bisectmesh() function?

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A thought on concave meshes (u-shaped, bowl shaped, etc.) in which separate sections are cut apart. The following method should solve part of it:

- Collect the new vertices
- Identify adjacencies by examining triangles
- Follow adjacencies around the loop
- If there are any vertices left over, then you have another section in a concave mesh, so continue until all the vertices are accounted for.

This also allows you to place your central vertex within each loop correctly. Granted, if the loop itself is concave you still need to detect that (using your method of angle checking perhaps) and try to find an acceptable point. This is a difficult problem that would need to be solved for any serious applications such as a modeller.

Do any modellers have a "knife" function like this?

Some game ideas:

A rather gruesome Samurai game concept comes to mind ... make your own gibs!

Or how about... Sandwich Maker Pro! Slice the bread, the ham, the cheese, and position it all together. Sounds like a big seller... :D

Maybe you have to slice up monsters and make sandwiches out of them!!! (Of course they keep attacking with whatever remaining body parts they have) Eat the sandwich to restore health. The sliced areas chould have the stylized internal bone organ structure textured in.

I never knew I was such a sicko!