Conversion of a CSG - (Constructive Solid Geometry) library for use with modern THREE.js
Original version: Copyright (c) 2011 Evan Wallace (http://madebyevan.com/), under the MIT license.
THREE.js rework by thrax under MIT license.
Here's a running demo http://vectorslave.com/csg/CSGDemo.html
CSG is the name of a technique for generating a new geometry as a function of two input geometries.
CSG is sometimes referred to as "Boolean" operators in 3d modelling packages.
Internally it uses a structure called a BSP (binary space partitioning) tree to carry out these operations.
The supported operations are .subtract, .union, and .intersect.
By using different combinations of these 3 operations, and changing the order of the input models, you can construct any combination of the input models.
In the screenshot/demo above, I show the possible results with a cube and a sphere...
In blue is the result of the .union operation, for sphere->cube and cube->sphere (the result is same in this case )
In green is the result of the .intersect operation, for sphere->cube and cube->sphere (the result is same in this case )
In red is the result of the .subtract operation, for sphere->cube and cube->sphere. Here the result differs based on the order of the inputs.
Example usage:
Make a helper function to streamline the operation... (I may make this a static function in the lib itself TBD)
function doCSG(a,b,op,mat){
var bspA = CSG.fromMesh( a );
var bspB = CSG.fromMesh( b );
var bspC = bspA[op]( bspB );
var result = CSG.toMesh( bspC, a.matrix );
result.material = mat;
result.castShadow = result.receiveShadow = true;
return result;
}
var meshA = new THREE.Mesh(new THREE.BoxGeometry(1,1,1));
var meshB = new THREE.Mesh(new THREE.BoxGeometry(1,1,1));
meshB.position.add(new THREE.Vector3( 0.5, 0.5, 0.5);
var meshC = doCSG( meshA,meshB, 'subtract',meshA.material);
// Make 2 box meshes..
var meshA = new THREE.Mesh(new THREE.BoxGeometry(1,1,1))
var meshB = new THREE.Mesh(new THREE.BoxGeometry(1,1,1))
//offset one of the boxes by half its width..
meshB.position.add(new THREE.Vector3( 0.5, 0.5, 0.5)
//Make sure the .matrix of each mesh is current
meshA.updateMatrix()
meshB.updateMatrix()
//Create a bsp tree from each of the meshes
var bspA = CSG.fromMesh( meshA )
var bspB = CSG.fromMesh( meshB )
// Subtract one bsp from the other via .subtract... other supported modes are .union and .intersect
var bspResult = bspA.subtract(bspB)
//Get the resulting mesh from the result bsp
var meshResult = CSG.toMesh( bspResult, meshA.matrix )
//Set the results material to the material of the first cube.
meshResult.material = meshA.material
//The following isn't required but illustrates how to convert the result to a bufferGeometry.
//If the original mesh contained a bufferGeometry,
if(meshA.geometry.isBufferGeometry)
// make the result a bufferGeometry too
meshResult.geometry = new THREE.BufferGeometry().fromGeometry(meshResult.geometry)