Thanks Swift for the reply.
I don't really get what you mean with polygons and planes.
I think you mean triangle for polygons, but what about plane ?
<<Flip polygons>> = I guess you mean to reverse the mesh here ? So that is not visible from outside, but from inside ?
<<Find all the polygons of B which lie inside A>>
That's not a trivial task I guess. It's exactly what puzzles me now. How I can determine that a triangle (of mesh B) is inside the mesh A ? Should I check all the vertex coordinates (of that triangle) against all the vertex coords of the mesh A ?
And more, how can I determine the vertex sequence to use, in order to add the mesh b surface triangles to ones which belongs to mesh a ? Maybe using TriangleVertex ?
The problem here is that is not enough to add just the (flipped) triangles which lie inside the mesh A, because the surface of the mesh A should also change. It does not change automatically when you add new triangles.
Suppose a big cube A and a cube B which is one half smaller of cube A.
Cube B penetrates for its half height through a face of cube B.
In case of carving (subtracting), the two triangles of that face (the one being penetrated) should be deleted, and the whole face structure should be re-arranged with the new triangles added...
My brain hurts now..
You know, conceptually I can get your drift; but I find really tricky to actually realize it, having to use only the surface and vertex commands.
Anyway, I'll try to realize your concepts. Thank you. :)
Sergio.
I don't really get what you mean with polygons and planes.
I think you mean triangle for polygons, but what about plane ?
<<Flip polygons>> = I guess you mean to reverse the mesh here ? So that is not visible from outside, but from inside ?
<<Find all the polygons of B which lie inside A>>
That's not a trivial task I guess. It's exactly what puzzles me now. How I can determine that a triangle (of mesh B) is inside the mesh A ? Should I check all the vertex coordinates (of that triangle) against all the vertex coords of the mesh A ?
And more, how can I determine the vertex sequence to use, in order to add the mesh b surface triangles to ones which belongs to mesh a ? Maybe using TriangleVertex ?
The problem here is that is not enough to add just the (flipped) triangles which lie inside the mesh A, because the surface of the mesh A should also change. It does not change automatically when you add new triangles.
Suppose a big cube A and a cube B which is one half smaller of cube A.
Cube B penetrates for its half height through a face of cube B.
In case of carving (subtracting), the two triangles of that face (the one being penetrated) should be deleted, and the whole face structure should be re-arranged with the new triangles added...
My brain hurts now..
You know, conceptually I can get your drift; but I find really tricky to actually realize it, having to use only the surface and vertex commands.
Anyway, I'll try to realize your concepts. Thank you. :)
Sergio.