Awesome
three-bvh-csg
An experimental, in progress, flexible, memory compact, fast and dynamic Constructive Solid Geometry implementation on top of three-mesh-bvh. More than 100 times faster than other BSP-based three.js CSG libraries in complex cases. Contributions welcome!
Note All brush geometry must be two-manifold - or water tight with no triangle interpenetration.
Warning Due to numerical precision and corner cases resulting geometry may not be correctly completely two-manifold.
See projects like Manifold CAD for CAD operations with more robust numercial solutions.
Roadmap / Help Wanted
- Fix triangle splitting / missing triangle issues #73 #68
- Polygon splitting & triangulation #51
- Worker Support #14
Examples
Use
import { SUBTRACTION, Brush, Evaluator } from 'three-bvh-csg';
import { MeshStandardMaterial, Mesh, SphereGeometry, BoxGeometry } from 'three';
const brush1 = new Brush( new SphereGeometry() );
brush1.updateMatrixWorld();
const brush2 = new Brush( new BoxGeometry() );
brush2.position.y = 0.5;
brush2.updateMatrixWorld();
const evaluator = new Evaluator();
const result = evaluator.evaluate( brush1, brush2, SUBTRACTION );
// render the result!
API
Constants
CSGOperations
CSG operations enums for use with Evaluator
.
ADDITION // A ∪ B
SUBTRACTION // A - B
REVERSE_SUBTRACTION // B - A
DIFFERENCE // A ⊕ B
INTERSECTION // A ∩ B
// "Hollow" operations are non-solid and result in simply removing the geometry
// within Brush B from brush A. For these operations Brush A can be non-manifold
// but it is still required that Brush B be a water-tight, two-manifold mesh.
HOLLOW_SUBTRACTION // A - B
HOLLOW_INTERSECTION // A ∩ B
Brush
extends THREE.Mesh
An object with the same interface as THREE.Mesh
but used to evaluate CSG operations. Once a brush is created the geometry should not be modified.
Note
It is recommended to remove groups from a geometry before creating a brush if multi-material support is not required.
Operation
extends Brush
This is an extension of the Brush
class. With this class is possible to create a mesh and pass the CSG Operation constant to define which operation computes on the mesh. The result is a Mesh whose effect is defined from the operation selected. You can see how it works in the hierarchy example.
.operation
operation = ADDITION : CSGOperation
The operation to perform on the next brush in processing chain when running Evaluater.evaluateHierarchy
.
.insertBefore
insertBefore( brush : Brush )
Inserts the brush before the operation element that calls the method, in the list of the children of the operation's parent.
.insertAfter
insertAfter( brush : Brush )
Inserts the brush after the operation element that calls the method, in the list of the children of the operation's parent.
OperationGroup
extends THREE.Group
A class with the same interface as THREE.Group
but used to group a list of Operation mesh through the .add
method inherited from the THREE.Group class. You can create a group starting from single Operation meshes as in the hierarchy example.
Evaluator
.useGroups
useGroups = true : Boolean
Whether to use geometry groups when processing the geometry. If geometry groups are used then a material array and groups will be assigned to the target Brush
after processing. If groups are disabled then a single coherent piece of geometry with no groups will be produced.
.consolidateGroups
consolidateGroups = true : Boolean
If true then any group in the final geometry that shares a common material with another group will be merged into one to reduce the number of draw calls required by the resulting mesh.
.evaluate
evaluate(
brushA : Brush,
brushB : Brush,
operation : CSGOperation,
target = null : Brush | Mesh
) : Brush | Mesh
// or
evaluate(
brushA : Brush,
brushB : Brush,
operations : Array<CSGOperation>,
targets : Array<Brush | Mesh>
) : Array<Brush | Mesh>
Performs the given operation
on brushA
with brushB
. If no target is provided then a new Brush
will be created with the new geometry. Otherwise the provided Brush will be modified in place and geometry disposed or marked for update as needed.
If arrays are provided for the "targets" and "operations" arguments then multiple results from different operations can be produced at once with minimal additional overhead.
.evaluateHierarchy
evaluateHierarchy(
root: Operation,
target = null : Brush | Mesh
) : Brush | Mesh
The method gets as parameters a root, an Operation mesh and a target if it is provided, otherwise, a new Brush
will be created.
First sets the updateMatrixWolrd
of the root to true then calls the traverse function with the root parameter to evaluate
the mesh and its children.
evaluate( brush, child, child.operation );
In this case, the arguments passed to evaluate
is the root
as brushA
, the child as brushB
and the child.operation
as the operation to apply to the mesh.
OperationDebugData
This class is used in the constructor of the Evaluator class. When the Evaluator is defined the constructor creates a debug property of type OperationDebugData and it is used to set the debug context, that is addEdge
and addIntersectionTriangles
to, for example, an EdgesHelper or a TriangleHelper.
.enabled
enabled = false : Boolean
Whether to collect the debug data during CSG operations which has a performance a memory cost.
.intersectionEdges
intersectionEdges = [] : Line3
A list of edges formed by intersecting triangles during the CSG process.
<!-- ## EvaluatorWorker _extends Evaluator_ ### .evaluate TODO ### .evaluateHierarchy TODO -->GridMaterial
extends THREE.MeshPhongMaterial
A material with the same interface as THREE.MeshPhongMaterial
. It adds a stylized grid on the mesh for more easily visualizing mesh topology and measurements.
.enableGrid
enableGrid = true : Boolean
Sets the visibility of the grid on the mesh.
HalfEdgeMap
TODO
constructor
constructor( geometry : BufferGeometry = null )
.getSiblingTriangleIndex
getSiblingTriangleIndex( triIndex : Number, edgeIndex : 0 | 1 | 2 ) : Number
.getSiblingEdgeIndex
getSiblingEdgeIndex( triIndex : Number, edgeIndex : 0 | 1 | 2 ) : Number
.updateFrom
updateFrom( geometry : BufferGeometry ) : void
PointsHelper
extends THREE.InstancedMesh
Helper class for generating spheres to display.
.setPoints
setPoints( points : Vector3[] ) : void;
Sets the points, passed as Vector3, and visualizes them as spheres.
EdgesHelper
extends THREE.LineSegments
Helper class for generating a line to display the provided edges.
.setEdges
setEdges( edges : Line3[] ) : void
Sets the list of lines to be visualized.
HalfEdgeMapHelper
extends EdgesHelper
This is a helper class that takes the HalfEdgeMap
object and visualizes the connectivity between triangles.
.setHalfEdges
setHalfEdges( geometry : Geometry, halfEdges : HalfEdgeMap ) : void
Sets the half edge map to visualize along with the associated geometry.
TriangleSetHelper
extends THREE.Group
Helper class for displaying a set of triangles. In the Simple CSG example is possible to enable/disable the visibility of the triangles helper via displayTriangleIntersections
checkbox.
The helper is composed of two meshes, one is a mesh with a MeshPhongMaterial and the other is a mesh with a LineBasicMaterial.
.setTriangles
setTriangles( triangles: Triangle[] ) : void
Sets the geometry of the mesh and the line with the position of the triangles passed as a parameter of the method.
Functions
computeMeshVolume
computeMeshVolume( mesh : Mesh | BufferGeometry ) : Number
Computes the volume of the given mesh in world space. The world matrix is expected to be updated before calling this function.
Gotchas
- All geometry are expected to have all attributes being used and of the same type.
- Geometry on a Brush should be unique and not be modified after being set.
- All geometry must be two-manifold - or water tight with no triangle interpenetration.
- CSG results use
Geometry.drawRange
to help maintain performance which can cause three.js exporters to fail to export the geometry correctly. It is necessary to convert the geometry to remove the use of draw range before exporting with three.js exporters.
References
- Godot CSG
- RealtimeCSG (Overview, GDC Presentation)