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I've found static bool Intersects(this Line3d line, Plane3d plane, out double t, out V3d p), but a more convenient method to directly clip a line (2d and 3d) would be nice. The only questions would be if the negative or positive side should be clipped. I would say we should follow how we have also defined our Hull3d data structure. There negative is "inside", so we would clip the positive side?
Polygons also have a ConvexClipped method: "Returns all parts of the polygon that are at the positive side of the plane" ... well, what do you think?
The text was updated successfully, but these errors were encountered:
I've found
static bool Intersects(this Line3d line, Plane3d plane, out double t, out V3d p)
, but a more convenient method to directly clip a line (2d and 3d) would be nice. The only questions would be if the negative or positive side should be clipped. I would say we should follow how we have also defined our Hull3d data structure. There negative is "inside", so we would clip the positive side?Polygons also have a ConvexClipped method: "Returns all parts of the polygon that are at the positive side of the plane" ... well, what do you think?
The text was updated successfully, but these errors were encountered: