: Remove the segments of the geometry that exist on the "outside" of the boundary. 2. Proposed Implementation Steps
For : Use a Sutherland-Hodgman clipping algorithm or a Mesh Boolean operation. TrimmingOverhung.7z
: Ensure the operation is non-destructive until the user saves the final output. : Remove the segments of the geometry that
: Ensure that after trimming, the remaining geometry is "capped" or closed if it needs to remain a solid volume. 3. Key Feature Considerations : Ensure the operation is non-destructive until the
: Allow users to set a "buffer" so that trimming isn't too aggressive.
: Determine if the project uses a library like Open CASCADE , CGAL , or a game engine like Unity/Unreal . Implement the Clipping Algorithm :
For : Use a library like Clipper2 to find the difference between the path and the bounding area.