/// <summary> /// run cutting algorithm /// </summary> public void Cut(GameObject primitive, bool fillHoles, bool deleteOriginal) { MeshUtils.Log("Cutting: " + primitive.name); var cutter = new MeshCutter(); // create cutting plane var plane = ComputePlane(); ContourData contour; GameObject cut0, cut1; GenerationTimeMS = cutter.Cut(primitive, plane, fillHoles, deleteOriginal, crossSection, out cut0, out cut1, out contour); // contour.ShowContourDBG(float.MaxValue); // contour.CreateGameObject(true); if (cut0 != null) { cut0.AddComponent<DefaultObject>(); cut1.AddComponent<DefaultObject>(); } }
public void Cut() { MeshUtils.Log("Cutting: " + cuttingObject.name); var cutter = new MeshCutter(); // create cutting plane var plane = ComputePlane(); ContourData contour; GameObject cut0, cut1; GenerationTimeMS = cutter.Cut(cuttingObject, plane, triangulateHoles, deleteOriginal, crossSection, out cut0, out cut1, out contour); if (cut0 != null) { cut0.AddComponent<DefaultObject>(); cut1.AddComponent<DefaultObject>(); } }
/// <summary> /// run cutting algorithm /// </summary> public void Cut(GameObject primitive, bool fillHoles, bool deleteOriginal) { MeshUtils.Log("Cutting: " + primitive.name); var cutter = new MeshCutter(); // create cutting plane var plane = ComputePlane(); GameObject cut0, cut1; GenerationTimeMS = cutter.Cut(primitive, plane, fillHoles, deleteOriginal, out cut0, out cut1); if (cut0 != null) { cut0.AddComponent<DefaultObject>(); cut1.AddComponent<DefaultObject>(); } }