ThreeCSG
ThreeCSG copied to clipboard
CSG plugin for Three.js
In the file "csg.js/csg.js" line48: vertex = new ThreeBSP.Vertex( vertex.x, vertex.y, vertex.z, face.vertexNormals[2], uvs ); I think we should get the normal from the array vertexNormals with key 1 instead...
Below is my code ``` var bBox = new THREE.Box3().setFromObject(doorMesh), cubeGeom = new THREE.BoxGeometry(bBox.size().x,bBox.size().y,bBox.size().z), cubeMesh = new THREE.Mesh(cubeGeometry,new THREE.MeshNormalMaterial), geom = new THREE.Geometry(); cubeMesh.position.set(doorMesh.position.x,doorMesh.position.y,doorMesh.position.z); cubeMesh.updateMatrix(); geom.merge(cubeMesh.geometry, cubeMesh.matrix); var cubeBsp =...
Added Bower and NPM packaging. Created Grunt build process. Did some clean up.
Since geometries can get complicated, I wonder if there is a way (maybe using these techniques) that could 'detect' if two geometries intersect. I've noted that you can call intersection...
On line 201, "setEulerFromRotationMatrix" kicks up errors in Firefox. However, dropping the word "Euler" fixes it. It should be, setFromRotationMatrix
When I subtract mesh B from mesh A while they have no intersections, I get a result different from "A". Is this a bug? Simple example: ``` var greenMat =...
In ThreeCSG around line 39ish, there is an assumption made that faceVertexUVs will be available at all. In my test case, I'm using a model format that has no UVs...
How to reproduce: Given a MeshA with 0 verts or faces Given a MeshB with some verts (say.. a THREE.CubeGeometry) Do meshA.intersect( meshB ) Gives a null error at line...