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Feb 24, 2018 at 0:11 vote accept jjmcc
Feb 23, 2018 at 17:58 history edited jjmcc CC BY-SA 3.0
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Feb 23, 2018 at 17:52 history edited jjmcc CC BY-SA 3.0
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Feb 19, 2018 at 19:21 comment added Draco18s no longer trusts SE See also: gamedev.stackexchange.com/questions/13229/…
Feb 19, 2018 at 19:17 answer added DMGregory timeline score: 2
Feb 19, 2018 at 16:35 comment added jjmcc @DMGregory Yes I have the cutting plane data, but not the center of the cut. I can calculate it though.
Feb 19, 2018 at 12:42 comment added DMGregory Ah, so if you're cutting the model in half, you probably know the orientation of the cutting plane, and roughly where the center of the cut is? Those details can save us some work.
Feb 19, 2018 at 10:27 history edited jjmcc CC BY-SA 3.0
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Feb 19, 2018 at 10:24 comment added jjmcc @DMGregory do you have any idea on how I'd achieve this? I'm essentially slicing a 3d object in half and using the intersection points as the points to triangulate. I construct an octree for the 3d object (so the triangles go into the octants in any order), and then find the intersected triangles, compute the intersections and then try to create a surface from the intersections. I have already tried Unity's triangulator and that produces worse results than what I have here.
Feb 17, 2018 at 18:52 comment added jjmcc @DMGregory Yes they're unordered initially. I'm just iterating over the mesh vertices so it's however they were ordered by the creator I'd imagine but for this specific triangulation to work, they need to be in order.
Feb 17, 2018 at 18:49 comment added DMGregory Do I understand correctly that your vertices are provided in an unstructured soup, with no meaningful ordering whatsoever? Or is there some pattern to the way they're generated/provided?
Feb 17, 2018 at 18:48 history edited jjmcc
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Feb 17, 2018 at 18:31 history asked jjmcc CC BY-SA 3.0