A port of Ezy-Slicer for the Godot game engine.
Built as a Godot module in C++, Slicer is a port of David Arayan's Ezy-Slicer Unity plugin (who deserves all credit). It allows for the dynamic slicing of convex meshes along a plane. Built against Godot version 3.2.1.
Slicer follows the installation procedure defined in the Godot custom module documentation guide. It can be built into a compilation of the engine by cloning the repo into Godot's modules folder:
git clone git@github.com:cj-dimaggio/godot-slicer.git <godot-repo>/modules/slicer
After building Godot with the Slicer module a Slicer
node will now be available under Spatial
. A Slicer
instance can then be used to trigger slices of Mesh
geometry like so:
extends RigidBody
class_name Sliceable
export(Material) var cross_section_material
export(Mesh) var mesh_override
func _ready():
if mesh_override:
$MeshInstance.mesh = mesh_override
# Setup the collision shape to be the mesh's shape
var shape = ConvexPolygonShape.new()
shape.points = $MeshInstance.mesh.surface_get_arrays(0)[Mesh.ARRAY_VERTEX]
shape.margin = 0.015
var owner_id = self.create_shape_owner(self)
self.shape_owner_add_shape(owner_id, shape)
func cut(plane_origin: Vector3, plane_normal: Vector3):
var sliced: SlicedMesh = $Slicer.slice($MeshInstance.mesh, self.transform, plane_origin, plane_normal, cross_section_material)
if not sliced:
print("No slice occurred")
if sliced.upper_mesh:
print("Instantiate the upper cut mesh somewhere")
if sliced.lower_mesh:
print("Instantiate the lower cut mesh somewhere")
An example project can also be found at: https://github.com/cj-dimaggio/godot-slicer-example-project
For development purposes, Slicer can be built as a dynamic library by passing in the slicer_shared=no
option to SCons and using the slicer-shared
build alias, such as:
scons slicer_shared=yes slicer-shared
which will build a new dynamic library artifact into Godot's ./bin
folder.
There is also a test suite that can be built and run on Unix systems using:
scons platform=osx slicer_tests=yes
For more information on the testing framework and development see the corresponding readme.