Closed gkjohnson closed 2 years ago
Similar happens with sphere:
It seems that edge intersections are not being found somehow:
Shows up with low complexity (0) sphere and torus:
at this position:
brush2.position.set( -0.5500082923892159, 0.7015423371475576, 0 );
brush2.scale.setScalar( 1 );
new THREE.Triangle(
new THREE.Vector3( -0.800000011920929, 9.797174158936853e-17, 0 ),
new THREE.Vector3( -0.4000000059604645, -0.6928203105926514, 0 ),
new THREE.Vector3( -0.30000001192092896, -0.5196152329444885, 0.20000000298023224 ),
),
new THREE.Triangle(
new THREE.Vector3( -0.731643925500216, -0.1074746654349924, 0.5690170025825501 ),
new THREE.Vector3( -1.1377935363772531, -0.1074746654349924, 0.01 ),
new THREE.Vector3( -0.5500082923892159, -0.29845766285244235, 0.010000000000000116 ),
)
Looks like it works in three-mesh-bvh, though...
Next steps: log the intersection checks
Looks like this is a bug in bvhcast. Returning that the bounds always intersect results in correct results: