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Open Source Slicer Framework for the Unity3D Game Engine

Algorithms in use

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Example Projects


Usage Examples

Getting started with EzySlice is easy. Below you will find sample usage functions. EzySlice uses extension methods to hide most of the internal complexity.

SlicedHull Example
public GameObject objectToSlice; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 */
public SlicedHull Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection) {
	return objectToSlice.Slice(planeWorldPosition, planeWorldDirection);
}
Direct Instantiated Example
public GameObject objectToSlice; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 */
public GameObject[] Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection) {
	return objectToSlice.SliceInstantiate(planeWorldPosition, planeWorldDirection);
}
SlicedHull Example
public GameObject objectToSlice; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 * Uses a custom TextureRegion to offset the UV coordinates of the cross-section
 */
public SlicedHull Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection, TextureRegion region) {
	return objectToSlice.Slice(planeWorldPosition, planeWorldDirection, region);
}
Direct Instantiated Example
public GameObject objectToSlice; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 * Uses a custom TextureRegion to offset the UV coordinates of the cross-section
 */
public GameObject[] Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection, TextureRegion region) {
	return objectToSlice.SliceInstantiate(planeWorldPosition, planeWorldDirection, region);
}
SlicedHull Example
public GameObject objectToSlice; // non-null
public Material crossSectionMaterial; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 * Uses a custom TextureRegion to offset the UV coordinates of the cross-section
 * Uses a custom Material
 */
public SlicedHull Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection, TextureRegion region) {
	return objectToSlice.Slice(planeWorldPosition, planeWorldDirection, region, crossSectionMaterial);
}
Direct Instantiated Example
public GameObject objectToSlice; // non-null
public Material crossSectionMaterial; // non-null

/**
 * Example on how to slice a GameObject in world coordinates.
 * Uses a custom TextureRegion to offset the UV coordinates of the cross-section
 * Uses a custom Material
 */
public GameObject[] Slice(Vector3 planeWorldPosition, Vector3 planeWorldDirection, TextureRegion region) {
	return objectToSlice.SliceInstantiate(planeWorldPosition, planeWorldDirection, region, crossSectionMaterial);
}
Using a Texture
/**
 * Example on how to calculate a custom TextureRegion to reference a different part of a texture
 * 
 * px -> The start X Position in Pixel Coordinates
 * py -> The start Y Position in Pixel Coordinates
 * width -> The width of the texture in Pixel Coordinates
 * height -> The height of the texture in Pixel Coordinates
 */
public TextureRegion CalculateCustomRegion(Texture myTexture, int px, int py, int width, int height) {
	return myTexture.GetTextureRegion(px, py, width, height);
}
Using a Material
/**
 * Example on how to calculate a custom TextureRegion to reference a different part of a texture
 * This example will use the mainTexture component of a Material
 * 
 * px -> The start X Position in Pixel Coordinates
 * py -> The start Y Position in Pixel Coordinates
 * width -> The width of the texture in Pixel Coordinates
 * height -> The height of the texture in Pixel Coordinates
 */
public TextureRegion CalculateCustomRegion(Material myMaterial, int px, int py, int width, int height) {
	return myMaterial.GetTextureRegion(px, py, width, height);
}