• What am I missing? New site not compatible...

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    z3devZ
    @Steve-Spodaryk Are you using the Text functions? Those have changed in V3.
  • JSCAD Website Refresh

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  • JSCAD Release V3 Alpha : 2026 AUG 02

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  • JSCAD Release V3 Alpha : 2026 JUN 28

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  • JSCAD Release V3 Alpha : 2026 MAY 16

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  • vec3.angle(a,b)

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    z3devZ
    @sopatt Sorry to the late reply. You probably already know this but an ''orientation" is required to determine the rotation, and sign of the angle. This is probably the best implementation out there. And if you want then this could be added to the vec3 functions. https://stackoverflow.com/questions/5188561/signed-angle-between-two-3d-vectors-with-same-origin-within-the-same-plane
  • roadmap for v3

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    z3devZ
    @Christopher-Fry OH! A V3 user! Awesome! The modeling library is getting there, and pretty mulch complete, functional, and tested. We expect a few bugs, and a few more API improvements. But nothing radical. Also. we are setting up a new website which will have a landing page, both V2 and V3 web UI applications, and more. There's no plan yet for the BIG switch to V3. So, expect a few more V3 beta versions.
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    z3devZ
    @BOYUAN-SHI Welcome I have done some designs using my iPad, which was a little cramped for viewing. Technically, everything worked fine. If you are working with a project with multiple files then probably a PC would be better. You can drag and drop the whole folder to the website. And change any file. I think most people use a favorite editor to make changes, and drag and drop the file to the website. That works really well.
  • JSCAD Release V3 Alpha : 2026 APR 11

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  • 3D Fractals

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    Christopher FryC
    @z3dev NICE!
  • V2 Release : 2026 FEB 21

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  • V2 Release : 2026 FEB 11

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  • JSCAD Release V3 Alpha : 2026 JAN 18

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  • applyTransforms

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    sopattS
    @z3dev if there is anything I can do to help, I'm willing. I'm happy to share my code as well. Here is PosableGeom3.js: "use strict"; const jscad = require('@jscad/modeling'); const { Pose } = require('./Pose'); const { mat4, vec3, vec4 } = jscad.maths; const { geom3 } = jscad.geometries; const { PI } = Math; // Base class for geom3 objects with named Poses class PosableGeom3 { constructor(geometry, poses) { this._geometry = geometry || geom3.create(); this._poses = {}; if (poses) { Object.keys(poses).forEach(key => { this._poses[key] = poses[key].clone(); }); } } get polygons() { return this._geometry.polygons; } set polygons() { this._geometry.polygons = value; } get transforms() { return this._geometry.transforms; } set transforms(value) { this._geometry.transforms = value; } clone() { // Create a new geom3 with deep-copied polygons and transforms const clonedGeom = geom3.clone(this._geometry); // Clone the poses const clonedPoses = {}; Object.keys(this._poses).forEach(key => { clonedPoses[key] = this._poses[key].clone(); }); // Create a new PosableGeom3 with the cloned geometry and poses return new PosableGeom3(clonedGeom, clonedPoses); } transform(matrix) { this._geometry = geom3.transform(matrix, this._geometry); Object.keys(this._poses).forEach(key => { this._poses[key].transform(matrix); }); return this; } getPose(name) { return this._poses[name] || new Pose(); } applyTransforms(){ this._geometry = geom3.create(geom3.toPolygons(this._geometry)); return this; } alignTo(port, targetPose) { const sourcePose = this.getPose(port); if (!sourcePose) { throw new Error(`Invalid port ${port}`); } if (!targetPose) { throw new Error(`Invalid targetPose`); } return this.transform( sourcePose.getMatrix(targetPose) ); } } module.exports = { PosableGeom3 }; And here is Pose.js: "use strict"; const jscad = require('@jscad/modeling'); const { vec3, vec4, mat4 } = jscad.maths; const { geom3 } = jscad.geometries; const { abs } = Math; const { translate } = jscad.transforms; const { union } = jscad.booleans; const { cylinder, sphere, cylinderElliptic } = jscad.primitives; const x = 0; const y = 1; const z = 2; const w = 3; class Pose { constructor(point, heading, up) { // Default position to origin if not provided this._point = point ? vec3.clone(point) : vec3.create(); // Default heading to Y+ (0, 1, 0) if not provided this._heading = vec3.normalize( vec3.create(), heading ? vec3.clone(heading) : [0, 1, 0] ); // Default up to Z+ (0, 0, 1) if not provided this._up = up ? vec3.clone(up) : [0, 0, 1]; // Project up onto the plane perpendicular to heading const dot = vec3.dot(this._up, this._heading); const projectedUp = vec3.subtract( vec3.create(), this._up, vec3.scale(vec3.create(), this._heading, dot) ); // Check if up is parallel to heading // (length of projectedUp near zero) if (vec3.length(projectedUp) < 0.00001) { // Choose a perpendicular vector based on heading if (abs(this._heading[z]) < 0.99999) { this._up = vec3.cross( vec3.create(), this._heading, [0, 0, 1] ); } else { this._up = vec3.cross( vec3.create(), this._heading, [1, 0, 0] ); } } else { this._up = vec3.normalize(vec3.create(), projectedUp); } // Ensure up is normalized vec3.normalize(this._up, this._up); } get point() { return vec3.clone(this._point); } get heading() { return vec3.clone(this._heading); } get up() { return vec3.clone(this._up); } clone() { return new Pose(this._point, this._heading, this._up); } transform(matrix) { // Transform point (w = 1) let v = this._point.concat(1); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._point = vec3.clone(v); // Convert back to vec3 // Transform heading (w = 0) v = this._heading.concat(0); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._heading = vec3.clone(v); // Convert back to vec3 // Transform up (w = 0) v = this._up.concat(0); // Convert vec3 to vec4 v = vec4.transform(vec4.create(), v, matrix); this._up = vec3.clone(v); // Convert back to vec3 return this; } getMatrix(targetPose) { let t = mat4.create(); // Step 1: Translate to origin t = mat4.multiply( mat4.create(), mat4.fromTranslation(mat4.create(), vec3.scale(vec3.create(), this._point, -1)), t ); // Step 2: Align heading with targetPose t = mat4.multiply( mat4.create(), mat4.fromVectorRotation(mat4.create(), this._heading, targetPose._heading), t ); // Step 3: Roll around heading to align up vector const p = this.clone().transform(t); const dot = vec3.dot( vec3.cross(vec3.create(), p._up, targetPose._up), p._heading ); let angle = vec3.angle(p._up, targetPose._up); if (dot < 0) angle = -angle; if (Math.abs(angle) > 1e-6) { t = mat4.multiply( mat4.create(), mat4.fromRotation(mat4.create(), angle, targetPose._heading), t ); } // Step 4: Translate to targetPose.point t = mat4.multiply( mat4.create(), mat4.fromTranslation(mat4.create(), targetPose._point), t ); return t; } render() { const vecGeom = (vector) => { const vectorLength = vec3.length(vector) || 1;; const vectorRadius = vectorLength / 10; const arrowLength = vectorLength / 5; const arrowRadius = vectorLength / 5; let out = union( cylinder({ // arrow body center: [0, 0, vectorLength / 2], height: vectorLength, radius: vectorRadius }), cylinderElliptic({ // arrow head center: [0, 0, vectorLength], startRadius: [arrowRadius, arrowRadius], endRadius: [0, 0], height: arrowLength }) ); out = geom3.transform( mat4.fromVectorRotation( mat4.create(), [0, 0, vectorLength], vector ), out ); return out; }; let g = translate( this._point, union( sphere({ radius: 0.2 }), vecGeom(this._heading), vecGeom(this._up) ) ); return g; } roll(angle) { if (angle === 0) return this; // Create a rotation matrix around the heading vector const rotationMatrix = mat4.create(); mat4.rotate( rotationMatrix, rotationMatrix, angle, this._heading ); // Transform the up vector using the rotation matrix (w = 0) const transformedUp = vec4.transform( vec4.create(), this._up.concat(0), rotationMatrix ); this._up = vec3.clone(transformedUp); return this; } translate(vector) { this._point = vec3.add( vec3.create(), vector, this._point ); } } module.exports = { Pose }; // end of file
  • 0 Votes
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    z3devZ
    @patilanz Welcome, Sorry, I didn't see this before. DXF web editor. DXF is just a file format created by Autocad long long ago. There are many online websites that can read as well as create DXF files, including JSCAD. Does that help?
  • Excessively elaborate eggs etc

    Design Discussions
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    z3devZ
    The booleans are working fine but the orientation of the polygons are super important. You can check the orientation your self, but one of the easiest checks if volume(). Hope that helps
  • How to render/preload an existing js file

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    z3devZ
    @Mayank-Dogra Welcome! There's a really simple demo in the regl-render folder. Take a look at that for an example.
  • Release : 2025 SEP 20

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  • JSCAD TEXT and Object API Add-on

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  • Old version of rollup

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    z3devZ
    @hpb-htw Super! You understand well. Each package will have a slightly different version, as Lerna determines major/minor/fix versions by changes. The main package is never released so, the version stays the same, but should be 3.0.0. Please take another look at utils/regl-renderer package. The demo html files are slightly different in V3.