rouncer
03-20-2008, 08:51 PM
represent everything with a mixed up normal 2d line primitive
with indexes, a line list.
then intersect weld with line intersections to glue the 2 shapes together,
then just use containment from line centroids to reject lines out due to
intersection type.
and thats it, your left totally infinite concentric holes allowed and the great
thing is you can take it to 3d easy.
for every triangle of shape a do a triangle plane intersection with every
triangle in shape b and your left the 2d slither of the opposing model
on the triangles plane.
perform 2d csg for every triangle - grid weld at the end and presto - 3d csg!
This has got to be the easiest implementation...
with indexes, a line list.
then intersect weld with line intersections to glue the 2 shapes together,
then just use containment from line centroids to reject lines out due to
intersection type.
and thats it, your left totally infinite concentric holes allowed and the great
thing is you can take it to 3d easy.
for every triangle of shape a do a triangle plane intersection with every
triangle in shape b and your left the 2d slither of the opposing model
on the triangles plane.
perform 2d csg for every triangle - grid weld at the end and presto - 3d csg!
This has got to be the easiest implementation...