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  • License MIT

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Package Exports

  • @react-three/csg
  • @react-three/csg/dist/index.cjs.js
  • @react-three/csg/dist/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@react-three/csg) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

Runtime Physics Instances Instances

yarn add @react-three/csg

A small, abstraction around https://github.com/gkjohnson/three-bvh-csg. It is not feature complete!

You have 4 operations:

  • Subtraction
  • Addition
  • Difference
  • Intersection

Each needs to fill two slots with a <Brush>, which is like a THREE.Mesh and needs a geometry. A brush must be either slot a or b (first & second operand), which you need to define as a prop.

If you nest operations, the operation itself becomes a brush and must also define its slot.

The outmost operation will yield a buffergeometry, so you can use it in a mesh, an instancedMesh, or whatever needs a geometry to function.

import { Brush, Subtraction, Addition, Difference, Intersection } from '@react-three/csg'

function Model() {
  return (
    <mesh>
      <Subtraction>
        <Subtraction a>
          <Brush a scale={1.5} position={[0, -1.04, 0]} geometry={nodes.bunny.geometry} />
          <Brush b position={[0.5, -0.75, 1]}>
            <sphereGeometry />
          </Brush>
        </Subtraction>
        <Brush b position={[-1, 1, 1]}>
          <sphereGeometry />
        </Brush>
      </Subtraction>
      <meshNormalMaterial />
    </mesh>
  )
}

Updating the operations

If you update a brush, or an operation, set needsUpdate on it, it will bubble up to its base operation. Keep in mind that although the base CSG implementation is fast, this is something you may want to avoid doing often or runtime, depending on the complexity of your geometry.

function Shape() {
  const brush = useRef()
  useFrame((state, delta) => {
    brush.current.rotation.x += 0.025
    brush.current.needsUpdate = true
  })
  return (
    <mesh>
      <Subtraction castShadow receiveShadow>
        <Brush a rotation={[0, Math.PI / 2, 0]} position={[-0.35, 0.4, 0.4]}>
          <boxGeometry />
        </Brush>
        <Brush b ref={brush} position={[-0.35, 0.4, 0.4]}>
          <boxGeometry />
        </Brush>

Using multi-material groups

With the useGroups prop you can instruct CSG to generate material groups. Thereby instead of ending up with a single clump of geometry you can, for instance, make cuts with different materials. Each brush now takes its own material! The resulting material group will be inserted into the mesh that carries the output operation.

<mesh>
  <Subtraction useGroups>
    <Brush a scale={1.5} position={[0, -1.04, 0]} geometry={nodes.bunny.geometry}>
      <meshNormalMaterial />
    </Brush>
    <Brush b position={[-1, 1, 1]}>
      <boxGeometry args={[1, 1, 1]} />
      <meshStandardMaterial color="orange" />
    </Brush>
  </Subtraction>
</mesh>