Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by slythethieve · Sep 12, 2019 at 09:53 AM · c#scripting problemraycastingverticestriangles

Problem creating submeshes based on raycast.

Hi everybody. So I've been stuck on this problem for days now. So I have a mesh imported from Blender (picture down below) that will act as the game map. What I want to do at the moment is: - Shoot a raycast into the scene and get the triangle index with hit.triangleIndex - I then calculate the longest edge of this triangle to know which 2 vertices are next to the triangle that will form a square. - Then I call another method that takes this two vertices and finds the indices of them in the vertices array. - A call to another method that finds the index of the triangle next to the one shot with raycast. - Call to a method passing the 2 indices in the triangle list forming a square. This method is called highlight square.

Now if I wanted to delete the square I selected, then there is no problem, but if I decide to modify the a bit to move the selected square to a different submesh I run into all kinds of weird problems. I have tested multiple solutions but it breaks everytime, you name it I've seen it (freezing, outOfMemory, failed setting triangles, out of bounds, it works for the first square but when I click on another one a random square gets selected etc.).

So please guys help me out in figuring this out, if it's too complicated can you guys show me how to do this with combine meshes instead (basically separate the square I select from the mesh and then combine it to a different submesh)? Maybe it has to do with my code, maybe with the vertices array being messed up, I have no clue.

Here is the code, pardon the mess, I've changed it more than 20 times.

 ![using UnityEngine;
 using System.Collections;
 using System.Collections.Generic;
 
 public class cutHole : MonoBehaviour {
 
     private int[] triangles;
     private Vector3[] vertices;
     private int[] oldTriangles;
     private int[] newTriangles;
     private Mesh mesh;
     public  Material[] mats;
     private Renderer rend;
 
     private List<int> testL;
 
     // Use this for initialization
     void Start () {
         mesh = transform.GetComponent<MeshFilter>().mesh;
         triangles = mesh.triangles;
         vertices = mesh.vertices;
         oldTriangles = triangles;
         rend = GetComponent<Renderer>();
         testL = new List<int>();
     }
 
     void highlightSquare (int index1, int index2)
     {
         int i = 0;
         int j = 0;
         Debug.Log(index1);
         Debug.Log(index2);
         Debug.Log(oldTriangles.Length);
         Debug.Log(vertices.Length);
         newTriangles = new int[oldTriangles.Length - 6];
         while (j < oldTriangles.Length)
         {
             if (j != index1 * 3 && j != index2 * 3)
             {
                 newTriangles[i++] = oldTriangles[j++];
                 newTriangles[i++] = oldTriangles[j++];
                 newTriangles[i++] = oldTriangles[j++];
             }
             else
             {
                 testL.Add(j++);
                 testL.Add(j++);
                 testL.Add(j++);
                 //j += 3;
             }
         }
         
         mesh.subMeshCount = 2;
         foreach (int h in testL)
         {
             Debug.Log(h);
         }
         Debug.Log(vertices.Length);
         Debug.Log(vertices.Length);
         mesh.SetTriangles(newTriangles, 1);
         //mesh.SetTriangles(testL, 0);
 
 
         
         oldTriangles = newTriangles;
         triangles = oldTriangles;
         rend.materials = mats;
         Debug.Log(mesh.subMeshCount);
     }
   
     /*void deleteSquare(int index1, int index2)
     {
         //Destroy(this.gameObject.GetComponent<MeshCollider>());
         //Mesh mesh = transform.GetComponent<MeshFilter>().mesh;
         //int[] oldTriangles = triangles;
         //int[] newTriangles = new int[triangles.Length-6];
 
         int i = 0;
         int j = 0;
         while (j < triangles.Length)
         {
             if(j != index1*3 && j != index2*3)
             {
                 newTriangles[i++] = oldTriangles[j++];
                 newTriangles[i++] = oldTriangles[j++];
                 newTriangles[i++] = oldTriangles[j++];
             }
             else
             {
                 
                 j += 3;
             }
         }
         triangles = newTriangles;
         oldTriangles = triangles;
         transform.GetComponent<MeshFilter>().mesh.triangles = newTriangles;
         this.gameObject.AddComponent<MeshCollider>();
 
     }*/
 
     int findVertex(Vector3 v)
     {
         for(int i = 0; i < vertices.Length; i++)
         {
             if(vertices[i] == v)
                 return i;
         }
         Debug.Log("Not found");
         return -1;
     }
 
     int findTriangle(Vector3 v1, Vector3 v2, int notTriIndex)
     {
         int i = 0;
         int j = 0;
         int found = 0;
         while (j < triangles.Length)
         {
             if(j/3 != notTriIndex)
             {
                 if(vertices[triangles[j]] == v1 && (vertices[triangles[j+1]] == v2 || vertices[triangles[j+2]] == v2))
                     return j/3;
                 else if(vertices[triangles[j]] == v2 && (vertices[triangles[j+1]] == v1 || vertices[triangles[j+2]] == v1))
                     return j/3;
                 else if(vertices[triangles[j+1]] == v2 && (vertices[triangles[j]] == v1 || vertices[triangles[j+2]] == v1))
                     return j/3;
                 else if(vertices[triangles[j+1]] == v1 && (vertices[triangles[j]] == v2 || vertices[triangles[j+2]] == v2))
                     return j/3;
             }
 
             j+=3;
         }
         return -1;
     }
     
     
     // Update is called once per frame
     void Update () 
     {
         //Debug.Log(mesh.subMeshCount);
         if(Input.GetMouseButtonDown(0))
         {
             Debug.Log(vertices.Length);
             RaycastHit hit;
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             if(Physics.Raycast(ray, out hit, 1000.0f))
             {
                 int hitTri = hit.triangleIndex;
 
                 //get neighbour
                 Vector3 p0 = vertices[triangles[hitTri * 3 + 0]];
                 Vector3 p1 = vertices[triangles[hitTri * 3 + 1]];
                 Vector3 p2 = vertices[triangles[hitTri * 3 + 2]];
 
                 float edge1 = Vector3.Distance(p0,p1);
                 float edge2 = Vector3.Distance(p0,p2);
                 float edge3 = Vector3.Distance(p1,p2);
 
                 Vector3 shared1;
                 Vector3 shared2;
 
                 if (edge1 > edge2 && edge1 > edge3)
                 {
                     shared1 = p0;
                     shared2 = p1;
                 }
                 else if(edge2 > edge1 && edge2 > edge3)
                 {
                     shared1 = p0;
                     shared2 = p2;
                 }
                 else
                 {
                     shared1 = p1;
                     shared2 = p2;
                 }
 
                 int v1 = findVertex(shared1);
                 int v2 = findVertex(shared2);
 
                 //deleteSquare(hitTri,findTriangle(vertices[v1], vertices[v2], hitTri));
                 highlightSquare(hitTri, findTriangle(vertices[v1], vertices[v2], hitTri));}
         }
 
     }
 }][1]


[1]: /storage/temp/146057-map-unity.png

map-unity.png (237.6 kB)
Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image slythethieve · Sep 12, 2019 at 02:43 PM 0
Share

Anybody? Please.

avatar image slythethieve · Sep 13, 2019 at 06:23 AM 0
Share

Come on guys!

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

675 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Problem Creating a 2D Mesh 1 Answer

Quick way to get touching triangles? 0 Answers

How to find connected mesh triangles? 2 Answers

Mesh triangles and vertices, searching for adjacent triangle 1 Answer

Bullet bounce issue using Vector3.reflect 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges