BoxGeometry is a geometry class for a rectangular cuboid with a given 'width', 'height', and 'depth'. On creation, the cuboid is centred on the origin, with each edge parallel to one of the axes.
const geometry = new v3d.BoxGeometry(1, 1, 1);
const material = new v3d.MeshBasicMaterial({color: 0x00ff00});
const cube = new v3d.Mesh(geometry, material);
app.scene.add(cube);
width — width; that is, the length of the edges parallel to the X axis. Optional; defaults to 1
.
height — height; that is, the length of the edges parallel to the Y axis. Optional; defaults to 1
.
depth — depth; that is, the length of the edges parallel to the Z axis. Optional; defaults to 1
.
widthSegments — number of segmented rectangular faces along the width of the sides. Optional; defaults to 1
.
heightSegments — number of segmented rectangular faces along the height of the sides. Optional; defaults to 1
.
depthSegments — number of segmented rectangular faces along the depth of the sides. Optional; defaults to 1
.
Procedural geometry is fun. However, in real life applications this feature is rarely needed. It would be more efficient do design boxes in the preferred modelling suite and export/load to Verge3D via glTF.
See the base BufferGeometry class for common properties.
An object with a property for each of the constructor parameters. Any modification after instantiation does not change the geometry.
See the base BufferGeometry class for common methods.
For more info on how to obtain the source code of this module see this page.