class PathExtrude
package away3d.extrusions
extends Mesh › Entity › ObjectContainer3D › Object3D › NamedAssetBase
Available on all platforms
Constructor
new(?material:MaterialBase, ?path:IPath, ?profile:Vector<Vector3D>, subdivision:Int = 2, coverAll:Bool = true, coverSegment:Bool = false, alignToPath:Bool = true, centerMesh:Bool = false, mapFit:Bool = false, flip:Bool = false, closePath:Bool = false, ?materials:Vector<MaterialBase>, ?scales:Vector<Vector3D>, smoothScale:Bool = true, ?rotations:Vector<Vector3D>, smoothSurface:Bool = true, distribute:Bool = false, distributeU:Bool = true, keepExtremes:Bool = false)
Creates a new PathExtrude
Parameters:
material | [optional] MaterialBase. The PathExtrude (Mesh) material. Optional in constructor, material must be set before PathExtrude object is rendered. Required for the class to work. |
|---|---|
path | [optional] Path. Defines the |
profile | [optional] Vector.<Vector3D>. Defines an Vector.<Vector3D> of Vector3D objects representing the profile information to be projected along the Path object. Required for the class to work. |
subdivision | [optional] uint. Howmany steps between each PathSegment. If the path holds curves, the higher this value, the higher the curve fidelity. Default and minimum is 2; |
coverall | [optional] Boolean. Defines the uv mapping, when true a unique material is stretched along the entire path/shape. Default is true. |
coverSegment | [optional] Boolean. Defines the uv mapping, when true and coverall is false a unique material is stretched along one PathSegment. Default is false. |
alignToPath | [optional] Boolean. If the profile must follow the path or keep its original orientation. |
centerMesh | [optional] Boolean. If the geometry needs to be recentered in its own object space. If the position after generation is set to 0,0,0, the object would be centered in worldspace. Default is false. |
mapFit | [optional] Boolean. The UV mapping is percentually spreaded over the width of the path, making texture looking nicer and edits for applications such as a race track, road, more easy. Affects the uv's u values and set distributeU to false. Default is false. |
flip | [optional] Boolean. If the faces must be reversed depending on Vector3D's orientation. Default is false. |
closePath | [optional] Boolean. If the last PathSegment entered must be welded back to first one. Executed in a straight manner, its recommanded to pass the first entry to the Path again, as last entry if curves are involved. |
materials | [optional] Vector.<MaterialBase>. An optional Vector.<MaterialBase> of different materials that can be alternated along the path if coverAll is false. |
scales | [optional] An optional Vector.<Vector3D> of |
smoothScale | [optional] Boolean. Defines if the scale must be interpolated between values or keep their full aspect on each PathSegment. |
rotations | [optional] An optional Vector.<Vector3D> of |
smoothSurface | [optional] An optional Boolean. Defines if the surface of the mesh must be smoothed or not. Default is true. |
distribute | [optional] Boolean. If the mesh subdivision is evenly spreaded over the entire mesh. Depending on path definition, segments are possibly not having the same amount of subdivision. |
distributeU | [optional] Boolean. If the mesh uv' u value is procentually spreaded over the entire mesh surface. Prevents the source map to be stretched. Default is true. |
keepExtremes | [optional] Boolean. If the the first and last profile coordinates must be kept accessible, in order to feed classes such as DelaunayMesh. Default is false; |