: Allow users to set a "buffer" so that trimming isn't too aggressive.
: Ensure that after trimming, the remaining geometry is "capped" or closed if it needs to remain a solid volume. 3. Key Feature Considerations
: Identify the intersection points where the geometry crosses the boundary.
: Ensure the operation is non-destructive until the user saves the final output.
For : Use a library like Clipper2 to find the difference between the path and the bounding area.
: Determine if the project uses a library like Open CASCADE , CGAL , or a game engine like Unity/Unreal . Implement the Clipping Algorithm :
For : Use a Sutherland-Hodgman clipping algorithm or a Mesh Boolean operation.
: Use a tool like 7-Zip to extract the source files from TrimmingOverhung.7z .



