Examples : CSG with a GLTF

Description

Demonstrates CSG Operations on a gLTF.

GSGMesh GitHub Repository : https://github.com/Sean-Bradley/THREE-CSGMesh

This examples demonstrates,

  • Traversing a gTLF and extracting just the required geometry.
  • CSG Subtract, Union and Intersect Operations on a geometry from a gLTF model.
  • Translating a CSG Geometry along an axis before applying the operation.
  • Using the THREE.GridHelper.

Code

./src/server/server.ts

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import express from "express"
import path from "path"
import http from "http"

const port: number = 3000

class App {
    private server: http.Server
    private port: number

    constructor(port: number) {
        this.port = port
        const app = express()
        app.use(express.static(path.join(__dirname, '../client')))
        app.use('/build/three.module.js', express.static(path.join(__dirname, '../../node_modules/three/build/three.module.js')))
        app.use('/jsm/controls/OrbitControls', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/controls/OrbitControls.js')))
        app.use('/jsm/loaders/GLTFLoader', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/loaders/GLTFLoader.js')))
        app.use('/jsm/libs/stats.module', express.static(path.join(__dirname, '../../node_modules/three/examples/jsm/libs/stats.module.js')))

        this.server = new http.Server(app);
    }

    public Start() {
        this.server.listen(this.port, () => {
            console.log( `Server listening on port ${this.port}.` )
        })
    }
}

new App(port).Start()

./src/client/client.ts

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import * as THREE from '/build/three.module.js'
import { OrbitControls } from '/jsm/controls/OrbitControls'
import Stats from '/jsm/libs/stats.module'
import { GLTFLoader } from '/jsm/loaders/GLTFLoader'
import CSG from './utils/CSGMesh.js'

const scene: THREE.Scene = new THREE.Scene()

const gridHelper = new THREE.GridHelper(10, 10, 0xaec6cf, 0xaec6cf);

scene.add(gridHelper);

const light1 = new THREE.PointLight();
light1.position.set(5, 10, 5)
scene.add(light1);

const camera: THREE.PerspectiveCamera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000)
camera.position.x = 0
camera.position.y = 3
camera.position.z = 3

const renderer: THREE.WebGLRenderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.target.set(0, 1.5, 0)

const envTexture = new THREE.CubeTextureLoader().load(["img/px_25.jpg", "img/nx_25.jpg", "img/py_25.jpg", "img/ny_25.jpg", "img/pz_25.jpg", "img/nz_25.jpg"]);
envTexture.mapping = THREE.CubeReflectionMapping;

const material = new THREE.MeshPhysicalMaterial({
    color: 0xb2ffc8,
    envMap: envTexture,
    metalness: .5,
    roughness: .1,
    transparent: true,
    opacity: .5,
    //transmission: .9,
    side: THREE.DoubleSide,
    flatShading: true
});

const cubeMesh = new THREE.Mesh(new THREE.BoxGeometry(1, 2, 2), new THREE.MeshPhongMaterial({ color: 0xff0000 }));
cubeMesh.position.set(-2, 1.5, -3)
scene.add(cubeMesh)

let modelsReady = false
let cubeMonkeyMeshIntersect: THREE.Mesh
let cubeMonkeyMeshSubtract: THREE.Mesh
let cubeMonkeyMeshUnion: THREE.Mesh

const loader = new GLTFLoader()
loader.load(
    'models/monkey.glb',
    function (gltf) {
        gltf.scene.traverse(function (child) {
            if ((child as THREE.Mesh).isMesh) {
                if ((child as THREE.Mesh).name === "Suzanne") {
                    const mesh = new THREE.Mesh((child as THREE.Mesh).geometry.clone(), new THREE.MeshPhongMaterial({ color: 0x00ff00 }));
                    mesh.position.set(2, 1.5, -3)
                    mesh.geometry.scale(1.15, 1.15, 1.15)
                    scene.add(mesh)//adding only the monkey mesh to the scene and ignoring everything else inside the gltf

                    const cubeCSG = CSG.fromGeometry(cubeMesh.geometry.clone().translate(-.5, 0, 0));
                    const monkeyMeshCSG = CSG.fromMesh(mesh);

                    const cubeMonkeyMeshIntersectCSG = cubeCSG.intersect(monkeyMeshCSG.clone());
                    cubeMonkeyMeshIntersect = CSG.toMesh(cubeMonkeyMeshIntersectCSG, new THREE.Matrix4());
                    cubeMonkeyMeshIntersect.material = material
                    cubeMonkeyMeshIntersect.position.set(-3, 1.5, 0)
                    scene.add(cubeMonkeyMeshIntersect)

                    const cubeMonkeyMeshSubtractCSG = cubeCSG.subtract(monkeyMeshCSG.clone());
                    cubeMonkeyMeshSubtract = CSG.toMesh(cubeMonkeyMeshSubtractCSG, new THREE.Matrix4());
                    cubeMonkeyMeshSubtract.material = material
                    cubeMonkeyMeshSubtract.position.set(0, 1.5, 0)
                    scene.add(cubeMonkeyMeshSubtract)

                    const cubeMonkeyMeshUnionCSG = cubeCSG.union(monkeyMeshCSG.clone());
                    cubeMonkeyMeshUnion = CSG.toMesh(cubeMonkeyMeshUnionCSG, new THREE.Matrix4());
                    cubeMonkeyMeshUnion.material = material
                    cubeMonkeyMeshUnion.position.set(3, 1.5, 0)
                    scene.add(cubeMonkeyMeshUnion)

                    modelsReady = true
                }
            }
        })
    },
    (xhr) => {
        console.log((xhr.loaded / xhr.total * 100) + '% loaded')
    },
    (error) => {
        console.log(error);
    }
);

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
}

const stats = Stats()
document.body.appendChild(stats.dom)

var animate = function () {
    requestAnimationFrame(animate)

    controls.update()

    if (modelsReady) {
        cubeMonkeyMeshIntersect.rotation.y += .005
        cubeMonkeyMeshSubtract.rotation.y += .005
        cubeMonkeyMeshUnion.rotation.y += .005
    }

    render()

    stats.update()
};

function render() {
    renderer.render(scene, camera)
}
animate();