I'm using the babylonjs 3D WebGL library.
It's great library, but I can't find the same, which exists in THREE.JS library.
For example, I have 2D polygons in database, I'm fetching the polygon data from it and then create a custom mesh and extruding it.
With the THREE.JS, there isn't any problem, I can add to some array:
...
points.push( new THREE.Vector2( part.x, -part.y ) );
...
var shape = new THREE.Shape( points );
var extrusion = {
amount: building.height,
bevelEnabled: false
};
var geometry = new THREE.ExtrudeGeometry( shape, extrusion );
var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial({
ambient: 0xbbbbb,
color: 0xff0000
});
...
scene.add( mesh );
It's very simple. How to do the same, I couldn't find.
I've found only some information here:
http://www.html5gamedevs.com/topic/4530-create-a-mesh-from-a-list-of-vertices-and-faces/
http://blogs.msdn.com/b/eternalcoding/archive/2013/06/27/babylon-js-a-complete-javascript-framework-for-building-3d-games-with-html-5-and-webgl.aspx
With such an example (from msdn by Ctrl + F -> You can also create a mesh from a list of vertices and faces
):
var plane = new BABYLON.Mesh(name, scene);
var indices = [];
var positions = [];
var normals = [];
var uvs = [];
// Vertices
var halfSize = size / 2.0;
positions.push(-halfSize, -halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(0.0, 0.0);
positions.push(halfSize, -halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(1.0, 0.0);
positions.push(halfSize, halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(1.0, 1.0);
positions.push(-halfSize, halfSize, 0);
normals.push(0, 0, -1.0);
uvs.push(0.0, 1.0);
// Indices
indices.push(0);
indices.push(1);
indices.push(2);
indices.push(0);
indices.push(2);
indices.push(3);
plane.setVerticesData(positions, BABYLON.VertexBuffer.PositionKind);
plane.setVerticesData(normals, BABYLON.VertexBuffer.NormalKind);
plane.setVerticesData(uvs, BABYLON.VertexBuffer.UVKind);
plane.setIndices(indices);
return plane;
But's it's rather not the same as with the THREE.JS. For example I need to count index buffer manually where in THREE.JS I don't need it, also it's a sample with plane only and I didn't find any info about extruding exactly.
So... Maybe, there are some easy ways in BabylonJS?