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Class RibbonBuilder

Class containing static functions to help procedurally build meshes

Hierarchy

  • RibbonBuilder

Index

Methods

Methods

Static CreateRibbonSearch playground for CreateRibbon

  • CreateRibbon(name: string, options: { backUVs?: Vector4; closeArray?: boolean; closePath?: boolean; colors?: Color4[]; frontUVs?: Vector4; instance?: Mesh; invertUV?: boolean; offset?: number; pathArray: Vector3[][]; sideOrientation?: number; updatable?: boolean; uvs?: Vector2[] }, scene?: Nullable<Scene>): Mesh
  • Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters

    • The parameter pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
    • The parameter closeArray (boolean, default false) creates a seam between the first and the last paths of the path array
    • The parameter closePath (boolean, default false) creates a seam between the first and the last points of each path of the path array
    • The parameter offset (positive integer, default : rounded half size of the pathArray length), is taken in account only if the pathArray is containing a single path
    • It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
    • The optional parameter instance is an instance of an existing Ribbon object to be updated with the passed pathArray parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
    • You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
    • If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters frontUVs and backUVs (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
    • The optional parameter invertUV (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
    • The parameter uvs is an optional flat array of Vector2 to update/set each ribbon vertex with its own custom UV values instead of the computed ones
    • The parameters colors is an optional flat array of Color4 to set/update each ribbon vertex with its own custom color values
    • Note that if you use the parameters uvs or colors, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set closePath to true, there's one extra vertex per path in the geometry
    • Moreover, you can use the parameter color with instance (to update the ribbon), only if you previously used it at creation time
    • The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created
    see

    https://doc.babylonjs.com/how_to/ribbon_tutorial

    see

    https://doc.babylonjs.com/how_to/parametric_shapes

    Parameters

    • name: string

      defines the name of the mesh

    • options: { backUVs?: Vector4; closeArray?: boolean; closePath?: boolean; colors?: Color4[]; frontUVs?: Vector4; instance?: Mesh; invertUV?: boolean; offset?: number; pathArray: Vector3[][]; sideOrientation?: number; updatable?: boolean; uvs?: Vector2[] }

      defines the options used to create the mesh

      • Optional backUVs?: Vector4
      • Optional closeArray?: boolean
      • Optional closePath?: boolean
      • Optional colors?: Color4[]
      • Optional frontUVs?: Vector4
      • Optional instance?: Mesh
      • Optional invertUV?: boolean
      • Optional offset?: number
      • pathArray: Vector3[][]
      • Optional sideOrientation?: number
      • Optional updatable?: boolean
      • Optional uvs?: Vector2[]
    • Optional scene: Nullable<Scene>

      defines the hosting scene

    Returns Mesh

    the ribbon mesh

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