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playcanvas

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PlayCanvas WebGL game engine

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/** * 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';