This is my playground: https://playground.babylonjs.com/#D25VJD#14
When I rotate the vertical wall around its vertical axis, intersection does not rotate:
When I rotate around Z, thins get even weirder…
What’s going on here?!?
This is my playground: https://playground.babylonjs.com/#D25VJD#14
When I rotate the vertical wall around its vertical axis, intersection does not rotate:
When I rotate around Z, thins get even weirder…
What’s going on here?!?
Passing true
for the absolute
parameter of CSG.FromMesh
works:
Cool thanks.
Now more difficult
If you drag the flat gizmo, script will calculate this intersection:
The white line should go from gizmo to that intersection… but I always get 0,0,0 as its position, why?!? I tried with the “true” you suggestes, no luck.
Relevant lines are 384-411.
Your PG is getting a little too complicated… Are you able to reduce it to the bare minimum to show the problem?
As I said, the problem is in lines 384-411, where I try to figure out which are the coordinates of the final section.
I intersect a circle with a sphere, obtaining two objects, which actually are seen like one single mesh by Babylon;
so I subtract the “upper part of the world” from this mesh, thus obtaining only the intersection under the horizontal plane;
but this single small mesh keeps having (0,0,0) as coordinates, regardless of any matrix update I do.
Ok, simplified PG:
How do I get actual position of the intersection?!? I get always 0.
I found the solution but… should this be considered a bug? The intersection position is always 0,0,0, but the center of its bounding box changes properly:
It’s not a bug, it’s because the CSG mesh is not centered relative to its local coordinate system (local (0,0,0) is not the center of the bounding box) when it is created.