Kna*_*ina 5 mesh unity-game-engine
我想用平面切割网格。尝试这个代码,但只得到切割网格的一部分。
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();
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}
我从这里得到了这个代码。
我也读过这个问题,但我不知道如何分割属于平面的正侧和负侧的三角形。
Sta*_* BZ -3
您可以使用资产商店中现有的资产: https://www.assetstore.unity3d.com/# !/content/59618
它不仅切割了网格,还切割了碰撞体,做了一些优化,并且是可扩展的。