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Hi, thank you for your efforts on doing a fast and robust csg lib
what would be a killer feature is being able to retrieve the intersection data, precisely as naturally ordered polyline(s).
which boils down to just having the intersection points in the right order ; with a topological predicate since there can be several intersection loops.
here a sphere vs a cube
cube vs cube
The text was updated successfully, but these errors were encountered:
Check out my GetMeshRelation() function. It returns this data (in a different format, suitable for multiple uses like texture mapping), even after a whole series of Boolean operations. It should be pretty simple to convert it to the polyline format you desire; feel free to add a PR!
Hi, thank you for your efforts on doing a fast and robust csg lib
what would be a killer feature is being able to retrieve the intersection data, precisely as naturally ordered polyline(s).
which boils down to just having the intersection points in the right order ; with a topological predicate since there can be several intersection loops.
here a sphere vs a cube
cube vs cube
The text was updated successfully, but these errors were encountered: