var box = BABYLON.Mesh.CreateBox("box", 6.0, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, size of the box, the scene to attach the mesh, updatable? (if the mesh must be modified later) and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var box = BABYLON.Mesh.CreateBox("box", 6.0, scene);
var sphere = BABYLON.Mesh.CreateSphere("sphere", 10.0, 10.0, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, number of segments (highly detailed or not), size, scene to attach the mesh, updatable? (if the mesh must be modified later) and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var sphere = BABYLON.Mesh.CreateSphere("sphere", 10.0, 10.0, scene);
Beware to adapt the number of segments to the size of your mesh ;)
var plane = BABYLON.Mesh.CreatePlane("plane", 10.0, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, size, and scene to attach the mesh, updatable? (if the mesh must be modified later) and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var plane = BABYLON.Mesh.CreatePlane("plane", 10.0, scene);
var disc = BABYLON.Mesh.CreateDisc("disc", 5, 30, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, radius, tessellation, scene, updatable and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var disc = BABYLON.Mesh.CreateDisc("disc", 5, 30, scene);
With the tessellation value, you can get a regular polygon :
3 gives a triangle,
4 a square,
5 a pentagon,
6 a hexagon, 7 a heptagon, 8 an octogon, and so on.
var cylinder = BABYLON.Mesh.CreateCylinder("cylinder", 3, 3, 3, 6, 1, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, height, diamTop, diamBottom, tessellation, heightSubdivs, scene, updatable and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var cylinder = BABYLON.Mesh.CreateCylinder("cylinder", 3, 3, 3, 6, 1, scene);
var torus = BABYLON.Mesh.CreateTorus("torus", 5, 1, 10, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, diameter, thickness, tessellation (highly detailed or not), scene, updatable and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var torus = BABYLON.Mesh.CreateTorus("torus", 5, 1, 10, scene);
var knot = BABYLON.Mesh.CreateTorusKnot("knot", 2, 0.5, 128, 64, 2, 3, scene, false, BABYLON.Mesh.DEFAULTSIDE);
Parameters are: name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable and the optional side orientation (see below). The last two parameters can be omitted if you just need the default behavior :
var knot = BABYLON.Mesh.CreateTorusKnot("knot", 2, 0.5, 128, 64, 2, 3, scene);
You can learn more about torus knots... RIGHT HERE.
var ground = BABYLON.Mesh.CreateGround("ground", 6, 6, 2, scene);
Parameters are: name, width, depth, subdivs, scene
Our Playground Demo Scene 01 uses a CreateGround constructor... so you can see one in action by using the link below:
https://www.babylonjs-playground.com/#TAZ2CB -
var ground = BABYLON.Mesh.CreateGroundFromHeightMap("ground", "heightmap.jpg", 200, 200, 250, 0, 10, scene, false, successCallback);
Parameters are: name, heightmapPath, width, depth, subdivs, minheight, maxheight, scene, updatable, successCallback
HeightMap grounds are easy, but we decided to create a separate tutorial so we could say more about this important Babylon.js feature. Please see our HeightMap Tutorial to learn all about heightMap grounds.
Thanks to forum user Kostar111 for this handy Tiled Ground constructor. Here is the basic code needed to create a tiled ground.
var precision = {
"w" : 2,
"h" : 2
};
var subdivisions = {
'h' : 8,
'w' : 8
};
var tiledGround = BABYLON.Mesh.CreateTiledGround("Tiled Ground", -3, -3, 3, 3, subdivisions, precision, scene, false);
Parameters are: name, xmin, zmin, xmax, zmax, subdivisions = the number of tiles. (subdivisions.w : in width; subdivisions.h: in height), precision = the number of subdivisions inside a tile. (precision.w : in width; precision.h: in height), scene, updatable.
Kostar111 was also kind enough to give us a fine tutorial about how to use tiled grounds. Click right here to view it. At that link, Kostar111 thoroughly explains how the tiled ground works, and also provides some Babylon.js Playground scenes that nicely demonstrate some of its many uses.
Mesh Overview
Set Shapes 101
Parametric Shapes 101
Set Shapes
Parametric Shapes
Polyhedra Shapes
Tiled Planes and Boxes