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threejs-csg's Introduction

threejs-csg (Experimental)

Constructive Solid Geometry for three.js, ES6 + BufferGeometry.

Note: I have stopped working on this for now and there are bugs, although it should work for simple shapes.

Developing

Run npm install then npm start

To view the demo, direct your browser to http://127.0.0.1:8080/demo/tests/index.html

Usage

const box = new Mesh(new BoxBufferGeometry(0.2, 0.2, 1), material);
box.position.set(0.1, 0.1, 0);

const sphere = new Mesh(new SphereBufferGeometry(0.1), material);
sphere.position.set(0, 0, -0.3);

const sphereB = sphere.clone();
sphereB.position.set(0, 0, 0.3);

const csg = new CSG();

csg.subtract([box, sphere, sphereB]);
// csg.union([box, sphere, sphereB]);
// csg.intersect([box, sphere]);

const resultMesh = csg.toMesh();

TODO

  • Only the material from the first mesh is used.
  • Vertex colors are ignored.
  • Make it faster!!

Prior Work

http://evanw.github.io/csg.js/docs

https://github.com/jscad/csg.js

http://sandervanrossen.blogspot.com/2010/05/csg-operations.html

https://www.geometrictools.com/Documentation/ClipMesh.pdf

threejs-csg's People

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threejs-csg's Issues

Strokes show extra lines

hi,I want to ask a question.
When I stroke the mesh obtained after the operation, it shows the lines I don't want, how should I combine csg to solve this problem.
Screen Shot 2022-07-10 at 7 37 58 PM

  const material = new MeshBasicMaterial( {color: 0x00ff00} );
  const box = new Mesh(new BoxBufferGeometry(1, 1, 0.1), material);
  box.position.set(0, 0, 0);

  const hole = new Mesh(new BoxBufferGeometry(0.2, 0.2, 1), material);
  hole.position.set(0.1, 0.1, 0);
  

  const csg = new CSG();

  csg.subtract([box, hole]);

  const resultMesh = csg.toMesh();


  const edges = new EdgesGeometry(resultMesh.geometry, 45);
  const wideEdges = new LineSegmentsGeometry().fromEdgesGeometry(edges);
  const mt = new LineMaterial({
    color: 0xff0000,
    linewidth: 2
  });
  mt.resolution.set(window.innerWidth, window.innerHeight);
  const line = new LineSegments2(wideEdges, mt);

  scene.add(line)

subtractions broke mesh on specific angles

I have strange behaviour that only on some specific angles of my meshes the result is broken. The red meshes are the meshes which cut the cube. Seems only the problem when 2 cutting meshes are near:

image

Sometimes all is right, an when chaing the rotation i sometimes get bugs:

image

What can I try? Also how can I check if my mesh is broken so that I could try an iterative solution?

Intersection not working properly

Intersection is not working properly. If you enable the intersect test in csg-test.js it should show a quarter ball, instead it shows two flat pieces.

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