Polygon Clipping does cut geometry?

Hey guys,
has been a while since we are deep in development :smiley:

As I thought this is just a material trick with the opacity mask of PolygonRasterOverlays. The collision actually does get cut. But how does the collision cutting actually work?
I’m highly interested since we probably enhance this for our own needs. I will for sure share the outcome if its worth.

Thanks

Hi @Riwa_Unreal, welcome back to the forum!

What you’re seeing is the result of a setting on CesiumPolygonRasterOverlay called Exclude Selected Tiles. Whenever a tile falls completely inside the polygon, it is excluded from loading, hence why the mesh and its collisions are missing.

However, when a tile falls partially inside the polygon, the plugin still has to load the entire tile, and thus creates a full mesh for it. We can achieve a clean polygon cut using the opacity mask, as you noted, but that’s only a visual effect. To remove collisions from the tile, we’d have to do an extra step of cutting the geometry from the tile itself, and that has yet to be added to the plugin.

I hope that explanation makes sense – let us know if you have any follow-up questions!

Hey Janine,
thank you. I’m working with these polyogons for a good while already.
That’s exactly the point I don’t get - How can the Polygon actually cut collision (even though the Tileset is not fully inside and it’s just the opacity mask
(I did study all the Cesium materials etc…))

We do already work for years with this ā€œcollision cutting featureā€ → We place glb/glTF on Cesium3DTiles and cut the geometry to be able to go in the basement e.f.