When it comes to creating a dice, I've noticed that it only looks like a dice when using MeshNormalMaterial
in the second last line (
result = resultBSP.toMesh(materialNormal);
). If any other material is used, it just ends up looking like a cube with no subtraction
dots on it. The library I'm utilizing, ThreeBSP
(an upgrade of ThreeCSG), can be found here.
There's no issue with the MeshNormalMaterial
, but it lacks customization options compared to other materials as it doesn't accept parameters.
Below is the function I'm employing to build the dice:
function buildDice(){
var materialNormal = new THREE.MeshNormalMaterial();
var diceCube = new THREE.Mesh( new THREE.BoxGeometry(100,100,100), materialNormal);
diceCube.position.x = 0;
diceCube.position.y = 50;
diceCube.position.z = 0;
diceCube.geometry.computeFaceNormals();
diceCube.geometry.computeVertexNormals();
var cubeBSP = new ThreeBSP(diceCube);
var sphereGeometry = new THREE.SphereGeometry(75,16,8);
var sphereMesh = new THREE.Mesh(sphereGeometry, materialNormal);
sphereMesh.scale.x = 0.17;
sphereMesh.scale.y = 0.17;
sphereMesh.scale.z = 0.17;
//coords of the spheres
var xPositions = [....]; // coordinates for xPositions of sphereMesh
var yPositions = [....];
var zPositions = [....];
var diceDots = new THREE.Geometry();
for(var i = 0; i < xPositions.length; i++){
sphereMesh.position.x = xPositions[i];
sphereMesh.position.y = yPositions[i];
sphereMesh.position.z = zPositions[i];
THREE.GeometryUtils.merge(diceDots, sphereMesh);
}
var dotsMesh = new THREE.Mesh(diceDots, materialNormal);
dotsMesh.geometry.computeFaceNormals();
dotsMesh.geometry.computeVertexNormals();
var dotsBSP = new ThreeBSP(dotsMesh);
var resultBSP = cubeBSP.subtract(dotsBSP);
result = resultBSP.toMesh(materialNormal);
scene.add(result);
}