is there an algorithm for split a single 3d object into several other
object dynamically ?
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You’ll need to be more specific…how do you want to split the object?
What kind of sub-objects do you want to extract? What are you trying to
Suppose I have an 3d Object, and inside that object i choose a point
randomly. From that point for example i choose the plan in the X axis,
that plan cut the object in two part (one upside the X plan and the
other donwside the Y plan). That i want is to split that object along
the X plan. But finally i could do that with any object 3D and any plan
that cut the 3d object, even several plan !
I know of a program that does that for you called ParaView. It is used
in medical and scientific applications. I wrote plugins for it at my
previous job as a contractor. It uses a slow but very accurate OpenGL
wrapper called the Visualization ToolKit. See
http://www.vtk.org/ for more information.
That’s basically what you would do thousands of times when you build a
First of all, don’t think in terms of the x, y or z axis. If you split a
3d object you need a plane. This plane could be defined by a normal and
a distance along the normal from origo.
With triangles completely on either side, it’s trivial. But some
triangles will probably intersect the split-plane. They need to be
Google will serve you from here…
This goes under geometry tools, they are pretty tough unless youve done
it heaps of times.
Its actually what im specialized at :) splitting triangles in 2, ive
recently written csg for a modeller and it works perfectly.
If you want to do it at render time (the term “dynamically” kinda hints
that) it might be fairly easy to do in a vertex shader assuming you
understand the method (which geon already explained).
Also, if its dynamic and its only “visual” it might not be important to
keep model integrity perfect.
If it was actually in a modelling program, then you would need to chop
all the tri’s perfectly, but if its just visual, like (id imagine maybe
youd like to cut a guy in half with a sword?) then if your repeating
vertices, triangles arent actually connected it doesnt actually really
matter and you could get away with a cheaper easier to write
Hey I got another idea, if you want a visual effect, you could draw the
model multiple times with culling planes knocking off the part of the
model thats chopped off… you know how to do that? In direct x its