H3DU.Meshes

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### new H3DU.Meshes()

Contains methods that create meshes of various geometric shapes and solids, such as cubes, cylinders, and spheres.

An assortment of shapes: a red box, a blue sphere, a bright green 2D ring, and an orange partial ring on the first row; and a yellow 3D ring, a brown cylinder, a dark green square, and a purple cone on the second row.

Methods

### (static) H3DU.Meshes.createBox(xSize, ySize, zSize, [inward])

Creates a mesh of a box (rectangular prism), which will be centered at the origin. Will create texture coordinates such that the same texture is used on each face of the box. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. The resulting mesh buffer will use 36 vertex indices divided into 12 triangles, with each face using two triangles. The faces will be ordered as follows: Negative-X axis-facing face, positive-X axis-facing face, negative-Y axis-facing face, positive-Y axis-facing face, negative-Z axis-facing face, positive-Z axis-facing face.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createBoxEx(box, [inward])

Creates a mesh of a box (rectangular prism) given the box’s smallest and largest coordinates. Will create texture coordinates such that the same texture is used on each face of the box. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. The resulting mesh buffer will use 36 vertex indices divided into 12 triangles, with each face using two triangles. The faces will be ordered as follows: Negative-X axis-facing face, positive-X axis-facing face, negative-Y axis-facing face, positive-Y axis-facing face, negative-Z axis-facing face, positive-Z axis-facing face.

Parameters

Return Value

The generated mesh. Throws an error if “box” is null or contains negative dimensions along any of its axes. (Type: MeshBuffer)

Examples

The following example creates a wire-frame box of the given corner coordinates (box) and color (color).

var boxMesh=Meshes.createBoxEx(box)
.setColor(color).wireFrame()

### (static) H3DU.Meshes.createCapsule([radius], [length], [slices], [stacks], [middleStacks], [flat], [inside])

Creates a mesh of a capsule, centered at the origin. The length of the capsule will run along the Z axis. (If the capsule has a high length and a very low radius, it will resemble a 3D line with rounded corners; see the example.)

Will also generate texture coordinates such that the V (vertical) coordinates start from the bottom of the texture and increase from the negative to positive Z axis, and the U (horizontal) coordinates start from the left of the texture and increase from the positive X to positive Y to negative X to negative Y to positive X axis. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

If the “length” parameter is 0, the X, Y, and Z coordinates of a point on the solid are as described in Meshes.createSphere. See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

Examples

The following method uses createCapsule to create a thin line-like 3D object.

// point1, point2 - end points of the line
// thickness - thickness of the line in units, default 1
function create3DLine(point1,point2,thickness) {
if(thickness==null)thickness=1
var vector=MathUtil.vec3sub(point1,point2);
var dist=MathUtil.vec3length(vector);
var normVector=MathUtil.vec3norm(vector);
var midPoint=MathUtil.vec3lerp(point1,point2,0.5);
var line=Meshes.createCapsule(thickness/2,dist,6,4);
var matrix=MathUtil.quatToMat4(
MathUtil.quatFromVectors([0,0,1],normVector));
matrix[12]=midPoint[0]
matrix[13]=midPoint[1]
matrix[14]=midPoint[2]
return line.transform(matrix);
}

### (static) H3DU.Meshes.createClosedCylinder(baseRad, topRad, height, slices, stacks, [flat], [inside])

Creates a mesh of a closed cylinder or closed cone. The cylinder’s base will be centered at the origin and its height will run along the positive Z axis. The base and top will be included in the mesh if their radius is greater than 0. Will generate texture coordinates for the cylinder and for the base and top. The base’s and top’s texture coordinates will be such that the texture will be flat as seen from either. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

See Meshes.createCylinder for information on how texture coordinates for the cylinder (other than the base and top) are generated and how to find the coordinates of a particular point on the cylinder.

See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

Examples

The following method creates a cone that’s closed at its base.

function createClosedCone(radius,height,slices) {
return Meshes.createClosedCylinder(radius,0,height,slices,1);
}

### (static) H3DU.Meshes.createCylinder(baseRad, topRad, height, [slices], [stacks], [flat], [inside])

Creates a mesh of a cylinder or cone. The cylinder’s base will be centered at the origin and its height will run along the positive Z axis. The base and top themselves will not be included in the mesh.

Texture coordinates for the cylinder (other than the base) will be generated such that the V (vertical) coordinates start from the bottom of the texture and increase from the origin to the positive Z axis, and the U (horizontal) coordinates start from the left of the texture and increase from the positive X to positive Y to negative X to negative Y to positive X axis. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

The X, Y, and Z coordinates of a point on the cylinder are (-R\*cos(λ), -R\*sin(λ), H\*φ), where φ = (π/2 + L)/π, L is the latitude in radians, λ is the longitude in radians, H = height, R = baseRad + (topRad - baseRad) \* φ, and west and south latitudes and longitudes are negative. (The formula for converting latitude and longitude is mentioned here because their meaning depends on exactly how the texture coordinates are generated on the cylinder. It assumes that in the texture, longitudes range from -180° to 0° to 180° from left to right, and latitudes range from 90° to 0° to -90° from top to bottom.)

See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createDisk(inner, outer, [slices], [loops], [inward])

Creates a mesh of a 2D circular disk or regular polygon, possibly with a hole in the middle, centered at the origin. Assuming the Y axis points up, the X axis right, and the Z axis toward the viewer, the first vertex in the outer edge of the 2D disk will be at the 12 o’clock position. Will also generate texture coordinates, assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createLathe(points, [slices], [flat], [inside])

Creates a mesh of a figure generated by revolving a path of 2-dimensional points about the Z axis.

Texture coordinates will be generated such that the V (vertical) coordinates start from the bottom of the texture and increase along the Z axis in the direction of the given path, and the U (horizontal) coordinates start from the left of the texture and increase from the positive X to positive Y to negative X to negative Y to positive X axis. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createPartialDisk(inner, outer, [slices], [loops], [start], [sweep], [inward])

Creates a mesh of a 2D circular disk or regular polygon or a part of either, possibly with a hole where the middle of the complete disk or polygon would be; the middle of the complete disk or polygon is placed at the origin. Will also generate texture coordinates, assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

Examples

This method creates a ring or disk striped in two colors.
Image of a disk striped in red and almost-white

// inner, outer - inner and outer radius of the disk
// color1, color2 - each a color vector or string specifying
// one of the two stripe colors
// sections - number of stripes
// sectionCount - number of sections per stripe
function stripedDisk(inner,outer,color1,color2,sections,sectionCount) {
if(sectionCount==null)sectionCount=4
var firstColor=true
var ret=new MeshBuffer()
var sweep=360.0/sections;
for(var i=0;i<sections;i++) {
var angle=360.0*(i*1.0/sections);
var mesh=Meshes.createPartialDisk(inner,outer,
sectionCount,1,angle,sweep)
.setColor(firstColor ? color1 : color2)
firstColor=!firstColor
ret.merge(mesh);
}
return ret;
}

### (static) H3DU.Meshes.createPlane([width], [height], [widthDiv], [heightDiv], [inward])

Creates a mesh of a 2D rectangle, centered at the origin. The plane’s Z coordinate will be 0. Will also generate texture coordinates that increase toward the positive X and Y axes. The texture coordinates will range from 0 to 1 on each end of the 2D rectangle. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createPointedStar(points, firstRadius, secondRadius, [inward])

Creates a mesh in the form of a two-dimensional n-pointed star. Will also generate texture coordinates, assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createSphere([radius], [slices], [stacks], [flat], [inside])

Creates a mesh of a sphere, centered at the origin.

Will also generate texture coordinates such that the V (vertical) coordinates start from the bottom of the texture and increase from the negative to positive Z axis, and the U (horizontal) coordinates start from the left of the texture and increase from the positive X to positive Y to negative X to negative Y to positive X axis. Texture coordinates are generated assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner.

The X, Y, and Z coordinates of a point on the sphere are (-R\*cos(δ)\*cos(λ), -R\*cos(δ)\*sin(λ), R\*sin(δ)), where δ and λ are the latitude and longitude, respectively, in radians, R is the sphere’s radius, and west and south latitudes and longitudes are negative. (The formula for converting latitude and longitude is mentioned here because their meaning depends on exactly how the texture coordinates are generated on the sphere. It assumes that in the texture, longitudes range from -180° to 0° to 180° from left to right, and latitudes range from 90° to 0° to -90° from top to bottom.)

See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

### (static) H3DU.Meshes.createTorus(inner, outer, [lengthwise], [crosswise], [flat], [inward])

Creates a mesh of a torus (doughnut shape), centered at the origin. Will also generate texture coordinates, assuming that the coordinate (0,0) is at the lower-left corner of the texture and (1,1) is at the upper-right corner. See the “Creating Shapes” tutorial.

Parameters

Return Value

The generated mesh. (Type: MeshBuffer)

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