playcanvas
Version:
PlayCanvas WebGL game engine
75 lines (74 loc) • 2.7 kB
TypeScript
/**
* A procedural box-shaped geometry.
*
* Typically, you would:
*
* 1. Create a BoxGeometry instance.
* 2. Generate a {@link Mesh} from the geometry.
* 3. Create a {@link MeshInstance} referencing the mesh.
* 4. Create an {@link Entity} with a {@link RenderComponent} and assign the {@link MeshInstance} to it.
* 5. Add the entity to the {@link Scene}.
*
* ```javascript
* // Create a mesh instance
* const geometry = new pc.BoxGeometry();
* const mesh = pc.Mesh.fromGeometry(app.graphicsDevice, geometry);
* const material = new pc.StandardMaterial();
* const meshInstance = new pc.MeshInstance(mesh, material);
*
* // Create an entity
* const entity = new pc.Entity();
* entity.addComponent('render', {
* meshInstances: [meshInstance]
* });
*
* // Add the entity to the scene hierarchy
* app.scene.root.addChild(entity);
* ```
*
* @category Graphics
*/
export class BoxGeometry extends Geometry {
/**
* Create a new BoxGeometry instance.
*
* By default, the constructor creates a box centered on the object space origin with a width,
* length and height of 1 unit and 1 segment in either axis (2 triangles per face). The box is
* created with UVs in the range of 0 to 1 on each face.
*
* @param {object} [opts] - Options object.
* @param {Vec3} [opts.halfExtents] - The half dimensions of the box in each axis. Defaults to
* [0.5, 0.5, 0.5].
* @param {number} [opts.widthSegments] - The number of divisions along the X axis of the box.
* Defaults to 1.
* @param {number} [opts.lengthSegments] - The number of divisions along the Z axis of the box.
* Defaults to 1.
* @param {number} [opts.heightSegments] - The number of divisions along the Y axis of the box.
* Defaults to 1.
* @param {boolean} [opts.calculateTangents] - Generate tangent information. Defaults to false.
* @param {number} [opts.yOffset] - Move the box vertically by given offset in local space. Pass
* 0.5 to generate the box with pivot point at the bottom face. Defaults to 0.
* @example
* const geometry = new pc.BoxGeometry({
* halfExtents: new pc.Vec3(1, 1, 1),
* widthSegments: 2,
* lengthSegments: 2,
* heightSegments: 2
* });
*/
constructor(opts?: {
halfExtents?: Vec3;
widthSegments?: number;
lengthSegments?: number;
heightSegments?: number;
calculateTangents?: boolean;
yOffset?: number;
});
positions: any[];
normals: any[];
uvs: any[];
uvs1: any[];
indices: any[];
}
import { Geometry } from './geometry.js';
import { Vec3 } from '../../core/math/vec3.js';