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    primitive-quad

    2.0.0 • Public • Published

    primitive-quad

    stable

    screen

    (demo)

    Creates an indexed quad mesh (two triangles), with normals and UVs. It sits on the XY plane with Z=0, and positions ranging from -1.0 to 1.0.

    Example

    var mesh = require('primitive-quad')()
     
    // the simplicial complex
    console.log(mesh.positions, mesh.cells)
     
    // rendering attributes
    console.log(mesh.uvs)
    console.log(mesh.normals)

    Usage

    NPM

    mesh = quad([scale])

    Creates a new indexed quad along the XY plane, with an optional scale number (defaults to 1).

    scale can also be an [x, y] array to scale each axes independently.

    The vertices are in counter-clockwise order, the UV origin is top-left (0 - 1 range), and the normals are negative along the Z axis.

    The returned mesh is an object with the following data:

    {
      positions: [ [x, y, z], [x, y, z], ... ],
      cells: [ [a, b, c], [a, b, c], ... ],
      uvs: [ [u, v], [u, v], ... ],
      normals: [ [x, y, z], [x, y, z], ... ]
    }
    

    License

    MIT, see LICENSE.md for details.

    Install

    npm i primitive-quad

    DownloadsWeekly Downloads

    4,199

    Version

    2.0.0

    License

    MIT

    Last publish

    Collaborators

    • mattdesl