Cutter

The cutter tool is used for performing cuts on a DyncamicSoftbody. Unlike tearing which uses physics forces to break the mesh, the cutter tool allows arbitrarily cutting the mesh using a user-defined disc. Below you will find a short guide on how to setup a cutter tool:

  1. Add the Cutter component on a GameObject.

    To add the Cutter component, click on Add Component > MAGES > Mesh Deformations > Tools > Cutter.

  2. Assign the Dynamic Softbody Actor that you want to cut in the inspector of the Cutter component.

    Drag and drop the Dynamic Softbody Actor in the Actor to Cut field:

    ../../../_images/CutterInspector.PNG
  3. Adjust the Cut Radius.

    From the inspector adjust the cut radius so that the disc displayed on the scene best matches the mesh of the cutting tool:

    ../../../_images/CutRadius.PNG

You have now successfully setup the cutter tool. In the section is a guide on how to use it.

How to Use?

When you want to perform a cut you can call void CutRemove() or void CutSplit() public functions of the Cutter component. You can either call them from a custom script or attach them to a Grabbable’s ActivateEntered event for example.

  • CutRemove(): This function will remove the intersected triangles and tetrahedrons from the simulation mesh of the Dynamic Softbody Actor.

    Consider using this function over the CutSplit() function when you have a tight performance budget.

  • CutSplit(): This function will split the simulation mesh of the Dynamic Softbody Actor along the disc defined by the cut radius.

    This will split the intersected triangles and tetrahedrons to create a highly detailed straight cut. If this function creates too many triangles and tetrahedrons, consider using the CutRemove() function instead.