#Subtract

9 messages · Page 1 of 1 (latest)

quiet elbow
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I’m subtracting the red part from the wireframe part using the CSG library, but after the operation the faces are no longer connecting properly.
When I subtract the red part from the wireframe part using the CSG library, the boolean operation doesn’t connect the faces correctly. The result shows broken geometry with gaps and misaligned faces, instead of a clean subtraction. This issue only occurs when both pieces have rounded edges.

wind bridge
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which csg lib did you use?

quiet elbow
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three-csg-ts

glass agate
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I think that's the ts port of the csg library that I maintain. You can also try three-bvh-csg, or manifold.js

errant roost
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I had similar issues subtracting my geometries via three-csg-ts. Since I create my geometries with https://github.com/mauriciopoppe/quickhull3d it works fine. Implmented it with this example https://github.com/viczar/random_polytope_generator . But I don't know if it can create such complex geometries as in your screenshot.

GitHub

A JS library to find the convex hull of a finite set of 3d points - mauriciopoppe/quickhull3d

GitHub

a random polytope generator based on the quickhull3d algorithm - viczar/random_polytope_generator

glass agate
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there is a build in ConvexGeometry in threejs.

glass agate
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I've been using Manifold-csg these last couple weeks and it works really well but is a bit fiddly to get working.

errant roost
# glass agate I've been using Manifold-csg these last couple weeks and it works really well bu...

Is there a way to convert a non-manifold geometry to a two-manifold geometry? I don't mean using a three primitive as a starting point, but a truly custom-created geometry, such as a wall consisting of eight vertices. I'm currently trying to take the box geometry and populate it with world coordinates, as I want to retain its manifold nature. Unfortunately, Quickhull3D isn't suitable for this wall scenario.