Comments (4)
Additionally it looks like this triangle is not culled appropriately - possibly due to raycasting issues?
NEEDS NEW ISSUE
from three-bvh-csg.
Tri Index 1: 40 -- and the triangle is actually just flipped
from three-bvh-csg.
new THREE.Triangle(
new THREE.Vector3( 0.6000000238418579, 0, 0.20000000298023224 ),
new THREE.Vector3( 0.30000001192092896, 0.5196152329444885, 0.20000000298023224 ),
new THREE.Vector3( 0.20000000298023224, 0.3464101552963257, 2.4492935397342132e-17 ),
),
new THREE.Triangle(
new THREE.Vector3( 0.026990325014731087, 0.013316738318119303, 0.20000000298023224 ),
new THREE.Vector3( 0.1269903190542666, -0.15988833933004354, 0 ),
new THREE.Vector3( 0.32699033693566004, 0.5329319712626077, 0.20000000298023224 ),
),
new THREE.Triangle(
new THREE.Vector3( 0.1269903190542666, -0.15988833933004354, 0 ),
new THREE.Vector3( 0.5269903250147311, 0.5329319712626076, 0 ),
new THREE.Vector3( 0.32699033693566004, 0.5329319712626077, 0.20000000298023224 ),
),
new THREE.Triangle(
new THREE.Vector3( 0.026990325014731087, 0.013316738318119303, 0.20000000298023224 ),
new THREE.Vector3( 0.32699033693566004, 0.5329319712626077, 0.20000000298023224 ),
new THREE.Vector3( 0.1269903190542666, 0.5329319712626077, 2.4492935397342132e-17 ),
)
from three-bvh-csg.
Reduced problem space:
const tri = new THREE.Triangle(
new THREE.Vector3( 0.5730096988271268, -0.013316738318119303, 0.20000000298023224 ),
new THREE.Vector3( 0.5826606444782209, -0.2814823215350373, 0.05482547525348732 ),
new THREE.Vector3( 0.5826606498863934, -0.0300326749298766, 0.20000000298023224 ),
);
const tris = [
// new THREE.Triangle(
// new THREE.Vector3( 0.30000001192092896, -0.5196152329444885, 0.20000000298023224 ),
// new THREE.Vector3( 0.4000000059604645, -0.6928203105926514, 0 ),
// new THREE.Vector3( 0.6000000238418579, -1.4695762231022014e-16, 0.20000000298023224 ),
// ),
// new THREE.Triangle(
// new THREE.Vector3( 0.4000000059604645, -0.6928203105926514, 0 ),
// new THREE.Vector3( 0.800000011920929, -1.9594348317873706e-16, 0 ),
// new THREE.Vector3( 0.6000000238418579, -1.4695762231022014e-16, 0.20000000298023224 ),
// ),
new THREE.Triangle(
new THREE.Vector3( 0.30000001192092896, -0.5196152329444885, 0.20000000298023224 ),
new THREE.Vector3( 0.6000000238418579, -1.4695762231022014e-16, 0.20000000298023224 ),
new THREE.Vector3( 0.4000000059604645, -9.797174158936853e-17, 2.4492935397342132e-17 ),
)
];
from three-bvh-csg.
Related Issues (20)
- Extra edges after complex subtraction HOT 8
- Bounding box of csg geometry sometimes does not match the geometry (is much more bigger) HOT 4
- Orphaned Triangles After Operation HOT 6
- Planar faces failure HOT 1
- Texture not showing when exporting scene HOT 4
- Performance Issus when two bufferGeometries evaluate HOT 1
- Weird result using Three CSG HOT 2
- New failure case HOT 1
- Fix "isTriDegenerate" function
- Intersecting edges are being incorrectly reported HOT 1
- Any hint to avoid hitting maxDepth? HOT 1
- How to use multiple ExtrudeGeometry holes HOT 2
- Clear cached bounding boxes from result
- Large performance cost for coplanar triangles HOT 13
- I would like to ask, is there anything wrong with my Boolean operation to create geometry? HOT 1
- Result object of csg evaluator doesn't have textures HOT 8
- T-vertices after subtracting mesh from a plane HOT 4
- csg operation error HOT 4
- How to update a CSG Operation HOT 9
- Add a real simple example HOT 3
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from three-bvh-csg.