cut view becomes important when designing complex closed mechanisms (like gearboxes)
it is meant for exploring the inside of a mechanisme so it should be as easy to use as moving the view
it should however be placed in explicit places because the cut section is important too (the cutplane shouldn't move with view or be placed at random places)
- a button enables/disables the existence of one cutplane (for simplicity there won't be more)
- the meshes are using a shader for grayhash backfaces
- the cutplane is represented by an annotation
- standard views are setting the cutplane orthogonal to view
- normal view is setting the cutplane orthogonal to view
- objects are cutted only when their bounding box is big compared to view area
- mouse drag/drop of the cutplane annotation can move the cutplane back and forth
cut view becomes important when designing complex closed mechanisms (like gearboxes)
it is meant for exploring the inside of a mechanisme so it should be as easy to use as moving the view
it should however be placed in explicit places because the cut section is important too (the cutplane shouldn't move with view or be placed at random places)