10 Commits

Author SHA1 Message Date
jongjae0305 abd3c9bb36 fix: widen note lanes and clear warnings 2026-05-26 18:54:56 +09:00
jongjae0305 182d2c90b9 fix: stabilize VR UI and song playback 2026-05-26 18:21:58 +09:00
jongjae0305 5e5e918c10 docs: update project handoff status 2026-05-26 17:18:02 +09:00
jongjae0305 10e9ebae45 feat: improve VR menu pointer and BeatSaber flow 2026-05-26 17:13:02 +09:00
whdwo798 58838f0acb docs: add annotated code & code review HTML documents
학습용 HTML 2개 추가 — 전체 15개 스크립트 줄 단위 주석본(annotated_code.html)과
설계 분석/퀴즈 문서(code_review.html). LiberationSans SDF Fallback 에셋 교체.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 00:18:32 +09:00
whdwo798 2f6aff7691 feat: Game scene — SongController bridges custom map to VRBeatsKit
- SongController: loads MP3 + Beat Saber JSON map, runs countdown (3→2→1→GO),
  spawns cubes via VR_BeatManager.Spawn() synced to audioSource.time
- NoteData → SpawnEventInfo mapping: position/lineLayer → x/y, colorType → ColorSide,
  cutDirection → Direction enum
- travelTimeOverride on SpawnEventInfo: each cube's travel time is back-calculated
  from remaining time at spawn moment, so simultaneous notes arrive at hit zone together
  regardless of frame-level spawn delay
- AudioManager: add PlayClip(AudioClip) and CurrentTime property
- VR_BeatManager: respect travelTimeOverride when non-zero
- Settings.asset: targetTravelTime 0.5 → 1.8 for natural Beat Saber approach feel
- SceneBuilder ④: auto-builds Game.unity from SaberStyle, wires SongController refs,
  registers in Build Settings
- LiberationSans SDF fallback updated with NanumGothic for Korean text support
- Remove unused SampleScene

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-22 14:32:25 +09:00
whdwo798 64ef3d64ec feat: SongSelect UI polish — marquee title, button states, font
- MarqueeText: scrolling title for long song names (RectMask2D clipped)
- SongDetailPanel: difficulty selected = green (img.color direct set)
- SongSelectManager: ALL/OWNED tab active state via img.color
- Card layout: DestroyImmediate + correct rebuild order to fix zero-size title bug
- NanumGothic SDF fallback configured on LiberationSans for Korean support

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-22 13:31:04 +09:00
whdwo798 1f1100bbd8 feat: NanumGothic font + SongSelect UI fixes
- Add NanumGothic.ttf and NanumGothic SDF.asset for Korean text support
- SongSelectManager: cardFont SerializeField for card title/artist rendering
- SongDetailPanel: difficulty selected color changed from blue to green

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-22 10:42:04 +09:00
whdwo798 58c88dafff feat: SongSelect panel — NAS song list with download/play in Menu.unity
- Add DownloadManager, SongLibrary, SongSelectManager, SongDetailPanel scripts
- Rebuild SongSelect panel inside Menu.unity using VRBeatsKit style:
  left scroll list (ALL/OWNED tabs) + right detail panel (diff buttons, Download/Delete/Play)
- SceneBuilder replaced: only ③ Menu — Rebuild SongSelect Panel remains
- All UI text in English

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-22 01:22:16 +09:00
whdwo798 4dad9e5d5b feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출
- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도
- BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용
- SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정
- NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵)
- .gitignore/.gitattributes 초기 설정

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-21 23:37:34 +09:00
4020 changed files with 382366 additions and 558732 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EzySlice {
/**
* Quick Internal structure which checks where the point lays on the
* Plane. UP = Upwards from the Normal, DOWN = Downwards from the Normal
* ON = Point lays straight on the plane
*/
public enum SideOfPlane {
UP,
DOWN,
ON
}
/**
* Represents a simple 3D Plane structure with a position
* and direction which extends infinitely in its axis. This provides
* an optimal structure for collision tests for the slicing framework.
*/
public struct Plane {
private Vector3 m_normal;
private float m_dist;
// this is for editor debugging only! do NOT try to access this
// variable at runtime, we will be stripping it out for final
// builds
#if UNITY_EDITOR
private Transform trans_ref;
#endif
public Plane(Vector3 pos, Vector3 norm) {
this.m_normal = norm;
this.m_dist = Vector3.Dot(norm, pos);
// this is for editor debugging only!
#if UNITY_EDITOR
trans_ref = null;
#endif
}
public Plane(Vector3 norm, float dot) {
this.m_normal = norm;
this.m_dist = dot;
// this is for editor debugging only!
#if UNITY_EDITOR
trans_ref = null;
#endif
}
public Plane(Vector3 a, Vector3 b, Vector3 c) {
m_normal = Vector3.Normalize(Vector3.Cross(b - a, c - a));
m_dist = -Vector3.Dot(m_normal, a);
// this is for editor debugging only!
#if UNITY_EDITOR
trans_ref = null;
#endif
}
public void Compute(Vector3 pos, Vector3 norm) {
this.m_normal = norm;
this.m_dist = Vector3.Dot(norm, pos);
}
public void Compute(Transform trans) {
Compute(trans.position, trans.up);
// this is for editor debugging only!
#if UNITY_EDITOR
trans_ref = trans;
#endif
}
public void Compute(GameObject obj) {
Compute(obj.transform);
}
public Vector3 normal {
get { return this.m_normal; }
}
public float dist {
get { return this.m_dist; }
}
/**
* Checks which side of the plane the point lays on.
*/
public SideOfPlane SideOf(Vector3 pt) {
float result = Vector3.Dot(m_normal, pt) - m_dist;
if (result > Intersector.Epsilon) {
return SideOfPlane.UP;
}
if (result < -Intersector.Epsilon) {
return SideOfPlane.DOWN;
}
return SideOfPlane.ON;
}
/**
* Editor only DEBUG functionality. This should not be compiled in the final
* Version.
*/
public void OnDebugDraw() {
OnDebugDraw(Color.white);
}
public void OnDebugDraw(Color drawColor) {
// NOTE -> Gizmos are only supported in the editor. We will keep these function
// signatures for consistancy however at final build, these will do nothing
// TO/DO -> Should we throw a runtime exception if this function tried to get executed
// at runtime?
#if UNITY_EDITOR
if (trans_ref == null) {
return;
}
Color prevColor = Gizmos.color;
Matrix4x4 prevMatrix = Gizmos.matrix;
// TO-DO
Gizmos.matrix = Matrix4x4.TRS(trans_ref.position, trans_ref.rotation, trans_ref.localScale);
Gizmos.color = drawColor;
Gizmos.DrawWireCube(Vector3.zero, new Vector3(1.0f, 0.0f, 1.0f));
Gizmos.color = prevColor;
Gizmos.matrix = prevMatrix;
#endif
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace EzySlice {
/**
* Contains methods for slicing GameObjects
*/
public sealed class Slicer {
/**
* An internal class for storing internal submesh values
*/
internal class SlicedSubmesh {
public readonly List<Triangle> upperHull = new List<Triangle>();
public readonly List<Triangle> lowerHull = new List<Triangle>();
/**
* Check if the submesh has had any UV's added.
* NOTE -> This should be supported properly
*/
public bool hasUV {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasUV : lowerHull.Count > 0 && lowerHull[0].hasUV;
}
}
/**
* Check if the submesh has had any Normals added.
* NOTE -> This should be supported properly
*/
public bool hasNormal {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasNormal : lowerHull.Count > 0 && lowerHull[0].hasNormal;
}
}
/**
* Check if the submesh has had any Tangents added.
* NOTE -> This should be supported properly
*/
public bool hasTangent {
get {
// what is this abomination??
return upperHull.Count > 0 ? upperHull[0].hasTangent : lowerHull.Count > 0 && lowerHull[0].hasTangent;
}
}
/**
* Check if proper slicing has occured for this submesh. Slice occured if there
* are triangles in both the upper and lower hulls
*/
public bool isValid {
get {
return upperHull.Count > 0 && lowerHull.Count > 0;
}
}
}
/**
* Helper function to accept a gameobject which will transform the plane
* approprietly before the slice occurs
* See -> Slice(Mesh, Plane) for more info
*/
public static SlicedHull Slice(GameObject obj, Plane pl, TextureRegion crossRegion, Material crossMaterial) {
// cannot continue without a proper filter
if (!obj.TryGetComponent<MeshFilter>(out var filter)) {
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshFilter Component.");
return null;
}
// cannot continue without a proper renderer
if (!obj.TryGetComponent<MeshRenderer>(out var renderer)) {
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a MeshRenderer Component.");
return null;
}
Material[] materials = renderer.sharedMaterials;
Mesh mesh = filter.sharedMesh;
// cannot slice a mesh that doesn't exist
if (mesh == null) {
Debug.LogWarning("EzySlice::Slice -> Provided GameObject must have a Mesh that is not NULL.");
return null;
}
int submeshCount = mesh.subMeshCount;
// to make things straightforward, exit without slicing if the materials and mesh
// array don't match. This shouldn't happen anyway
if (materials.Length != submeshCount) {
Debug.LogWarning("EzySlice::Slice -> Provided Material array must match the length of submeshes.");
return null;
}
// we need to find the index of the material for the cross section.
// default to the end of the array
int crossIndex = materials.Length;
// for cases where the sliced material is null, we will append the cross section to the end
// of the submesh array, this is because the application may want to set/change the material
// after slicing has occured, so we don't assume anything
if (crossMaterial != null) {
for (int i = 0; i < crossIndex; i++) {
if (materials[i] == crossMaterial) {
crossIndex = i;
break;
}
}
}
return Slice(mesh, pl, crossRegion, crossIndex);
}
/**
* Slice the gameobject mesh (if any) using the Plane, which will generate
* a maximum of 2 other Meshes.
* This function will recalculate new UV coordinates to ensure textures are applied
* properly.
* Returns null if no intersection has been found or the GameObject does not contain
* a valid mesh to cut.
*/
public static SlicedHull Slice(Mesh sharedMesh, Plane pl, TextureRegion region, int crossIndex) {
if (sharedMesh == null) {
return null;
}
Vector3[] verts = sharedMesh.vertices;
Vector2[] uv = sharedMesh.uv;
Vector3[] norm = sharedMesh.normals;
Vector4[] tan = sharedMesh.tangents;
int submeshCount = sharedMesh.subMeshCount;
// each submesh will be sliced and placed in its own array structure
SlicedSubmesh[] slices = new SlicedSubmesh[submeshCount];
// the cross section hull is common across all submeshes
List<Vector3> crossHull = new List<Vector3>();
// we reuse this object for all intersection tests
IntersectionResult result = new IntersectionResult();
// see if we would like to split the mesh using uv, normals and tangents
bool genUV = verts.Length == uv.Length;
bool genNorm = verts.Length == norm.Length;
bool genTan = verts.Length == tan.Length;
// iterate over all the submeshes individually. vertices and indices
// are all shared within the submesh
for (int submesh = 0; submesh < submeshCount; submesh++) {
int[] indices = sharedMesh.GetTriangles(submesh);
int indicesCount = indices.Length;
SlicedSubmesh mesh = new SlicedSubmesh();
// loop through all the mesh vertices, generating upper and lower hulls
// and all intersection points
for (int index = 0; index < indicesCount; index += 3) {
int i0 = indices[index + 0];
int i1 = indices[index + 1];
int i2 = indices[index + 2];
Triangle newTri = new Triangle(verts[i0], verts[i1], verts[i2]);
// generate UV if available
if (genUV) {
newTri.SetUV(uv[i0], uv[i1], uv[i2]);
}
// generate normals if available
if (genNorm) {
newTri.SetNormal(norm[i0], norm[i1], norm[i2]);
}
// generate tangents if available
if (genTan) {
newTri.SetTangent(tan[i0], tan[i1], tan[i2]);
}
// slice this particular triangle with the provided
// plane
if (newTri.Split(pl, result)) {
int upperHullCount = result.upperHullCount;
int lowerHullCount = result.lowerHullCount;
int interHullCount = result.intersectionPointCount;
for (int i = 0; i < upperHullCount; i++) {
mesh.upperHull.Add(result.upperHull[i]);
}
for (int i = 0; i < lowerHullCount; i++) {
mesh.lowerHull.Add(result.lowerHull[i]);
}
for (int i = 0; i < interHullCount; i++) {
crossHull.Add(result.intersectionPoints[i]);
}
} else {
SideOfPlane sa = pl.SideOf(verts[i0]);
SideOfPlane sb = pl.SideOf(verts[i1]);
SideOfPlane sc = pl.SideOf(verts[i2]);
SideOfPlane side = SideOfPlane.ON;
if (sa != SideOfPlane.ON)
{
side = sa;
}
if (sb != SideOfPlane.ON)
{
Debug.Assert(side == SideOfPlane.ON || side == sb);
side = sb;
}
if (sc != SideOfPlane.ON)
{
Debug.Assert(side == SideOfPlane.ON || side == sc);
side = sc;
}
if (side == SideOfPlane.UP || side == SideOfPlane.ON) {
mesh.upperHull.Add(newTri);
} else {
mesh.lowerHull.Add(newTri);
}
}
}
// register into the index
slices[submesh] = mesh;
}
// check if slicing actually occured
for (int i = 0; i < slices.Length; i++) {
// check if at least one of the submeshes was sliced. If so, stop checking
// because we need to go through the generation step
if (slices[i] != null && slices[i].isValid) {
return CreateFrom(slices, CreateFrom(crossHull, pl.normal, region), crossIndex);
}
}
// no slicing occured, just return null to signify
return null;
}
/**
* Generates a single SlicedHull from a set of cut submeshes
*/
private static SlicedHull CreateFrom(SlicedSubmesh[] meshes, List<Triangle> cross, int crossSectionIndex) {
int submeshCount = meshes.Length;
int upperHullCount = 0;
int lowerHullCount = 0;
// get the total amount of upper, lower and intersection counts
for (int submesh = 0; submesh < submeshCount; submesh++) {
upperHullCount += meshes[submesh].upperHull.Count;
lowerHullCount += meshes[submesh].lowerHull.Count;
}
Mesh upperHull = CreateUpperHull(meshes, upperHullCount, cross, crossSectionIndex);
Mesh lowerHull = CreateLowerHull(meshes, lowerHullCount, cross, crossSectionIndex);
return new SlicedHull(upperHull, lowerHull);
}
private static Mesh CreateUpperHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
return CreateHull(mesh, total, crossSection, crossSectionIndex, true);
}
private static Mesh CreateLowerHull(SlicedSubmesh[] mesh, int total, List<Triangle> crossSection, int crossSectionIndex) {
return CreateHull(mesh, total, crossSection, crossSectionIndex, false);
}
/**
* Generate a single Mesh HULL of either the UPPER or LOWER hulls.
*/
private static Mesh CreateHull(SlicedSubmesh[] meshes, int total, List<Triangle> crossSection, int crossIndex, bool isUpper) {
if (total <= 0) {
return null;
}
int submeshCount = meshes.Length;
int crossCount = crossSection != null ? crossSection.Count : 0;
Mesh newMesh = new Mesh();
newMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
int arrayLen = (total + crossCount) * 3;
bool hasUV = meshes[0].hasUV;
bool hasNormal = meshes[0].hasNormal;
bool hasTangent = meshes[0].hasTangent;
// vertices and uv's are common for all submeshes
Vector3[] newVertices = new Vector3[arrayLen];
Vector2[] newUvs = hasUV ? new Vector2[arrayLen] : null;
Vector3[] newNormals = hasNormal ? new Vector3[arrayLen] : null;
Vector4[] newTangents = hasTangent ? new Vector4[arrayLen] : null;
// each index refers to our submesh triangles
List<int[]> triangles = new List<int[]>(submeshCount);
int vIndex = 0;
// first we generate all our vertices, uv's and triangles
for (int submesh = 0; submesh < submeshCount; submesh++) {
// pick the hull we will be playing around with
List<Triangle> hull = isUpper ? meshes[submesh].upperHull : meshes[submesh].lowerHull;
int hullCount = hull.Count;
int[] indices = new int[hullCount * 3];
// fill our mesh arrays
for (int i = 0, triIndex = 0; i < hullCount; i++, triIndex += 3) {
Triangle newTri = hull[i];
int i0 = vIndex + 0;
int i1 = vIndex + 1;
int i2 = vIndex + 2;
// add the vertices
newVertices[i0] = newTri.positionA;
newVertices[i1] = newTri.positionB;
newVertices[i2] = newTri.positionC;
// add the UV coordinates if any
if (hasUV) {
newUvs[i0] = newTri.uvA;
newUvs[i1] = newTri.uvB;
newUvs[i2] = newTri.uvC;
}
// add the Normals if any
if (hasNormal) {
newNormals[i0] = newTri.normalA;
newNormals[i1] = newTri.normalB;
newNormals[i2] = newTri.normalC;
}
// add the Tangents if any
if (hasTangent) {
newTangents[i0] = newTri.tangentA;
newTangents[i1] = newTri.tangentB;
newTangents[i2] = newTri.tangentC;
}
// triangles are returned in clocwise order from the
// intersector, no need to sort these
indices[triIndex] = i0;
indices[triIndex + 1] = i1;
indices[triIndex + 2] = i2;
vIndex += 3;
}
// add triangles to the index for later generation
triangles.Add(indices);
}
// generate the cross section required for this particular hull
if (crossSection != null && crossCount > 0) {
int[] crossIndices = new int[crossCount * 3];
for (int i = 0, triIndex = 0; i < crossCount; i++, triIndex += 3) {
Triangle newTri = crossSection[i];
int i0 = vIndex + 0;
int i1 = vIndex + 1;
int i2 = vIndex + 2;
// add the vertices
newVertices[i0] = newTri.positionA;
newVertices[i1] = newTri.positionB;
newVertices[i2] = newTri.positionC;
// add the UV coordinates if any
if (hasUV) {
newUvs[i0] = newTri.uvA;
newUvs[i1] = newTri.uvB;
newUvs[i2] = newTri.uvC;
}
// add the Normals if any
if (hasNormal) {
// invert the normals dependiong on upper or lower hull
if (isUpper) {
newNormals[i0] = -newTri.normalA;
newNormals[i1] = -newTri.normalB;
newNormals[i2] = -newTri.normalC;
} else {
newNormals[i0] = newTri.normalA;
newNormals[i1] = newTri.normalB;
newNormals[i2] = newTri.normalC;
}
}
// add the Tangents if any
if (hasTangent) {
newTangents[i0] = newTri.tangentA;
newTangents[i1] = newTri.tangentB;
newTangents[i2] = newTri.tangentC;
}
// add triangles in clockwise for upper
// and reversed for lower hulls, to ensure the mesh
// is facing the right direction
if (isUpper) {
crossIndices[triIndex] = i0;
crossIndices[triIndex + 1] = i1;
crossIndices[triIndex + 2] = i2;
} else {
crossIndices[triIndex] = i0;
crossIndices[triIndex + 1] = i2;
crossIndices[triIndex + 2] = i1;
}
vIndex += 3;
}
// add triangles to the index for later generation
if (triangles.Count <= crossIndex) {
triangles.Add(crossIndices);
} else {
// otherwise, we need to merge the triangles for the provided subsection
int[] prevTriangles = triangles[crossIndex];
int[] merged = new int[prevTriangles.Length + crossIndices.Length];
System.Array.Copy(prevTriangles, merged, prevTriangles.Length);
System.Array.Copy(crossIndices, 0, merged, prevTriangles.Length, crossIndices.Length);
// replace the previous array with the new merged array
triangles[crossIndex] = merged;
}
}
int totalTriangles = triangles.Count;
newMesh.subMeshCount = totalTriangles;
// fill the mesh structure
newMesh.vertices = newVertices;
if (hasUV) {
newMesh.uv = newUvs;
}
if (hasNormal) {
newMesh.normals = newNormals;
}
if (hasTangent) {
newMesh.tangents = newTangents;
}
// add the submeshes
for (int i = 0; i < totalTriangles; i++) {
newMesh.SetTriangles(triangles[i], i, false);
}
return newMesh;
}
/**
* Generate Two Meshes (an upper and lower) cross section from a set of intersection
* points and a plane normal. Intersection Points do not have to be in order.
*/
private static List<Triangle> CreateFrom(List<Vector3> intPoints, Vector3 planeNormal, TextureRegion region) {
return Triangulator.MonotoneChain(intPoints, planeNormal, out List<Triangle> tris, region) ? tris : null;
}
}
}
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using System.Collections;
using UnityEngine;
namespace EzySlice {
/**
* Define Extension methods for easy access to slicer functionality
*/
public static class SlicerExtensions {
/**
* SlicedHull Return functions and appropriate overrides!
*/
public static SlicedHull Slice(this GameObject obj, Plane pl, Material crossSectionMaterial = null) {
return Slice(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
}
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMaterial = null) {
return Slice(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMaterial);
}
public static SlicedHull Slice(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion textureRegion, Material crossSectionMaterial = null) {
Plane cuttingPlane = new Plane();
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
Matrix4x4 transpose = mat.transpose;
Matrix4x4 inv = transpose.inverse;
Vector3 refUp = inv.MultiplyVector(direction).normalized;
Vector3 refPt = obj.transform.InverseTransformPoint(position);
cuttingPlane.Compute(refPt, refUp);
return Slice(obj, cuttingPlane, textureRegion, crossSectionMaterial);
}
public static SlicedHull Slice(this GameObject obj, Plane pl, TextureRegion textureRegion, Material crossSectionMaterial = null) {
return Slicer.Slice(obj, pl, textureRegion, crossSectionMaterial);
}
/**
* These functions (and overrides) will return the final indtaniated GameObjects types
*/
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl) {
return SliceInstantiate(obj, pl, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f));
}
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction) {
return SliceInstantiate(obj, position, direction, null);
}
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, Material crossSectionMat) {
return SliceInstantiate(obj, position, direction, new TextureRegion(0.0f, 0.0f, 1.0f, 1.0f), crossSectionMat);
}
public static GameObject[] SliceInstantiate(this GameObject obj, Vector3 position, Vector3 direction, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
EzySlice.Plane cuttingPlane = new EzySlice.Plane();
Matrix4x4 mat = obj.transform.worldToLocalMatrix;
Matrix4x4 transpose = mat.transpose;
Matrix4x4 inv = transpose.inverse;
Vector3 refUp = inv.MultiplyVector(direction).normalized;
Vector3 refPt = obj.transform.InverseTransformPoint(position);
cuttingPlane.Compute(refPt, refUp);
return SliceInstantiate(obj, cuttingPlane, cuttingRegion, crossSectionMaterial);
}
public static GameObject[] SliceInstantiate(this GameObject obj, Plane pl, TextureRegion cuttingRegion, Material crossSectionMaterial = null) {
SlicedHull slice = Slicer.Slice(obj, pl, cuttingRegion, crossSectionMaterial);
if (slice == null) {
return null;
}
GameObject upperHull = slice.CreateUpperHull(obj, crossSectionMaterial);
GameObject lowerHull = slice.CreateLowerHull(obj, crossSectionMaterial);
if (upperHull != null && lowerHull != null) {
return new GameObject[] { upperHull, lowerHull };
}
// otherwise return only the upper hull
if (upperHull != null) {
return new GameObject[] { upperHull };
}
// otherwise return only the lower hull
if (lowerHull != null) {
return new GameObject[] { lowerHull };
}
// nothing to return, so return nothing!
return null;
}
}
}
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