trimesh-boolean
Triangle mesh boolean operations for JavaScript — supports open surfaces.
Unlike every other mesh boolean package in the npm ecosystem, trimesh-boolean works on open (non-watertight) meshes like terrain surfaces, DTMs, and partial shells. It also works on closed solids.
Why trimesh-boolean?
| three-bvh-csg | No | BVH-accelerated BSP |
| three-csg-ts | No | BSP tree (TS) |
| manifold-3d | No | WASM C++ |
| trimesh-boolean | Yes | Moller intersection + fan triangulation + shared Steiner points + hybrid boundary/barrier-normal classification + heffalump per-triangle classifier |
Every existing package requires closed, manifold input. If you're working with terrain surfaces, geological models, or any open mesh — they won't work. trimesh-boolean will.
Install
npm install trimesh-boolean
Or use the CDN for browser scripts:
<script src="https://unpkg.com/trimesh-boolean/build/trimesh-boolean.min.js"></script>
Links: npm · GitHub · Live Demo
Live demo (GitHub Pages)
The live demo is built and deployed automatically on every push to main or master by .github/workflows/pages.yml (npm run build:docs in CI). You do not need to commit the docs/ folder for the site to update.
One-time repo setting: GitHub → Settings → Pages → Build and deployment → Source: GitHub Actions (not “Deploy from a branch”). After that, each push runs the workflow and refreshes the demo.
To preview the same build locally:
npm run build:docs
Edit demos only under examples/ (Vite root). Local dev: npm run dev.
Quick Start
import { boolean, splitMeshPair, mergeSplitGroups,
splitToComponents, mergeSmallComponents, mergeComponents,
selectSplits, repairMesh, intersectMeshPair,
heffalumpClassify, shouldUseHeffalump,
reclassifyTriangles, reclassifyAtPoint, reclassifyRegion } from 'trimesh-boolean';
var meshA = [
{ v0: {x:0,y:0,z:0}, v1: {x:2,y:0,z:0}, v2: {x:1,y:2,z:0} },
];
var meshB = [];
var result = boolean(meshA, meshB, 'subtract');
var split = splitMeshPair(meshA, meshB);
var merged = mergeSplitGroups(split.groups, 'union');
var comps = splitToComponents(split.groups);
comps = mergeSmallComponents(comps, 50);
var picked = mergeComponents([
{ soup: comps[0].soup },
{ soup: comps[2].soup, flip: true }
]);
import { bmsBooleanOp } from 'trimesh-boolean';
var bms = bmsBooleanOp(meshA, meshB, null, { preRepair: true });
var comps = splitToComponents(bms.groups);
import { heffalumpClassify, shouldUseHeffalump } from 'trimesh-boolean';
if (shouldUseHeffalump(meshA, meshB)) {
var hResult = heffalumpClassify(megaSoup, segments, meshA, meshB);
}
import { reclassifyAtPoint } from 'trimesh-boolean';
var fix = reclassifyAtPoint(groups, clickX, clickY, clickZ, 0.01);
var segments = intersectMeshPair(meshA, meshB);
var repaired = await repairMesh(meshA, {
closeMode: 'stitch',
snapTolerance: 0.01
});
Three.js Adapter
import { booleanFromMeshes, meshToSoup, soupToMesh } from 'trimesh-boolean/three';
var resultMesh = booleanFromMeshes(threeGroupA, threeGroupB, 'subtract');
scene.add(resultMesh);
var soup = meshToSoup(threeMesh);
var mesh = soupToMesh(soup, { color: 0xff0000 });
API Reference
boolean(soupA, soupB, operation)
Perform a boolean operation on two triangle soups.
- soupA / soupB:
Triangle[] — arrays of { v0, v1, v2 } where each vertex is { x, y, z }
- operation:
"subtract" | "union" | "intersect"
- Returns:
{ soup, points, triangles } or null
splitMeshPair(soupA, soupB)
Split two meshes into 4 inside/outside groups without combining them. This is the "split-and-pick" workflow: compute groups, then the caller decides which to keep.
- soupA / soupB:
Triangle[]
- Returns:
{ groups: { aInside, aOutside, bInside, bOutside }, segments } or null
mergeSplitGroups(groups, operation)
Merge split groups into a single result based on the operation type.
- groups:
{ aInside, aOutside, bInside, bOutside } from splitMeshPair
- operation:
"subtract" | "union" | "intersect"
- Returns:
{ soup, points, triangles } or null
splitToComponents(groups, options?)
Decompose each of the 4 split groups into connected components (disconnected mesh regions). Useful for multi-crossing surfaces where a single group contains multiple spatially separated zones.
- groups:
{ aInside, aOutside, bInside, bOutside } from splitMeshPair
- options.pooled:
boolean — route each group through the integer-id findConnectedComponentsPooled fast path (identical result, far less string hashing at scale). Default off.
- options.tolerance:
number — vertex-weld quantization for the pooled path (default 1e-6)
- Returns:
[{ mesh: "A"|"B", side: "inside"|"outside", index: number, soup: Triangle[], triCount: number }, ...] — sorted largest-first within each group
Scaling at millions of triangles
findConnectedComponents and the default splitToComponents key their edge map on toFixed(6) strings; at millions of triangles that string hashing dominates time and heap. Three opt-in, back-compatible integer-id paths avoid it (the default string paths are unchanged):
findConnectedComponentsPooled(soup, options?) — same shared-edge adjacency and largest-first ordering as findConnectedComponents, but vertices are hashed to integer ids so the edge map uses integer keys. Identical result on clean input. options.tolerance defaults to 1e-6.
splitToComponents(groups, { pooled: true }) — the same, applied to all four groups.
connectedComponentsIndexed(tris) / decomposeIndexedGroups(indexed, smallThreshold?) — decompose an already-indexed result (indexGroups(...) or bmsBooleanOp(..., { indexed: true }).indexed) with no soup and no re-hashing. Connectivity here is shared-vertex (union-find over pool ids), which is coarser than the soup path's shared-edge relation — on a clean seam-welded result they agree; on meshes with genuine vertex-only touches the indexed decompose yields fewer, larger components. decomposeIndexedGroups returns [{ mesh, side, group, index, points, triangles, triCount }, ...] where triangles are [i,j,k] triples into the shared points.
import { bmsBooleanOp, splitToComponents, decomposeIndexedGroups } from 'trimesh-boolean';
var bms = bmsBooleanOp(meshA, meshB, null, { indexed: true });
var comps = splitToComponents(bms.groups, { pooled: true });
var indexedComps = decomposeIndexedGroups(bms.indexed);
mergeSmallComponents(comps, threshold?)
Merge small fragment components into their nearest same-group (mesh + side) larger component by centroid proximity. Cleans up tiny classification artifacts.
- comps: Component array from
splitToComponents
- threshold: Triangle count below which a component is merged (default:
50)
- Returns: Reduced component array with fragments absorbed
mergeComponents(picks)
Merge an arbitrary selection of component soups into a single welded result. Works with the output of splitToComponents — pass in the components the user has selected.
- picks:
[{ soup: Triangle[], flip?: boolean }, ...]
- Returns:
{ soup, points, triangles } or null
selectSplits(groups, selections)
Select specific split groups by name, with optional normal flipping.
- groups:
{ aInside, aOutside, bInside, bOutside } from splitMeshPair
- selections:
{ aInside?: boolean|"flip", aOutside?: boolean|"flip", bInside?: boolean|"flip", bOutside?: boolean|"flip" }
- Returns:
{ soup, points, triangles } or null
BMS Pipeline (v0.4.0+)
The BMS (Brent's Mega Soup) pipeline is a boolean pipeline designed for open surfaces. It solves the core problems of the original pipeline: shared Steiner points, identity-based segment chaining, fan triangulation with guaranteed constraint edges, hybrid classification (v0.5.0), and per-triangle heffalump classification for defective meshes (v0.5.5).
bmsBooleanOp(soupA, soupB, operation?, options?)
Run the full BMS pipeline. Both meshes are split into a unified mega soup where intersection points are shared by object reference (not string matching).
- operation:
"subtract" | "union" | "intersect" — omit to get groups only
- options.classifier (v0.5.8):
"auto" (default) | "hybrid" | "heffalump". Auto censuses the inputs (non-manifold → heffalump + pre-repair), runs the hybrid classifier, verifies partition / chain-closure / barrier post-conditions, and on any failure re-runs only the classification stage with the heffalump on the existing mega soup. No caller needs to know what a heffalump is anymore.
- options.preRepair:
boolean — resolve T-junctions + weld before splitting. Default: auto-enabled when the census finds non-manifold edges.
- options.tolerance:
number — vertex pool merge tolerance
- options.indexed:
boolean — also attach result.indexed, a compact indexed twin of the groups (one shared points pool + per-group [i,j,k] index triples). Back-compatible: the soup groups are unchanged. See Indexed Group Output below.
- Returns:
{ groups, segments, polylines, meshEdgePolys, componentWalks, megaSoup, pool, classifier, verification } — classifier reports the path per mesh (e.g. { A: "hybrid", B: "heffalump (partition)" }); verification carries the post-condition check results. With { indexed: true }, also carries indexed (see below).
verifyBmsClassification(megaSoup, triSides, segments, polylines, trisA, trisB) (v0.5.8)
The auto-classifier's post-condition checks, exported standalone: partition (both meshes must have non-empty inside AND outside groups when intersection segments exist), chain closure (every intersection polyline closes or ends on a mesh boundary), and barrier constraint (same-mesh triangles sharing a barrier edge classify to opposite sides). Returns { ok, failures, counts }.
Indexed Group Output
The pipeline's native output is triangle soup — every triangle carries its own three {x,y,z} vertex objects. That form is simple to consume, but it stores each shared vertex many times over (~5–10× heavier than an indexed mesh). For a multi-million-triangle boolean result you'll want the indexed twin: one shared vertex pool plus per-group [i,j,k] index triples. The pool is shared across all four groups, so the seam between aInside/aOutside (and bInside/bOutside) welds automatically — no re-dedupe needed.
This is purely additive: the soup groups are never modified. Opt in on bmsBooleanOp with { indexed: true }, or call indexGroups directly on any soup groups.
indexGroups(groups, tolerance?)
Convert soup split groups into a compact indexed representation.
- groups:
{ aInside?, aOutside?, bInside?, bOutside? } — soup groups ({ v0, v1, v2 } triangles), as returned by splitMeshPair, bmsBooleanOp, etc.
- tolerance:
number — vertex-weld quantization in world units (default: 1e-4)
- Returns:
{ points, groups } where points is a shared Vertex[] pool and groups is { aInside, aOutside, bInside, bOutside }, each an array of [i, j, k] index triples into points
import { bmsBooleanOp, indexGroups, splitMeshPair } from 'trimesh-boolean';
var bms = bmsBooleanOp(meshA, meshB, 'subtract', { indexed: true });
var split = splitMeshPair(meshA, meshB);
var indexed = indexGroups(split.groups, 1e-4);
indexGroupsToTypedArrays(indexed)
Flatten indexed groups into typed arrays for transfer or GPU upload. Positions are the same shared pool across all groups (indices are global), so a BufferGeometry can point every group's index buffer at one position buffer.
- indexed: the return value of
indexGroups
- Returns:
{ positions, index } where positions is a Float64Array of [x,y,z,...] and index is { aInside, aOutside, bInside, bOutside }, each a Uint32Array of flattened triangle indices
import { indexGroupsToTypedArrays } from 'trimesh-boolean';
var flat = indexGroupsToTypedArrays(bms.indexed);
bmsIntersect(trisA, trisB, options?)
Compute intersections with a shared vertex pool. Every segment endpoint goes through the pool — both meshes get the exact same object reference at each intersection location.
bmsSplit(trisA, trisB, intersectResult)
Re-triangulate crossed triangles using fan triangulation with pool vertex references. Produces a tagged mega soup: [{v0, v1, v2, mesh: "A"|"B", origIdx}].
Since v0.5.8 a fan-sliver guard detects extreme triangle/chain size mismatches (a giant face crossed by a dense intersection chain) and switches that face from corner fans to a chain-constrained CDT seeded with graded interior Steiner points — bounded aspect ratio, no needle "spurs", and no T-junctions (the added points are strictly interior).
bmsChain(segments)
Chain intersection segments using pool vertex identity (integer ID lookup, not distance threshold). Two segments sharing a pool vertex connect by definition.
chainedOpenEdge(tris, megaSoup?, segments?)
Walk the complete open boundary of a mesh as a closed polygon. Uses a half-edge structure to correctly navigate bowtie (non-manifold) vertices. Returns the largest loop as an ordered array of {key, vertex}, with the first vertex repeated at the end.
bmsClosePolylines(polylines, trisA, trisB, megaSoup?, segments?)
Build mesh edge polygons connecting intersection polylines via graph-walks and boundary edge-walks. Graph-walks avoid crossing intersection lines (barrier-aware BFS).
bmsClassify(megaSoup, closedPolylines, segments, trisA, trisB)
Hybrid classification (v0.5.0). Barrier flood-fill produces connected components per mesh. Classification method depends on mesh type:
- Open meshes: boundary topology — component touching mesh open boundary = outside, enclosed by barriers = inside.
- Closed meshes: barrier-normal — dot product of component direction vs other mesh's face normal at barrier edges.
Also extracts per-component boundary walk segments (componentWalks) for visualization.
Self-Intersection Fold Resolver (v0.6.0)
Resolves a self-intersecting, coincident-folded, or non-orientable closed mesh into a clean solid — the case orientSolid alone cannot fix, because a folded component has no consistent winding to orient toward. It re-cuts the coincident and self-crossing triangles into a conforming mesh arrangement, then classifies the resulting cells by generalized winding number (Zhou et al. 2016 + Jacobson et al. 2013).
This is a purely additive feature: every function below is a new export, and no existing API, default, or output changed. The A-vs-B bmsBooleanOp / boolean paths are byte-for-byte unchanged (the new edge-Steiner split path only activates when a self-arrangement populates intersectResult.edgePointsA/B, and the new orientSolid branch only runs under options.coherenceOnly).
bmsSelfResolveIndexed(indexed, options?)
Main entry. Takes and returns indexed geometry — the efficient form for large meshes.
import { bmsSelfResolveIndexed } from 'trimesh-boolean';
var result = bmsSelfResolveIndexed(
{ positions: Float64Array, index: Uint32Array },
{ weldTolerance: }
);
diagnostics reports what happened, honestly:
classifier — "cell-complex" when the mesh resolved watertight, "patch" when it fell back (see below).
arrangementOpenEdges, preOrientSeamViolations — residual non-orientable seams, if any.
cellComplex.leakedFaceFraction, seamOpenBefore / seamOpenAfter — per-mesh, where inside and outside could not be separated.
Genuinely-degenerate input — coincident folds whose seam glues inside to outside as a single topological cell — cannot be made watertight by any winding method. On those, the resolver falls back to a volume-accurate result (typical volume error < 0.01%) rather than tearing or collapsing the mesh, and reports classifier: "patch". It never ships a proximity-stitch collapse.
Coincident-sheet vs. pinch (v0.6.1). Some degenerate leaks come from near-coincident coplanar sheets — vertices within tolerance but not exactly equal — which the radial fan then glues ambiguously. exactSeamSnap: true (default off) collapses those pairs to exact coincidence with robust predicates, so the facet-merge cancels them and the cell complex can separate inside from outside; only coincident-pair vertices move (≤ tolerance, and a zero-thickness pair encloses no volume, so volume is preserved). Enable it and read diagnostics.exactSeamSnap.coincidentPairs and diagnostics.cellComplexConditioned.leakedFaceFraction: if the leak drops below leakTolerance the mesh closes via the cell complex; if it holds, the leak is a genuine topological pinch (the surface passes through itself — inside and outside are one cell), which no winding method can separate, so it stays on the volume-safe patch. Default-off keeps the 0.6.0 path byte-for-byte unchanged.
bmsSelfResolve(soup, options?)
Soup-form entry ({v0,v1,v2}[] in, { soup, diagnostics } out) for when you are not already indexed.
Pipeline internals (advanced)
Exposed for composition and testing; you normally only need the two entries above.
coplanarOverlap, emitCoplanarSegments — coincident (coplanar) overlap detection and segment emission. This is the fold case the classic Möller test near-parallel-rejects, so ordinary intersection never sees it.
bmsSelfIntersect, bmsSelfArrange — self-intersection detection and the conforming self-arrangement (shared-pool edge-Steiner splits → no T-junctions).
conditionArrangement — opt-in seam snap-round + hole-fill; runs only when the cell complex detects a leak, and is a no-op on watertight input.
snapCoincidentSheets (v0.6.1) — the exactSeamSnap primitive: union-finds near-coincident coplanar face-pair vertices onto a shared representative (exact coincidence) so facet-merge cancels them; a no-op on non-coincident geometry.
solidAngle, windingNumber, windingNumberIndexed, extractByWinding, extractByWindingPatches — the generalized winding-number field and surface extraction.
extractByCellComplex — the volumetric cell-complex classifier (radial edge fans → cells → winding propagation → manifold-by-construction extraction).
dedupCoincidentTriangles — exact coincident-face deduplication.
Heffalump Classifier (v0.5.5)
The heffalump classifier is a barrier-only classification strategy for meshes with defective topology (non-manifold edges, fragmented boundaries, cracks, holes). Instead of relying on boundary walks (which break when the boundary is fragmented), it classifies each triangle individually:
- Closed other mesh: ray-cast each triangle's centroid through the other mesh (odd crossings = inside)
- Open other mesh: find nearest surface triangle and check which side the centroid is on (normal direction = outside)
heffalumpClassify(megaSoup, segments, trisA, trisB, opts?)
Barrier-only classification for meshes with defective topology. Classifies each triangle individually rather than by flood-filled components.
- megaSoup: Split triangles with
mesh tags from bmsSplit
- segments: Intersection segments with pool vertex endpoints
- trisA / trisB: Original mesh triangles
- opts.snapThreshold (v0.5.8, default
0.9): per-component majority-snap ratio. After the per-triangle vote, if ≥ this fraction of a component agrees, the stragglers snap to the majority — this erases lone flipped "spur" triangles whose centroids hug the other surface. Genuinely mixed components (the barrier-gap case) are nowhere near unanimous and stay per-triangle.
- opts.maxSnapStragglers (v0.5.9, default
8): absolute-count gate on the snap. The snap only collapses a tiny minority — it never bulldozes a large, legitimate region that happens to read as a low ratio (e.g. a terrain area inside a prism that is flood-fill-connected to the outside).
- Returns:
{ aInside, aOutside, bInside, bOutside, componentWalks }
shouldUseHeffalump(trisA, trisB)
Detect whether a mesh pair needs the heffalump classifier. Returns true if either mesh has non-manifold (over-shared) edges.
reclassifyTriangles(groups, mesh, fromSide, triIndices)
Move triangles between inside/outside groups by index. Useful for fixing misclassified triangles programmatically.
- groups:
{ aInside, aOutside, bInside, bOutside }
- mesh:
"A" | "B"
- fromSide:
"inside" | "outside" — triangles are moved to the opposite side
- triIndices:
number[] — indices within the source array to move
- Returns: Updated groups (mutated in place)
reclassifyAtPoint(groups, cx, cy, cz, tolerance?)
Reclassify a single triangle identified by its centroid coordinates. Useful for click-to-toggle in a 3D viewer.
- cx, cy, cz: Centroid coordinates to match
- tolerance: Match tolerance (default:
0.01)
- Returns:
{ moved: boolean, mesh?: string, from?: string, to?: string }
reclassifyRegion(groups, mesh, fromSide, seedIdx)
Reclassify a connected region — flood fill from a seed triangle to move all connected same-side triangles together.
- mesh:
"A" | "B"
- fromSide:
"inside" | "outside"
- seedIdx: Index of the seed triangle in the source array
- Returns:
number — count of triangles moved
createVertexPool(tolerance)
Create a shared vertex pool with spatial hash deduplication. Points within tolerance get merged to the same object reference.
intersectMeshPair(trisA, trisB)
Find all intersection segments between two meshes.
- Returns:
Segment[] — [{ p0, p1 }, ...]
intersectMeshPairTagged(trisA, trisB)
Like intersectMeshPair but each segment carries source triangle indices.
- Returns:
[{ p0, p1, idxA, idxB }, ...]
repairMesh(soup, config?, onProgress?)
High-level async mesh repair pipeline.
- config.closeMode:
"none" | "weld" | "stitch" (default: "none")
- config.snapTolerance: Weld tolerance in metres (default:
0)
- config.stitchTolerance: Stitch tolerance (default:
1.0)
- config.removeDegenerate: Remove degenerate/sliver triangles (default:
true)
- config.sliverRatio: Sliver aspect ratio threshold (default:
0.01)
- config.cleanCrossings: Remove over-shared edge duplicates (default:
true)
- config.removeOverlapping: Remove anti-parallel internal wall triangles (default:
false)
- config.overlapTolerance: Overlap detection tolerance (default:
1e-4)
- Returns:
Promise<{ soup, points, triangles }>
Repair Functions
Individual repair steps, usable standalone:
deduplicateSeamVertices(tris, tol?) | Merge coincident seam vertices |
resolveTJunctions(soup, tol?, maxPasses?) | Split edges at T-junction vertices |
resolveTJunctionsHoleFree(soup, tol?, maxPasses?) | Hole-free T-junction resolution (shared welded identity, no cracks) |
cancelCoincidentFaces(soup, tol?) | Cancel opposite-winding coincident pairs (zero-thickness membranes) |
weldVertices(tris, tolerance) | Merge vertices within tolerance → indexed mesh |
weldedToSoup(weldedTris) | Convert indexed mesh back to soup |
removeDegenerateTriangles(tris, minArea?, sliverRatio?) | Remove zero-area and sliver triangles |
extractBoundaryLoops(tris) | Find open boundary loops |
triangulateLoop(loop) | Triangulate a 3D polygon loop |
capBoundaryLoops(tris) | Cap all boundary loops (parallel) |
capBoundaryLoopsSequential(tris) | Cap all boundary loops (sequential) |
stitchByProximity(tris, tolerance?) | Connect nearby boundary edges |
cleanCrossingTriangles(tris) | Remove over-shared edge duplicates |
removeOverlappingTriangles(tris, tol?) | Remove anti-parallel internal walls |
forceCloseIndexedMesh(points, triangles) | Force-close an indexed mesh |
fillOpenEdgeLoops(soup) | Fill closed loops of open edges with fan triangles |
weldBoundaryVertices(tris, tolerance) | Weld boundary-only vertices |
soupToIndexed(tris, tolerance) | Alias for weldVertices — convert soup to indexed mesh |
indexedToSoup(weldedTris) | Alias for weldedToSoup — convert indexed mesh back to soup |
Hole-free repair (v0.6.2)
Polygon/prism cuts on battered (near- but not-quite-vertical) walls can leave two artifacts
where the cut grazes a triangle near an edge: sub-tolerance slivers weld back onto the surface with
the reverse winding (zero-thickness "membrane" pairs), and the off-edge crossing vertex becomes a
T-junction. These preserve volume but z-fight on render and break downstream tooling.
The existing resolveTJunctions keys vertices with toFixed() strings, so two triangles sharing an
edge can disagree on that edge's split points and the mesh tears open. The two functions below fix
both artifacts without opening the mesh:
import { cancelCoincidentFaces, resolveTJunctionsHoleFree } from "trimesh-boolean";
var soup = cancelCoincidentFaces(piece, weldEps);
soup = resolveTJunctionsHoleFree(soup, weldEps);
- Identity is a neighbourhood-weld integer pool (
round(x/eps) with a 27-cell search), not
toFixed() and not exact rationals — welding is a tolerance operation, so two triangles across a
shared edge resolve to the same vertex ids and split that edge identically. Exact predicates stay
reserved for orientation signs, not fuzzy identity.
cancelCoincidentFaces is stricter and safer than removeOverlappingTriangles: it cancels only
exact opposite-winding coincident pairs, so it never deletes near-coincident but genuinely-distinct
wall triangles (which would tear holes).
resolveTJunctionsHoleFree re-triangulates each affected triangle with a local-frame Delaunay
pass (never a corner fan, which emits collinear zero-area slivers) and re-orients each sub-triangle
to the source normal. It inserts only existing vertices, so it converges in a couple of passes.
Component Functions
findConnectedComponents(soup) | Split a soup into connected components via shared edges |
findConnectedComponentsPooled(soup, options?) | Integer-id twin of the above — same result, no toFixed string keys (see Scaling) |
splitToComponents(groups, options?) | Decompose 4 split groups into per-component list ({ pooled: true } for the fast path) |
connectedComponentsIndexed(tris) | Components of an already-indexed mesh via shared-vertex union-find |
decomposeIndexedGroups(indexed, smallThreshold?) | Decompose indexed groups (shared pool + [i,j,k]) — soup-free |
mergeSmallComponents(comps, threshold?) | Merge small fragments into nearest same-group neighbor |
mergeSmallIndexedComponents(comps, threshold) | Fold small indexed components into the largest |
mergeComponents(picks) | Merge user-selected component soups into welded result |
selectSplits(groups, selections) | Select specific groups with optional flip |
Normal Functions
triNormal(tri) | Unit face normal of a triangle |
ensureZUpNormals(tris) | Flip downward-facing triangles to Z-up |
flipAllNormals(tris) | Reverse all triangle winding |
classifyNormalDirection(tris, isClosed, volume) | Classify dominant normal direction |
computeSignedVolume(tris) | Signed volume via divergence theorem |
computeProjectedArea(tris, plane) | Projected footprint area |
compute3DSurfaceArea(tris) | True 3D surface area |
Intersection Functions
triTriIntersection(triA, triB) | Moller tri-tri intersection → segment |
triTriIntersectionDetailed(triA, triB) | With signed distances |
chainSegments(segments, threshold) | Chain segments into polylines |
simplifyPolyline(points, spacing) | Distance-based simplification |
buildSpatialGrid(tris, cellSize) | Build XY spatial hash (for Z-ray) |
buildSpatialGridOnAxes(tris, cellSize, getA, getB) | Build spatial hash on arbitrary axes |
queryGrid(grid, bb, cellSize) | Query XY spatial hash |
queryGridOnAxes(grid, a, b, cellSize) | Query arbitrary-axis spatial hash |
computeBBox(tris) | Compute axis-aligned bounding box of a triangle array |
triBBox(tri) | Compute bounding box of a single triangle |
bboxOverlap(a, b) | Test if two bounding boxes overlap |
estimateAvgEdge(tris) | Estimate average edge length of a triangle array |
Boolean Internals (Advanced)
classifyPointMultiAxis(point, otherTris, grids) | Classify inside/outside via 3-axis majority vote |
classifyByFloodFill(tris, crossedMap, otherTris, otherGrids) | BFS flood-fill classification with multi-axis seeds |
fanTriangulate(tri, segments) | Fan triangulation of crossed triangle (primary method) |
retriangulateWithSteinerPoints(tri, segments) | CDT split of crossed triangle with Steiner points (fallback) |
buildCurtainAndCap(tris, floorOffset) | Extrude boundary to floor + cap |
generateClosingTriangles(tris, maxDist) | Iteratively close boundary gaps |
Internal (non-exported) functions used by the boolean pipeline:
splitStraddlingAndClassify(tris, classifications, crossedMap, otherTris, otherGrids, otherIdxKey) | Split crossed tris via fan triangulation, classify via border-segment priority + half-space fallback, enforce constraints across segment edges |
halfSpaceTest(point) | Classify a point against the nearest intersection segment using the other mesh's triangle normal |
segHalfSpace(point, seg) | Classify a point against a specific segment's other-mesh triangle plane |
Utility Functions
dist3(a, b) | 3D Euclidean distance |
distSq3(a, b) | Squared 3D distance |
triangleArea3D(tri) | Triangle area via cross product |
computeBounds(points) | Axis-aligned bounding box |
cross(a, b) | 3D cross product |
lerpVert(a, b, t) | Linear vertex interpolation |
countOpenEdges(tris) | Count boundary and non-manifold edges |
vKey(v) | Vertex to string key for spatial hashing |
edgeKey(k1, k2) | Canonical edge key from two vertex keys |
indexGroups(groups, tolerance?) | Soup groups → shared points pool + per-group [i,j,k] index triples (see Indexed Group Output) |
indexGroupsToTypedArrays(indexed) | Flatten indexed groups → Float64Array positions + per-group Uint32Array indices |
Working with Kirra Surface Data
The library includes real-world mining surface data from the Kirra application. Kirra surfaces use the format { vertices: [{x,y,z}, ...] } per triangle. To convert to trimesh-boolean soup:
function kirraToSoup(surface) {
var soup = [];
for (var i = 0; i < surface.triangles.length; i++) {
var verts = surface.triangles[i].vertices;
if (verts && verts.length >= 3) {
soup.push({ v0: verts[0], v1: verts[1], v2: verts[2] });
}
}
return soup;
}
Pre-extracted Kirra surfaces (terrain, cylinder, cup, convoluted block) are included in examples/public/kirra-surfaces.json with UTM coordinates centroid-subtracted for demo use. The convoluted block is a 32-triangle open surface that crosses the terrain twice — the hardest test case for multi-crossing classification.
The Three.js demo (examples/index.html) also has Import KAP / Export KAP: import reads surfaces.json from a Kirra .kap ZIP into the Mesh A/B dropdowns; export writes a minimal Kirra-compatible archive (manifest + two surfaces for the current Mesh A and B) for round-tripping or testing in Kirra.
Data Model
The library uses plain JavaScript objects — no classes, no Three.js types:
{ x: number, y: number, z: number }
{ v0: Vertex, v1: Vertex, v2: Vertex }
{ vertices: [Vertex, Vertex, Vertex] }
{ p0: Vertex, p1: Vertex }
How It Works
Boolean Algorithm — Step by Step
Step 1: Intersection Detection
Find all triangle-triangle intersection segments between mesh A and mesh B using the Moller algorithm.
- Each segment records its source triangle indices (
idxA, idxB)
- Builds a
crossedMap — which triangles are "crossed" by the other mesh
- Issue: Moller can miss near-coplanar or edge-on intersections. Deterministic jitter offsets mitigate this.
Step 2: Spatial Grid Construction
Build 3 spatial hash grids per mesh (XY, YZ, XZ) for accelerated ray casting along Z, X, and Y axes.
- Cell size is
2x the average edge length of each mesh
- Three grids enable multi-axis ray casting (no single-axis blind spots)
- Issue: Very small or very large meshes (sub-mm edges, or UTM 600000+) can cause hash collisions. The library centroid-shifts large coordinates internally.
Step 3: Flood-Fill Classification
BFS from non-crossed seed triangles to classify connected regions as inside/outside via multi-axis majority vote.
- Seed triangles ray-cast along +Z, +X, +Y; 2+ inside votes = inside
- Classification propagates to all connected non-crossed triangles in the same component
- Issue (open surfaces): Ray-casting against an open mesh is unreliable — rays can escape through open edges and give wrong inside/outside results. For open surfaces, Step 5 corrects these errors using the half-space test.
Step 4: Fan Triangulation
Split every crossed triangle at its intersection segment endpoints using fan triangulation (CDT fallback for edge cases).
- Chain intersection segments into ordered polylines
- Identify boundary entry/exit points via barycentric coordinates
- Fan from each original vertex to sequential chain points — every sub-triangle has at least 1 original vertex and 1 edge on the intersection boundary
- Eliminates "pocket triangles" (all-Steiner sub-triangles) that plagued CDT — reduced from 93 to 5 across test meshes
- CDT fallback for: multiple disconnected polylines, entry/exit on same edge, chain endpoint at original vertex
Step 5: Half-Space Classification
Classify every triangle (non-crossed and crossed sub-triangles) using a multi-stage approach:
Step D0 — Border-segment priority: If a crossed sub-triangle shares an edge with an intersection segment, classify its centroid directly against that specific segment's other-mesh triangle plane. This prevents "nearest segment" from picking a wrong crossing in multi-crossing scenarios.
Steps D1-D4 — Fallback chain: half-space test against nearest segment, vertex adjacency inheritance, sub-triangle centroid half-space, ray-cast centroid (last resort).
Step E3 — Constraint enforcement: After initial classification and adjacency propagation, iterate through all segment edges. Sub-triangles sharing a segment edge MUST have opposite classifications (one inside, one outside). Any violations are corrected using the specific segment's plane.
- Calibration: The normal convention (outward vs inward) is auto-detected by sampling points near the intersection, offsetting along the triangle normal, and ray-casting.
- Why this works for open surfaces: Unlike ray-casting (which counts boundary crossings and fails for non-watertight meshes), the half-space test only needs local geometry at the intersection.
- Confidence propagation: Confident classifications propagate to adjacent non-confident triangles via edge adjacency.
- Known limitation: Multi-crossing open surfaces can still have spill where the fallback path picks the wrong nearest segment. See KNOWN_ISSUES.md for details.
Step 6: Seam Deduplication
Merge coincident vertices along the intersection boundary to produce a clean seam.
- Tolerance-based deduplication at
1e-4
- Applied independently to each of the 4 groups (aInside, aOutside, bInside, bOutside)
Step 7: Normal Propagation
Ensure consistent winding order across the result mesh.
- BFS-based winding propagation from a seed triangle
- Falls back to Z-up normal enforcement if BFS doesn't reach all triangles
Step 8: Group Combination
Combine inside/outside groups based on the requested operation.
subtract | A \ B | A-outside-B + B-inside-A (flipped) |
union | A ∪ B | A-outside-B + B-outside-A |
intersect | A ∩ B | A-inside-B + B-inside-A |
Step 9: Weld & Return
Weld the combined triangle soup into an indexed mesh and return { soup, points, triangles }.
Mesh Repair Algorithm
- Vertex deduplication — spatial-grid merge of coincident vertices
- T-junction resolution — detect and split edges at mid-edge vertices
- Welding — merge vertices within tolerance
- Degenerate removal — filter zero-area and sliver triangles
- Stitching — connect nearby boundary edges
- Capping — triangulate boundary loops
- Force-close — fill remaining gaps iteratively
Dependencies
Optional peer dependency:
- three
>=0.150.0 — Only needed for trimesh-boolean/three adapter
License
MIT