Creating A Box

Box Mesh

The created box has its origin at the center of the box, its width (x), height (y) and depth (z) are as given.

MeshBuilder.

Usage :

const box = BABYLON.MeshBuilder.CreateBox("box", options, scene); //scene is optional and defaults to the current scene
options propertyvaluedefault value
options property
size
value
(number) size of each box side
default value
1
options property
height
value
(number) height size, overwrites size option
default value
size
options property
width
value
(number) width size, overwrites size option
default value
size
options property
depth
value
(number) depth size, overwrites size option
default value
size
options property
faceColors
value
(Color4[]) array of 6 Color4, one per box face
default value
Color4(1, 1, 1, 1) for each side
options property
faceUV
value
(Vector4[]) array of 6 Vector4, one per box face
default value
UVs(0, 0, 1, 1) for each side
options property
wrap
value
(boolean) ( BJS 4.0 or >) when true all vertical sides (0, 1, 2, 3) will apply image textures upright
default value
false
options property
topBaseAt
value
(number) (BJS 4.0 or >) base of top touches side given 0, 1, 2, 3
default value
1
options property
bottomBaseAt
value
(number) (BJS 4.0 or >) base of bottom touches side given 0, 1, 2, 3
default value
0
options property
updatable
value
(boolean) true if the mesh is updatable
default value
false
options property
sideOrientation
value
(number) side orientation
default value
DEFAULTSIDE
options property
frontUVs
value
(Vector4) ONLY WHEN sideOrientation:BABYLON.Mesh.DOUBLESIDE set
default value
Vector4(0,0, 1,1)
options property
backUVs
value
(Vector4) ONLY WHEN sideOrientation:BABYLON.Mesh.DOUBLESIDE set
default value
Vector4(0,0, 1,1)

Examples

Cuboid: Create a Cuboid Face numbers, face 0 is on the positive z axis: Create a Box With Face Numbers

Mesh.

Usage

const box = BABYLON.Mesh.CreateBox("box", size, scene);
const box = BABYLON.Mesh.CreateBox("box", size, scene, updatable, sideOrientation); //optional parameters after scene

It is only possible to create a cube with this method, for a cuboid you need to use scaling.