//Fill the hole (or holes) in the mesh private static HashSet <Hole> FillHoles(HashSet <HalfEdge3> holeEdgesI, HashSet <HalfEdge3> holeEdgesO, OrientedPlane3 orientedCutPlane, Transform meshTrans, MyVector3 planeNormal) { if (holeEdgesI == null || holeEdgesI.Count == 0) { Debug.Log("This mesh has no hole"); return(null); } //Find all separate holes HashSet <List <HalfEdge3> > allHoles = IdentifySeparateHoles(holeEdgesI); if (allHoles.Count == 0) { Debug.LogWarning("Couldn't identify any holes even though we have hole edges"); return(null); } //Debug //foreach (List<HalfEdge3> hole in allHoles) //{ // foreach (HalfEdge3 e in hole) // { // Debug.DrawLine(meshTrans.TransformPoint(e.v.position.ToVector3()), Vector3.zero, Color.white, 5f); // } //} //Fill the hole with a mesh HashSet <Hole> holeMeshes = new HashSet <Hole>(); foreach (List <HalfEdge3> hole in allHoles) { HalfEdgeData3 holeMeshI = new HalfEdgeData3(); HalfEdgeData3 holeMeshO = new HalfEdgeData3(); //Transform vertices to local position of the cut plane to make it easier to triangulate with Ear Clipping //Ear CLipping wants vertices in 2d List <MyVector2> sortedEdges_2D = new List <MyVector2>(); Transform planeTrans = orientedCutPlane.planeTrans; foreach (HalfEdge3 e in hole) { MyVector3 pMeshSpace = e.v.position; //Mesh space to Global space Vector3 pGlobalSpace = meshTrans.TransformPoint(pMeshSpace.ToVector3()); //Global space to Plane space Vector3 pPlaneSpace = planeTrans.InverseTransformPoint(pGlobalSpace); //Y is normal direction so should be 0 MyVector2 p2D = new MyVector2(pPlaneSpace.x, pPlaneSpace.z); sortedEdges_2D.Add(p2D); } //Triangulate with Ear Clipping HashSet <Triangle2> triangles = _EarClipping.Triangulate(sortedEdges_2D, null, optimizeTriangles: false); //Debug.Log($"Number of triangles from Ear Clipping: {triangles.Count}"); //Transform vertices to mesh space and half-edge data structure foreach (Triangle2 t in triangles) { //3d space Vector3 p1 = new Vector3(t.p1.x, 0f, t.p1.y); Vector3 p2 = new Vector3(t.p2.x, 0f, t.p2.y); Vector3 p3 = new Vector3(t.p3.x, 0f, t.p3.y); //Plane space to Global space Vector3 p1Global = planeTrans.TransformPoint(p1); Vector3 p2Global = planeTrans.TransformPoint(p2); Vector3 p3Global = planeTrans.TransformPoint(p3); //Global space to Mesh space Vector3 p1Mesh = meshTrans.InverseTransformPoint(p1Global); Vector3 p2Mesh = meshTrans.InverseTransformPoint(p2Global); Vector3 p3Mesh = meshTrans.InverseTransformPoint(p3Global); //For inside mesh MyMeshVertex v1_I = new MyMeshVertex(p1Mesh.ToMyVector3(), planeNormal); MyMeshVertex v2_I = new MyMeshVertex(p2Mesh.ToMyVector3(), planeNormal); MyMeshVertex v3_I = new MyMeshVertex(p3Mesh.ToMyVector3(), planeNormal); //For inside mesh MyMeshVertex v1_O = new MyMeshVertex(p1Mesh.ToMyVector3(), -planeNormal); MyMeshVertex v2_O = new MyMeshVertex(p2Mesh.ToMyVector3(), -planeNormal); MyMeshVertex v3_O = new MyMeshVertex(p3Mesh.ToMyVector3(), -planeNormal); //Now we can finally add this triangle to the half-edge data structure AddTriangleToMesh(v1_I, v2_I, v3_I, holeMeshI, null); AddTriangleToMesh(v1_O, v3_O, v2_O, holeMeshO, null); } //We also need an edge belonging to the mesh (not hole mesh) to easier merge mesh with hole //The hole edges were generated for the Inside mesh HalfEdge3 holeEdgeI = hole[0]; //But we also need an edge for the Outside mesh bool foundCorrespondingEdge = false; MyVector3 eGoingTo = holeEdgeI.v.position; MyVector3 eGoingFrom = holeEdgeI.prevEdge.v.position; foreach (HalfEdge3 holeEdgeO in holeEdgesO) { MyVector3 eOppsiteGoingTo = holeEdgeO.v.position; MyVector3 eOppsiteGoingFrom = holeEdgeO.prevEdge.v.position; if (eOppsiteGoingTo.Equals(eGoingFrom) && eOppsiteGoingFrom.Equals(eGoingTo)) { Hole newHoleMesh = new Hole(holeMeshI, holeMeshO, holeEdgeI, holeEdgeO); holeMeshes.Add(newHoleMesh); foundCorrespondingEdge = true; break; } } if (!foundCorrespondingEdge) { Debug.Log("Couldnt find opposite edge in hole, so no hole was added"); } } return(holeMeshes); }
//Should return null if the mesh couldn't be cut because it doesn't intersect with the plane //Otherwise it should return two new meshes //meshTrans is needed so we can transform the cut plane to the mesh's local space public static List <Mesh> CutMesh(Transform meshTrans, OrientedPlane3 orientedCutPlaneGlobal) { //Validate the input data if (meshTrans == null) { Debug.Log("There's transform to cut"); return(null); } Mesh mesh = meshTrans.GetComponent <MeshFilter>().mesh; if (mesh == null) { Debug.Log("There's no mesh to cut"); return(null); } //The plane with just a normal Plane3 cutPlaneGlobal = orientedCutPlaneGlobal.Plane3; //First check if the AABB of the mesh is intersecting with the plane //Otherwise we can't cut the mesh, so its a waste of time //To get the AABB in world space we need to use the mesh renderer MeshRenderer mr = meshTrans.GetComponent <MeshRenderer>(); if (mr != null) { AABB3 aabb = new AABB3(mr.bounds); //The corners of this box HashSet <MyVector3> corners = aabb.GetCorners(); if (corners != null && corners.Count > 1) { //The points are in world space so use the plane in world space if (ArePointsOnOneSideOfPlane(new List <MyVector3>(corners), cutPlaneGlobal)) { Debug.Log("This mesh can't be cut because its AABB doesnt intersect with the plane"); return(null); } } } //The two meshes we might end up with after the cut //One is in front of the plane and another is in back of the plane HalfEdgeData3 newMeshO = new HalfEdgeData3(); HalfEdgeData3 newMeshI = new HalfEdgeData3(); //The data belonging to the original mesh Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; Vector3[] normals = mesh.normals; //Save the new edges we add when cutting triangles that intersects with the plane //Need to be edges so we can later connect them with each other to fill the hole //And to remove small triangles HashSet <HalfEdge3> newEdgesO = new HashSet <HalfEdge3>(); HashSet <HalfEdge3> newEdgesI = new HashSet <HalfEdge3>(); //Transform the plane from global space to local space of the mesh MyVector3 planePosLocal = meshTrans.InverseTransformPoint(cutPlaneGlobal.pos.ToVector3()).ToMyVector3(); MyVector3 planeNormalLocal = meshTrans.InverseTransformDirection(cutPlaneGlobal.normal.ToVector3()).ToMyVector3(); Plane3 cutPlane = new Plane3(planePosLocal, planeNormalLocal); //Loop through all triangles in the original mesh for (int i = 0; i < triangles.Length; i += 3) { //Get the triangle data we need int triangleIndex1 = triangles[i + 0]; int triangleIndex2 = triangles[i + 1]; int triangleIndex3 = triangles[i + 2]; //Positions Vector3 p1_unity = vertices[triangleIndex1]; Vector3 p2_unity = vertices[triangleIndex2]; Vector3 p3_unity = vertices[triangleIndex3]; MyVector3 p1 = p1_unity.ToMyVector3(); MyVector3 p2 = p2_unity.ToMyVector3(); MyVector3 p3 = p3_unity.ToMyVector3(); //Normals MyVector3 n1 = normals[triangleIndex1].ToMyVector3(); MyVector3 n2 = normals[triangleIndex2].ToMyVector3(); MyVector3 n3 = normals[triangleIndex3].ToMyVector3(); //To make it easier to send data to methods MyMeshVertex v1 = new MyMeshVertex(p1, n1); MyMeshVertex v2 = new MyMeshVertex(p2, n2); MyMeshVertex v3 = new MyMeshVertex(p3, n3); //First check on which side of the plane these vertices are //If they are all on one side we dont have to cut the triangle bool is_p1_front = _Geometry.IsPointOutsidePlane(cutPlane, v1.position); bool is_p2_front = _Geometry.IsPointOutsidePlane(cutPlane, v2.position); bool is_p3_front = _Geometry.IsPointOutsidePlane(cutPlane, v3.position); //Build triangles belonging to respective mesh //All are outside the plane if (is_p1_front && is_p2_front && is_p3_front) { AddTriangleToMesh(v1, v2, v3, newMeshO, newEdges: null); } //All are inside the plane else if (!is_p1_front && !is_p2_front && !is_p3_front) { AddTriangleToMesh(v1, v2, v3, newMeshI, newEdges: null); } //The vertices are on different sides of the plane, so we need to cut the triangle into 3 new triangles else { //We get 6 cases where each vertex is on its own in front or in the back of the plane //p1 is outside if (is_p1_front && !is_p2_front && !is_p3_front) { CutTriangleOneOutside(v1, v2, v3, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //p1 is inside else if (!is_p1_front && is_p2_front && is_p3_front) { CutTriangleTwoOutside(v2, v3, v1, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //p2 is outside else if (!is_p1_front && is_p2_front && !is_p3_front) { CutTriangleOneOutside(v2, v3, v1, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //p2 is inside else if (is_p1_front && !is_p2_front && is_p3_front) { CutTriangleTwoOutside(v3, v1, v2, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //p3 is outside else if (!is_p1_front && !is_p2_front && is_p3_front) { CutTriangleOneOutside(v3, v1, v2, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //p3 is inside else if (is_p1_front && is_p2_front && !is_p3_front) { CutTriangleTwoOutside(v1, v2, v3, newMeshO, newMeshI, newEdgesI, newEdgesO, cutPlane); } //Something is strange if we end up here... else { Debug.Log("No case was gound where we split triangle into 3 new triangles"); } } } //Generate the new meshes only needed the old mesh intersected with the plane if (newMeshO.verts.Count == 0 || newMeshI.verts.Count == 0) { return(null); } //Find opposite edges to each edge //This is a slow process, so should be done only if the mesh is intersecting with the plane newMeshO.ConnectAllEdges(); newMeshI.ConnectAllEdges(); //Display all edges which have no opposite DebugHalfEdge.DisplayEdgesWithNoOpposite(newMeshO.edges, meshTrans, Color.white); DebugHalfEdge.DisplayEdgesWithNoOpposite(newMeshI.edges, meshTrans, Color.white); //Remove small triangles at the seam where we did the cut because they will cause shading issues if the surface is smooth //RemoveSmallTriangles(F_Mesh, newEdges); //Split each mesh into separate meshes if the original mesh is not connected, meaning it has islands HashSet <HalfEdgeData3> newMeshesO = SeparateMeshIslands(newMeshO); HashSet <HalfEdgeData3> newMeshesI = SeparateMeshIslands(newMeshI); //Fill the holes in the mesh HashSet <Hole> allHoles = FillHoles(newEdgesI, newEdgesO, orientedCutPlaneGlobal, meshTrans, planeNormalLocal); //Connect the holes with respective mesh AddHolesToMeshes(newMeshesO, newMeshesI, allHoles); //Finally generate standardized Unity meshes List <Mesh> cuttedUnityMeshes = new List <Mesh>(); foreach (HalfEdgeData3 meshData in newMeshesO) { Mesh unityMesh = meshData.ConvertToUnityMesh("Outside mesh", shareVertices: true, generateNormals: false); cuttedUnityMeshes.Add(unityMesh); } foreach (HalfEdgeData3 meshData in newMeshesI) { Mesh unityMesh = meshData.ConvertToUnityMesh("Inside mesh", shareVertices: true, generateNormals: false); cuttedUnityMeshes.Add(unityMesh); } return(cuttedUnityMeshes); }