I want the CSG-operation to be executed with the new position and rotation of the meshes, but they are ignored. the CSG-result always shows up at zero-point.
I’ve added the two meshes to the scene to make it obvious where I want the CSG-operation to take place.
var cubeGeometry2 = new THREE.CubeGeometry( 200, 400, 100, 1, 1, 1 );
var cubeMesh2 = new THREE.Mesh( cubeGeometry2 );
cubeMesh2.position.set( 130, 900, 0); // the ThreeBSP ignores this
//cubeMesh2.rotation.set(new THREE.Vector3( 0, 600, 0));
var cubeBSP2 = new ThreeBSP( cubeMesh2 );
//scene.add( cubeMesh2 );
var cubeGeometry3 = new THREE.CubeGeometry( 100, 300, 100, 1, 1, 1 );
var cubeMesh3 = new THREE.Mesh( cubeGeometry3 );
var cubeBSP3 = new ThreeBSP( cubeMesh3 );
cubeMesh3.position.set( 0, 900, 0);
scene.add( cubeMesh3 );
var material = new THREE.MeshBasicMaterial({
color: 0x1266bb,
vertexColors: THREE.FaceColors
});
var newBSP = cubeBSP2.subtract( cubeBSP3 );
var newMesh = newBSP.toMesh( material );
newMesh.position.set( 0, 200, 0);
scene.add( newMesh );