && !oaca)     // not ca
                    {
                        Vector3 iv0 = ivSaver.Intersect(ab, a, b, opi, pi, old_point, cur_point),
                                iv1 = ivSaver.Intersect(bc, b, c, opi, pi, old_point, cur_point);
                        if (
                            Vector3.Dot(a - iv0, b - iv0) > 0 ||
                            Vector3.Dot(b - iv1, c - iv1) > 0
                            )
                        {
                            goto continue_for;
                        }
                        // Debug.Log("OUTER PAIR: "+iv0+" "+iv1+" hc: "+iv0.GetHashCode()+" "+iv1.GetHashCode());
                        map_ab.Add((a - iv0).magnitude, iv0);
                        map_bc.Add((b - iv1).magnitude, iv1);
                        bool iv0_first = (iv0 - opi).magnitude < (iv1 - opi).magnitude;
                        exiting_ivs.Add(iv0_first?iv1:iv0);
                        tri_rings.AddConnected(iv0_first?iv0:iv1, iv0_first?iv1:iv0);
                        strip_rings.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                        intersection_ring.AddConnected((!ring_dir ^ iv0_first)?iv0:iv1, (!ring_dir ^ iv0_first)?iv1:iv0);
                    }
                    else     // opposite sides
                    {
                        MUPlane edge_plane, edge_plane1;
                        Dictionary <float, Vector3> map, map1;
                        Vector3 iv, iv1; // iv is entry, must be one side; iv1 is exit, can be either two other sides
                        float   iv_mag, iv1_mag;
                        bool    swap_ring_dir = false;

                        if (aab && !abc && !aca || oaab && !oabc && !oaca)
                        {
                            // Debug.Log("1 swap "+oaab);
                            if (oaab)
                            {
                                swap_ring_dir = true;
                            }
                            edge_plane = ab;
                            map        = map_ab;
                            iv         = ivSaver.Intersect(ab, a, b, opi, pi, old_point, cur_point);
                            iv_mag     = (a - iv).magnitude;
                            if (Vector3.Dot(a - iv, b - iv) > 0)
                            {
                                goto continue_for;
                            }
                            iv1 = ivSaver.Intersect(bc, b, c, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(b - iv1, c - iv1) > 0)
                            {
                                iv1         = ivSaver.Intersect(ca, c, a, opi, pi, old_point, cur_point);
                                iv1_mag     = (c - iv1).magnitude;
                                edge_plane1 = ca;
                                map1        = map_ca;
                            }
                            else
                            {
                                iv1_mag     = (b - iv1).magnitude;
                                edge_plane1 = bc;
                                map1        = map_bc;
                            }
                            goto connect_opposite;
                        }
                        else if (!aab && abc && !aca || !oaab && oabc && !oaca)
                        {
                            // Debug.Log("2 swap "+oabc);
                            if (oabc)
                            {
                                swap_ring_dir = true;
                            }
                            edge_plane = bc;
                            map        = map_bc;
                            iv         = ivSaver.Intersect(bc, b, c, opi, pi, old_point, cur_point);
                            iv_mag     = (b - iv).magnitude;
                            if (Vector3.Dot(b - iv, c - iv) > 0)
                            {
                                goto continue_for;
                            }
                            iv1 = ivSaver.Intersect(ca, c, a, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(c - iv1, a - iv1) > 0)
                            {
                                iv1         = ivSaver.Intersect(ab, a, b, opi, pi, old_point, cur_point);
                                iv1_mag     = (a - iv1).magnitude;
                                edge_plane1 = ab;
                                map1        = map_ab;
                            }
                            else
                            {
                                iv1_mag     = (c - iv1).magnitude;
                                edge_plane1 = ca;
                                map1        = map_ca;
                            }
                            goto connect_opposite;
                        }
                        else if (!aab && !abc && aca || !oaab && !oabc && oaca)
                        {
                            // Debug.Log("3 swap "+oaca);
                            if (oaca)
                            {
                                swap_ring_dir = true;
                            }
                            edge_plane = ca;
                            map        = map_ca;
                            iv         = ivSaver.Intersect(ca, c, a, opi, pi, old_point, cur_point);
                            iv_mag     = (c - iv).magnitude;
                            if (Vector3.Dot(c - iv, a - iv) > 0)
                            {
                                goto continue_for;
                            }
                            iv1 = ivSaver.Intersect(ab, a, b, opi, pi, old_point, cur_point);
                            if (Vector3.Dot(a - iv1, b - iv1) > 0)
                            {
                                iv1         = ivSaver.Intersect(bc, b, c, opi, pi, old_point, cur_point);
                                iv1_mag     = (b - iv1).magnitude;
                                edge_plane1 = bc;
                                map1        = map_bc;
                            }
                            else
                            {
                                iv1_mag     = (a - iv1).magnitude;
                                edge_plane1 = ab;
                                map1        = map_ab;
                            }
                            goto connect_opposite;
                        }

                        throw MeshUtilsException.Internal("Case exhaustion failed");
connect_opposite:
                        // Debug.Log("CROSS PAIR: "+iv+" "+iv1+" hc: "+iv.GetHashCode()+" "+iv1.GetHashCode());
                        // Debug.Log("yay "+opi+" "+pi+" "+a+" "+b+" "+c+" "+aab+" "+abc+" "+aca+" "+oaab+" "+oabc+" "+oaca);
                        map.Add(iv_mag, iv);
                        map1.Add(iv1_mag, iv1);
                        exiting_ivs.Add(swap_ring_dir?iv1:iv);
                        // Debug.Log("exiting is "+(swap_ring_dir?iv1:iv));
                        strip_rings.AddConnected((!ring_dir ^ swap_ring_dir)?iv:iv1, (!ring_dir ^ swap_ring_dir)?iv1:iv);
                        intersection_ring.AddConnected((!ring_dir ^ swap_ring_dir)?iv:iv1, (!ring_dir ^ swap_ring_dir)?iv1:iv);
                        tri_rings.AddConnected(swap_ring_dir?iv:iv1, swap_ring_dir?iv1:iv);
                    }
                }
continue_for:
                old_point    = cur_point;
                oldInside    = inside;
                oaab         = aab;
                oabc         = abc;
                oaca         = aca;
                opi          = pi;
                dist_map_old = dist_map;
                strip_rings  = point_data[points[i]].Item2;
            }
            if (tri_rings.HasComplete())
            {
            #if !HANDLE_CLOSED
                throw MeshUtilsException.Internal("Template closed and within triangle not handled");
            #else
                // Debug.Log("inside");
                if (tri_rings.HasPartials())
                {
                    throw MeshUtilsException.Internal("Unexpected condition");
                }
                List <Ring> ring = tri_rings.GetRings(false, false);
                if (ring.Count != 1)
                {
                    throw MeshUtilsException.Internal("Multiple rings in single triangle");
                }
                Debugging.DebugRing(ring[0].verts);
                GenerateRingMesh(ring[0].verts, partToUse?neg:pos, tri_nor, true, null, addNormals);

                var r0 = new Ring(new List <Vector3>()
                {
                    a, b, c
                });
                var r1 = ring[0];

                r1.verts.Reverse();

                // join indices
                int i0 = 0, i1 = 0;
                r0.RingDist(r1, ref i0, ref i1);

                // the inner ring should have the opposite direction
                // join by inserting r1 at i0 in r0
                List <Vector3> res = new List <Vector3>();
                res.AddRange(r0.verts.GetRange(0, i0 + 1));               // r0 from start to split
                res.AddRange(r1.verts.GetRange(i1, r1.verts.Count - i1)); // r1 from split to end
                res.AddRange(r1.verts.GetRange(0, i1 + 1));               // r1 from start to split
                res.AddRange(r0.verts.GetRange(i0, r0.verts.Count - i0)); // r0 from split to end

                // Debugging.DebugRing(res);

                GenerateRingMesh(res, partToUse?pos:neg, tri_nor, true, null, addNormals);
                return(true);
            #endif
            }
            if (!tri_rings.HasPartials())
            {
                return(false);
            }
            // Debugging.DebugRing(points.ConvertAll(p=>tri_plane.DirectionalProject(p,normal)));
            // Debug.Log("tri verts:"+a+" "+b+" "+c);
            // tri_rings.MyDebugLog();
            // Debug.Log("connecting ivs...");
            RingGenerator inv_tri_rings = tri_rings.Duplicate();                                // seperate rings needed for other MeshPart
            ConnectIVs(exiting_ivs, a, b, c, map_ab, map_ca, map_bc, tri_rings, inv_tri_rings); // connect edges around in triangle rings
            ConnectIVs(exiting_ivs, b, c, a, map_bc, map_ab, map_ca, tri_rings, inv_tri_rings); // one call per edge
            ConnectIVs(exiting_ivs, c, a, b, map_ca, map_bc, map_ab, tri_rings, inv_tri_rings);
            // Debug.Log("gen:");
            //tri_rings.MyDebugLog();
            foreach (var ring in tri_rings.GetRings(false, false))
            {
                // Debugging.DebugRing(ring.verts);
                GenerateRingMesh(ring.verts, partToUse?neg:pos, tri_nor, true, null, addNormals);
            }
            // Debug.Log("gen inv:");
            //inv_tri_rings.MyDebugLog();
            foreach (var ring in inv_tri_rings.GetRings(false, false))
            {
                //Debugging.DebugRing(ring.verts);
                ring.verts.Reverse();
                GenerateRingMesh(ring.verts, partToUse?pos:neg, tri_nor, true, null, addNormals);
            }
            //Debug.Log("--------------- END PROCESS TRIANGLE");
            return(true);
        }