Seperating isolated triangles into mesh
Hello, I have the following dynamically generated mesh and I'm looking for a way to detach the triangles in the middle into a separate mesh:
This got generated with:
NavMeshTriangulation navmesh = NavMesh.CalculateTriangulation();
Mesh mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.vertices = navmesh.vertices;
mesh.triangles = navmesh.indices;
I looked at this thread but unfortunately the code does not provide satisfying results: http://answers.unity3d.com/questions/753188/seperating-one-single-mesh-into-meshes.html
The only real way I can think of is recursively iterate all triangles and find their neighbors; Until all neighbors and their neighbor's neighbors got added (and so on). Then redo the same for the remaining triangles that weren't iterated yet. Then use those subsets to generate meshes.
Is there maybe a more elegant solution to this problem?
Regards Walki
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