Garrett Johnson
Garrett Johnson
To be clear I don't expect raycasting to play a big role in the CSG generation. A BVH is just a spatial acceleration structure like an octree that's organized a...
> quickly with a couple of (coplanar) triangles that caused me issues and the intersection algorithm fails the intersection test I'm not seeing the issue you're mentioning. I'm seeing that...
> I'm still not 100% following the logic behind bvhcast and shapecast, I will get there :) Shapecast is for arbitrary geometrically-defined shapes while "bvhcast" is for running fast traversals...
> Do you recommend using the raycrossing algorithm which is mentioned in the wiki article instead? Unless I misunderstood, it should be something simple like this? Nope! Checking the face...
Yup! > `let direction = triangleNormal.normalize();` There's not necessarily a need for this to be the face normal, though. You could use a consistent direction like `0, 0, 1`
> If question 1 is correct, how is it I'm getting the same number of intersection results as if I'm checking against all triangles in the object? Question 1 is...
Without looking deeply at your code it can be hard to tell what might be going on. These types of spatial data structures can be difficult to debug and the...
there's likely not a great way to test a point on the surface of a mesh like that due to numerical precision issues so you might need to have a...
I'm having trouble following exactly what the issues are but it's inevitable that there will be precision issues in some cases such as a point lying on the surface or...
Can you recreate issues 2 and 3 in a js fiddle using just three.js' raycasting? This sounds like a logic issue.