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* forum - #coders

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Topic:  Clip Planes and Destroying Objects
* Posted by chalky Tuesday 2 November 2004 - 2:17 
Hi,

Iam about to undertake a final year project and I hope to investigate the use of clip planes to segment a given object into multiple new objects and disperse them.

To do this in its basic form I intend to look at applying a clip plane at the origin of the given object and rotate it about the axis varying degrees followed by a cut and generation of new verts along the cut line for each new object. Then look at ways to mesh the new face generated by the cut and also texture it.

First things first.

I have found tutorials on clip planes and there application for near and far planes and the view frustum. I cant seem to find anything on clipping the object and generating a new set of coordinates, with mesh generation to create the new face.

Any help on this would be great to get me started.

Ta

* Posted by Nema Tuesday 9 November 2004 - 17:41 
why don't you use selfmade linear algebra to intersect your planes with the polygones of the object?

* Posted by auld Thursday 22 September 2005 - 18:22 
I'm not sure what you are after exactly, however some thoughts are:

1. Try searching on half space subdivision of 3d objects...a single clipping plane would in traditional terms be know as a half space.

2. Try looking up CSG (constructive solid geometry). Using clipping planes in this case is the equivalent of doing a subtraction of the half space defined by the clipping plane.

3. Try searching through binary space subdivision (BSP) trees. Again the relationship to what you are talking about is strong.

Auld

* Posted by kusma Sunday 25 September 2005 - 14:09 
the resulting faces would be all the edges between two clipper-generated vertices, tossed through a polygon tesselator. perhaps gluTess does a good enough job for you?

* Posted by bdk Saturday 1 October 2005 - 13:40 
If you only have to be able to split the object in parts and then linearly transform these parts (ie. no need to have the coordinates of the new vertices on the splitting plane) then you could use some multipass z-buffer CSG.
Here there should be some interesting papers:

http://www.nigels.com/research/

For a straightforward approach to your problem you could also watch here:
http://www.opengl.org/resources/tutorials/advanced/advanced9 7/notes/node10.html

Anyway if you need the geometry information the solution is to build your custom 3d linear routines; here for the math:

http://astronomy.swin.edu.au/~pbourke/geometry/planeline/

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