private void Awake()
    {
        meshFilter   = GetComponent <MeshFilter>();
        meshCollider = GetComponent <MeshCollider>();
        meshRenderer = GetComponent <MeshRenderer>();

        wMesh = new WMesh(meshFilter.mesh);
    }
Esempio n. 2
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    private bool ClipByPlane(Plane plane, WMesh originMesh, out WMesh slicedMesh, out WMesh remainedMesh)
    {
        slicedMesh   = null;
        remainedMesh = null;

        List <WTriangle> bodyTris = originMesh.GetBodyTris();

        List <WTriangle> slicedTris   = new List <WTriangle>();
        List <WTriangle> remainedTris = new List <WTriangle>();

        List <WClipEdge> clipedEdges = new List <WClipEdge>();

        //Plane clipPlane = new Plane(plane.normal, Vector3.zero);
        Plane clipPlane = plane;

        for (int i = 0; i < bodyTris.Count; i++)
        {
            WTriangle tri = bodyTris[i];

            Vector3 worldPos = Target.GetPosition();
            // Using modified Sutherland-Hodgman
            Vector3 a = tri.a + worldPos;
            Vector3 b = tri.b + worldPos;
            Vector3 c = tri.c + worldPos;

            float da = clipPlane.GetDistanceToPoint(a);
            float db = clipPlane.GetDistanceToPoint(b);
            float dc = clipPlane.GetDistanceToPoint(c);


            if (WMath.InFront(da) && WMath.InFront(db) && WMath.InFront(dc))
            {
                slicedTris.Add(tri);
            }
            else if (WMath.Behind(da) && WMath.Behind(db) && WMath.Behind(dc))
            {
                remainedTris.Add(tri);
            }
            else if (WMath.InFront(da) && WMath.InFront(db) && WMath.Behind(dc))
            {
                Vector3 ac = WMath.Intersect(a, c, da, dc);
                Vector3 bc = WMath.Intersect(b, c, db, dc);

                slicedTris.Add(new WTriangle(ac, a, b, worldPos));
                slicedTris.Add(new WTriangle(b, bc, ac, worldPos));
                remainedTris.Add(new WTriangle(ac, bc, c, worldPos));

                clipedEdges.Add(new WClipEdge(ac, bc, worldPos));
            }
            else if (WMath.Behind(da) && WMath.Behind(db) && WMath.InFront(dc))
            {
                Vector3 ac = WMath.Intersect(a, c, da, dc);
                Vector3 bc = WMath.Intersect(b, c, db, dc);

                remainedTris.Add(new WTriangle(ac, a, b, worldPos));
                remainedTris.Add(new WTriangle(b, bc, ac, worldPos));
                slicedTris.Add(new WTriangle(ac, bc, c, worldPos));

                clipedEdges.Add(new WClipEdge(bc, ac, worldPos));
            }
            else if (WMath.InFront(da) && WMath.Behind(db) && WMath.InFront(dc))
            {
                Vector3 ab = WMath.Intersect(a, b, da, db);
                Vector3 bc = WMath.Intersect(b, c, db, dc);

                slicedTris.Add(new WTriangle(a, ab, c, worldPos));
                slicedTris.Add(new WTriangle(ab, bc, c, worldPos));
                remainedTris.Add(new WTriangle(ab, b, bc, worldPos));

                clipedEdges.Add(new WClipEdge(bc, ab, worldPos));
            }
            else if (WMath.Behind(da) && WMath.InFront(db) && WMath.Behind(dc))
            {
                Vector3 ab = WMath.Intersect(a, b, da, db);
                Vector3 bc = WMath.Intersect(b, c, db, dc);

                remainedTris.Add(new WTriangle(a, ab, c, worldPos));
                remainedTris.Add(new WTriangle(ab, bc, c, worldPos));
                slicedTris.Add(new WTriangle(ab, b, bc, worldPos));

                clipedEdges.Add(new WClipEdge(ab, bc, worldPos));
            }
            else if (WMath.Behind(da) && WMath.InFront(db) && WMath.InFront(dc))
            {
                Vector3 ab = WMath.Intersect(a, b, da, db);
                Vector3 ac = WMath.Intersect(a, c, da, dc);

                slicedTris.Add(new WTriangle(ab, b, c, worldPos));
                slicedTris.Add(new WTriangle(c, ac, ab, worldPos));
                remainedTris.Add(new WTriangle(ac, a, ab, worldPos));

                clipedEdges.Add(new WClipEdge(ab, ac, worldPos));
            }
            else if (WMath.InFront(da) && WMath.Behind(db) && WMath.Behind(dc))
            {
                Vector3 ab = WMath.Intersect(a, b, da, db);
                Vector3 ac = WMath.Intersect(a, c, da, dc);

                remainedTris.Add(new WTriangle(ab, b, c, worldPos));
                remainedTris.Add(new WTriangle(c, ac, ab, worldPos));
                slicedTris.Add(new WTriangle(ac, a, ab, worldPos));

                clipedEdges.Add(new WClipEdge(ac, ab, worldPos));
            }
        }

        MakeCap(clipedEdges, out List <WTriangle> slicedCap, out List <WTriangle> remainedCap);

        if (slicedTris.Count > 0 && remainedTris.Count > 0)
        {
            slicedMesh   = new WMesh(slicedTris, slicedCap);
            remainedMesh = new WMesh(remainedTris, remainedCap);
            return(true);
        }
        else
        {
            return(false);
        }
    }
Esempio n. 3
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 public WMesh GetWMesh()
 {
     wMesh = new WMesh(meshFilter.mesh);
     return(wMesh);
 }