scene.ts
import { ArcRotateCamera } from "@babylonjs/core/Cameras/arcRotateCamera";
import type { Engine } from "@babylonjs/core/Engines/engine";
import { DirectionalLight } from "@babylonjs/core/Lights/directionalLight";
import { Color3 } from "@babylonjs/core/Maths/math.color";
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { MultiMaterial } from "@babylonjs/core/Materials/multiMaterial";
import { StandardMaterial } from "@babylonjs/core/Materials/standardMaterial";
import { CreateBox } from "@babylonjs/core/Meshes/Builders/boxBuilder";
import { CreateSphere } from "@babylonjs/core/Meshes/Builders/sphereBuilder";
import { CSG } from "@babylonjs/core/Meshes/csg";
import { Scene } from "@babylonjs/core/scene";
export function createCsgScene(engine: Engine, canvas: HTMLCanvasElement): Scene {
const scene = new Scene(engine);
scene.ambientColor = new Color3(0.3, 0.3, 0.3);
const camera = new ArcRotateCamera("Camera", Math.PI / 4, Math.PI / 3, 22, Vector3.Zero(), scene);
camera.attachControl(canvas, true);
const light = new DirectionalLight("dir01", new Vector3(0, -0.5, -1), scene);
light.position = new Vector3(20, 150, 70);
const sourceMaterial = new StandardMaterial("sourceMat", scene);
sourceMaterial.wireframe = true;
sourceMaterial.backFaceCulling = false;
const sphere = CreateSphere("sphere", { segments: 16, diameter: 4 }, scene);
const box = CreateBox("box", { size: 4 }, scene);
const angledBox = CreateBox("angledBox", { size: 4 }, scene);
sphere.position.y = 5;
box.position.y = 2.5;
angledBox.position.y = 3.5;
angledBox.rotation.y = Math.PI / 8;
sphere.material = sourceMaterial;
box.material = sourceMaterial;
angledBox.material = sourceMaterial;
const sphereCsg = CSG.FromMesh(sphere);
const boxCsg = CSG.FromMesh(box);
const angledBoxCsg = CSG.FromMesh(angledBox);
const red = new StandardMaterial("red", scene);
red.diffuseColor.copyFromFloats(0.8, 0.2, 0.2);
red.backFaceCulling = false;
const green = new StandardMaterial("green", scene);
green.diffuseColor.copyFromFloats(0.2, 0.8, 0.2);
green.backFaceCulling = false;
boxCsg.subtract(sphereCsg).toMesh("boxMinusSphere", red, scene).position = new Vector3(-10, 0, 0);
sphereCsg.subtract(boxCsg).toMesh("sphereMinusBox", red, scene).position = new Vector3(10, 0, 0);
sphereCsg.intersect(boxCsg).toMesh("intersection", red, scene).position = new Vector3(0, 0, 10);
const multi = new MultiMaterial("multiMat", scene);
multi.subMaterials.push(red, green);
boxCsg.subtract(angledBoxCsg).toMesh("boxMinusAngledBox", multi, scene, true).position = new Vector3(0, 0, -10);
sphere.setEnabled(false);
box.setEnabled(false);
angledBox.setEnabled(false);
return scene;
}