#Mesh slicing triangle intersections
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int[] originalTris = ogMesh.triangles;
List<Vector3> rightVerts = new List<Vector3>();
List<Vector3> leftVerts = new List<Vector3>();
List<int> rightIndices = new List<int>();
List<int> leftIndices = new List<int>();
List<int> rightTris = new List<int>();
List<int> leftTris = new List<int>();
for (int i = 0; i < originalTris.Length; i += 3)
{
int i1 = originalTris[i];
int i2 = originalTris[i + 1];
int i3 = originalTris[i + 2];
Vector3 v1 = newVertices[originalTris[i]];
Vector3 v2 = newVertices[originalTris[i + 1]];
Vector3 v3 = newVertices[originalTris[i + 2]];
float vert1Side = MeshTools.GetVertexSide(v1, position, normal);
float vert2Side = MeshTools.GetVertexSide(v2, position, normal);
float vert3Side = MeshTools.GetVertexSide(v3, position, normal);
int rightCount = (MeshTools.GetVertexSide(v1, position, normal) > 0 ? 1 : 0)
+ (MeshTools.GetVertexSide(v2, position, normal) > 0 ? 1 : 0)
+ (MeshTools.GetVertexSide(v3, position, normal) > 0 ? 1 : 0);