I'm trying to subtract "holes" in platforms using ThreeCSG. I want the holes to be subtracted in specific locations on the larger platform.

```
  var geometry = new THREE.CubeGeometry( 500, 10, 500 );
  var hole_geometry = new THREE.CubeGeometry( 50, 11, 50 );

  var material = Physijs.createMaterial( new THREE.MeshLambertMaterial( { color: 0xEEEEEE } ), 0.2, 0.8  );
  var hole_material = Physijs.createMaterial( new THREE.MeshLambertMaterial( { color: 0x000000, side: THREE.DoubleSide } ), 0.2, 0.8  );

  var platform = { platform: null, hole: null };

  // platform
  platform.platform = new Physijs.BoxMesh(geometry, material, 0);
  platform.platform.position.y = -i*300;
  var platformBSP = new ThreeBSP( platform.platform );

  // hole
  platform.hole = new Physijs.BoxMesh(hole_geometry, hole_material, 0);
  platform.hole.position.y = -i*300;
  platform.hole.position.x = Math.floor(Math.random()*(251))*(Math.random() < 0.5 ? -1 : 1);
  platform.hole.position.z = Math.floor(Math.random()*(251))*(Math.random() < 0.5 ? -1 : 1);
  var holeBSP = new ThreeBSP( platform.hole );

  platformBSP = platformBSP.subtract(holeBSP);
  platform.platform = platformBSP.toMesh(material);
  platform.platform.position.y = -i*300;

  scene.add( platform_array[i].platform );
  scene.add( platform_array[i].hole );

```

My problem is whenever the hole is converted from Threejs to ThreeCSG is doesn't take the position into account so every hole created in a platform is dead center instead of a random place.

I can't seem to find any documentation on how to reposition the "hole" after it is converted to a ThreeCSG object.