BufferGeometry and Three-bvh-csg not working together

So I have a list of points in a 3D space, and I have a list triangles that show how each of them connect. I input both of these into BufferGeometry as attributes and it displays the shape just fine. In three.js it looks normal, and has all faces closed.

However, when I try to use it with three-bvh-csg I get nothing, and i have no idea why. I assume it could be because for some reason csg sees it as a non-manifold geometry, but I am not sure how to tell if that is the case, and if so how to fix that. Has anyone faced this issue before? Is there a solution?

Here is how I create this geometry:

export const CustomGeometry = () => {
    return (
        <bufferGeometry>
            <bufferAttribute
                attach='attributes-position'
                array={new Float32Array([-17.696252822875977, 0, 19.3864688873291, -6.360003471374512, 0, -16.741426467895508, 21.877092361450195, 0, -9.136500358581543, 10.539518356323242, 0, 26.87751579284668, 0.8028643727302551, 14.598217010498047, 9.191112518310547, 3.376246452331543, 14.602235794067383, 1.003333330154419])}
                count={6}
                itemSize={3}
            />
            <bufferAttribute
                attach="index"
                array={new Uint16Array([2, 3, 0, 0, 1, 2, 4, 3, 0, 4, 0, 1, 1, 5, 4, 5, 1, 2, 5, 2, 3, 3, 4, 5])}
                count={24}
                itemSize={1}
            />
        </bufferGeometry>
    )
}

And this is the very basic usage of three-bvh-csg, with the react wrapper react-three-csg:


const CsgGeometry= (props) => {
    return (
        <Geometry>
            <Base scale={[20, 20, 20]}>
                <boxGeometry/>
            </Base>
            <Addition>
                 <CustomGeometry/>
            </Addition>
         </Geometry>
    )
}

And the error I get is this, which is what leads me to suspect it might be a manifold problem

Error: CSG Operations: Attribute uv not available on geometry.

Based on the error, perhaps it’s complaining that your ‘base’ geometry has a UV attribute and your ‘addition’ geometry does not? Either removing UVs from the boxGeometry or adding them to the custom geometry might resolve that.

You’re right, that fixed it!! Thank you so much! I defined the UV attributes then it complained about the normals, once I defined that, it started working well.

Since fixing the UV issues yesterday I started messing with the buffer geometries and I noticed the intersections, subtractions etc are all hollow. Maybe this should be the topic of a new question, but I wonder if they could be related.