cube geometry mesh generator for gl-vao


Simple cube geometry mesh generator for gl-vao

Creates a Vertex Array Object for a 1x1x1 cube from (-0.5,-0.5,-0.5) to (+0.5.+0.5,+0.5). Also optionally sets UV coordinates for texturing and applies matrix transformations.

For an example, run npm start or try the live demo. Click and drag to rotate the cube (uses game-shell-orbit-camera). See the avatar module for more advanced usage.


var createBoxMesh = require('box-geometry');

var mesh = createBoxMesh(gl,
        // mesh options
    }[, globalOpts]);

will create one cube. Alternatively you can pass an array of objects to create multiple cubes in one mesh. Supported mesh options:

uv: Array to set UV texture coordinates, for each of the six faces. For each face: the starting U and V coordinates, the width and height (actually offsets, may be negative to reverse), and a rotation value (0 to 3, determines where the starting coordinate corresponds to one of the four face corner vertices). Example using the same whole texture everywhere:

//x  y  w  h  r
  0, 0, 1, 1, 0, // back
  0, 0, 1, 1, 0, // front
  0, 0, 1, 1, 0, // top
  0, 0, 1, 1, 0, // bottom
  0, 0, 1, 1, 0, // left
  0, 0, 1, 1, 0  // right

matrix: 4x4 transformation matrix, applied to all vertices before adding to mesh (create using gl-matrix).

Global options:

uDiv, vDiv: Divisors used to scale the UV coordinates in the uv array above. By default these are 1, but you can set them to a higher value to more conveniently represent UV coordinates in your application (for example, set to 64 then pass 32 instead of 32/64=0.5, or 1 instead of 1/64=0.015625, etc.).

setWindex: If true, the w coordinate of each vertex will be set to the cube's index. Useful if there are multiple cubes and you want to handle them differently in the shader using this coordinate. Otherwise it set to 1.0.