To achieve this, you have two options:
Duplicating and Clipping planes
Begin by enabling local clipping planes to clip a mesh individually without affecting others.
const renderer = new WebGLRenderer()
renderer.localClippingEnabled = true
Next, duplicate the mesh. It's recommended to create an instance of the Mesh
, ensuring you have a copy of the shape. Also, remember to clone
and assign the material to the copy.
let clonedMesh = yourMesh.clone()
clonedMesh.material = clonedMesh.material.clone()
Create two clipping planes facing in opposite directions and apply one to the original mesh and the other to the clone using the Material
. Ensure that the normal points in the direction the clipping plane will maintain visibility.
let localPosition = new Vector3()
let normal = new Vector3(0, 1, 0) // example for +Y
let clipPlane1 = new Plane().setFromNormalAndCoplanarPoint(normal, localPosition)
normal.negate() // reverses the normal
let clipPlane2 = new Plane().setFromNormalAndCoplanarPoint(normal, localPosition)
originalMesh.material.clippingPlanes = [clipPlane1]
clonedMesh.material.clippingPlanes = [clipPlane2]
After rendering, the shapes will clip in different directions, showing only their respective sides. As they are specific to each shape, transformations applied to a shape will be followed by its clipping plane.
Geometry-based segmentation
This is a broad topic and won't delve into details here. The basic concept involves having a plane intersecting your geometry. If a triangle in your geometry crosses the plane, it needs replacement with new triangles aligning their edges on the plane rather than passing through it. This procedure results in two distinct geometry buffers linked to separate Mesh
instances.
There may be three.js-compatible tools available for such operations, although I'm not immediately aware of any.