The old method was fast, but it was very limited.
I was no very happy with it so I rewrote to be more general.
Bu the generality do not comes for free. It is much more expensive.
However in returns it provides much more flexibility needed to the complex destruction that is coming next. This function is a full general Boolean operator.
I realized that for plane slicing I still can use the other function and make the assuming that the cutting mesh is a plane.
When this is the case even the original method can be much fast than the general method,
but I have not done that yet, because want to complete the Prefab destruction and large scale destruction and for that I need the more generic function.
So far I am only exploring the surface of the potential of the NewtoMesh, for the next 2.10 I will release it like it is now and then I will make the optimization for real time.
About the deformation, we have a list of special effect feature that I do not want the tell just yet.
All I am going to say is that it is like they say “The cars in the rear View Mirror are closers than they appear in the mirror”
It may take longer for me to get to the features because I am one, but I am relentless and when I get there is because I have a working thing not a check box BS that do not really work.
I am hopping I can get far enough this weekend to put 2.10 out.
The core feature is done I need to write interfaces and demos and I will worry about optimization later.
The feature is not just for physics it has a large set of applications for game engines and level editors, but that is another topic.
Does Ogre has Level Editor?
if not, what do Ogre people use for making levels for Ogre that is not Max, Maya, or Blender?