API

Draw a Line With a Set Width

Draw a Line of Given Width

Four versions of Line2D are given below, followed by a suggestion for drawing a line in 3D. All Line2Ds can be textured, but only one of them (the second version) has the texture follow the line direction. In addition, the code is adapted as parallelLines to produce lines parallel to a central line.

Line in XoY Plane Formed from Central Path

var line = line2D("line", options, scene);
optionvaluedefault value
path
(Vector3[]) array of Vector3 points forming the centre line of the line2D
REQUIRED
width
(number) line width
1
closed
(boolean) true if the first and last points are to be joined to form a polygon
false
standardUV
(Color4[]) false squeezes a texture image onto each line segment
true

Just copy the code below if you want to use it.

Playground Examples

These examples use an orthographic camera to give a 2D view.

Open Line Closed Line Standard UV = True Standard UV = False

Line2D Code

import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { Mesh } from "@babylonjs/core/Meshes/mesh";
import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData";
var line2D = function (name, options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var width = options.width / 2 || 0.5;
var path = options.path;
var closed = options.closed || false;
if (options.standardUV === undefined) {
standardUV = true;
}
else {
standardUV = options.standardUV;
}
var interiorIndex;
//Arrays to hold wall corner data
var innerBaseCorners = [];
var outerBaseCorners = [];
var outerData = [];
var innerData = [];
var angle = 0;
var nbPoints = path.length;
var line = Vector3.Zero();
var nextLine = Vector3.Zero();
path[1].subtractToRef(path[0], line);
if (nbPoints > 2 && closed) {
path[2].subtractToRef(path[1], nextLine);
for (let p = 0; p < nbPoints; p++) {
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
outerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
path[(p + 3) % nbPoints].subtractToRef(path[(p + 2) % nbPoints], nextLine);
}
}
else {
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[0] = path[0].subtract(lineNormal.scale(width));
outerData[0] = path[0].add(lineNormal.scale(width));
for (let p = 0; p < nbPoints - 2; p++) {
path[p + 2].subtractToRef(path[p + 1], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[p + 1] = path[p + 1].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
outerData[p + 1] = path[p + 1].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
}
if (nbPoints > 2) {
path[nbPoints - 1].subtractToRef(path[nbPoints - 2], line);
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[nbPoints - 1] = path[nbPoints - 1].subtract(lineNormal.scale(width));
outerData[nbPoints - 1] = path[nbPoints - 1].add(lineNormal.scale(width));
}
else {
innerData[1] = path[1].subtract(lineNormal.scale(width));
outerData[1] = path[1].add(lineNormal.scale(width));
}
}
var maxX = Number.MIN_VALUE;
var minX = Number.MAX_VALUE;
var maxY = Number.MIN_VALUE;
var minY = Number.MAX_VALUE;
for (let p = 0; p < nbPoints; p++) {
positions.push(innerData[p].x, innerData[p].y, innerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxY = Math.max(innerData[p].y, maxY);
minY = Math.min(innerData[p].y, minY);
}
for (let p = 0; p < nbPoints; p++) {
positions.push(outerData[p].x, outerData[p].y, outerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxY = Math.max(innerData[p].y, maxY);
minY = Math.min(innerData[p].y, minY);
}
for (let i = 0; i < nbPoints - 1; i++) {
indices.push(i, i + 1, nbPoints + i + 1);
indices.push(i, nbPoints + i + 1, nbPoints + i);
}
if (nbPoints > 2 && closed) {
indices.push(nbPoints - 1, 0, nbPoints);
indices.push(nbPoints - 1, nbPoints, 2 * nbPoints - 1);
}
var normals = [];
var uvs = [];
if (standardUV) {
for (let p = 0; p < positions.length; p += 3) {
uvs.push((positions[p] - minX) / (maxX - minX), (positions[p + 1] - minY) / (maxY - minY));
}
}
else {
var flip = 0;
var p1 = 0;
var p2 = 0;
var p3 = 0;
var v0 = innerData[0];
var v1 = innerData[1].subtract(v0);
var v2 = outerData[0].subtract(v0);
var v3 = outerData[1].subtract(v0);
var axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[0]] = -minX / (maxX - minX);
uvs[2 * indices[0] + 1] = 1;
uvs[2 * indices[5]] = (p2 - minX) / (maxX - minX);
uvs[2 * indices[5] + 1] = 0;
uvs[2 * indices[1]] = (p1 - minX) / (maxX - minX);
uvs[2 * indices[1] + 1] = 1;
uvs[2 * indices[4]] = (p3 - minX) / (maxX - minX);
uvs[2 * indices[4] + 1] = 0;
for (let i = 6; i < indices.length; i += 6) {
flip = (flip + 1) % 2;
v0 = innerData[0];
v1 = innerData[1].subtract(v0);
v2 = outerData[0].subtract(v0);
v3 = outerData[1].subtract(v0);
axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[i + 1]] = flip + Math.cos(flip * Math.PI) * (p1 - minX) / (maxX - minX);
uvs[2 * indices[i + 1] + 1] = 1;
uvs[2 * indices[i + 4]] = flip + Math.cos(flip * Math.PI) * (p3 - minX) / (maxX - minX);
uvs[2 * indices[i + 4] + 1] = 0;
}
}
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(Mesh.DOUBLESIDE, positions, indices, normals, uvs);
console.log(uvs);
//Create a custom mesh
var customMesh = new Mesh(name, scene);
//Create a vertexData object
var vertexData = new VertexData();
//Assign positions and indices to vertexData
vertexData.positions = positions;
vertexData.indices = indices;
vertexData.normals = normals;
vertexData.uvs = uvs;
//Apply vertexData to custom mesh
vertexData.applyToMesh(customMesh);
return customMesh;
};

Texture Follows Line in XoY Plane Formed from Central Path

var line = line2D("line", options, scene);
optionvaluedefault value
path
(Vector3[]) array of Vector3 points forming the centre line of the line2D
REQUIRED
width
(number) line width
1
closed
(boolean) true if the first and last points are to be joined to form a polygon
false

Just copy the code below if you want to use it.

Playground Examples

These examples use an orthographic camera to give a 2D view.

Open Texture Line Closed Texture Line

Texture Follow Line2D Code

import { Camera } from "@babylonjs/core/Cameras/camera";
import { FreeCamera } from "@babylonjs/core/Cameras/freeCamera";
import { HemisphericLight } from "@babylonjs/core/Lights/hemisphericLight";
import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { Mesh } from "@babylonjs/core/Meshes/mesh";
import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData";
import { Scene } from "@babylonjs/core/scene";
var createScene = function () {
var scene = new Scene(engine);
// Camera
camera = new FreeCamera("camera1", new Vector3(0, 0, -10), this.scene);
camera.mode = Camera.ORTHOGRAPHIC_CAMERA;
var canvas = document.getElementById("renderCanvas");
let ratio = canvas.width / canvas.height;
let zoom = 30;
let width = zoom * ratio;
camera.orthoTop = zoom;
camera.orthoLeft = -width;
camera.orthoRight = width;
camera.orthoBottom = -zoom;
var light = new HemisphericLight("hemiLight", new Vector3(5, 10, 0), scene);
var line2D = function (name, options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var uvs = [];
var width = options.width / 2 || 0.5;
var path = options.path;
var closed = options.closed || false;
if (options.standardUV === undefined) {
standardUV = true;
}
else {
standardUV = options.standardUV;
}
var angle = 0;
var nbPoints = path.length;
var line = Vector3.Zero();
var nextLine = Vector3.Zero();
if (nbPoints > 2 && closed) {
path[0].subtractToRef(path[nbPoints - 1], line);
for (let p = 0; p < nbPoints; p++) {
path[(p + 1) % nbPoints].subtractToRef(path[p], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
const in0 = path[p].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
const out0 = path[p].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
path[(p + 2) % nbPoints].subtractToRef(path[(p + 1) % nbPoints], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
const in1 = path[(p + 1) % nbPoints].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
const out1 = path[(p + 1) % nbPoints].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
positions.push(in0.x, in0.y, in0.z, out0.x, out0.y, out0.z);
positions.push(in1.x, in1.y, in1.z, out1.x, out1.y, out1.z);
uvs.push(0, 0, 0, 1, 1, 0, 1, 1);
indices.push(4 * p + 2, 4 * p + 3, 4 * p + 1, 4 * p + 2, 4 * p + 1, 4 * p);
path[(p + 1) % nbPoints].subtractToRef(path[p], line);
}
}
else {
path[1].subtractToRef(path[0], line);
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
const in0 = path[0].subtract(lineNormal.scale(width));
const out0 = path[0].add(lineNormal.scale(width));
positions.push(in0.x, in0.y, in0.z, out0.x, out0.y, out0.z);
uvs.push(0, 0, 0, 1);
indices.push(2, 3, 1);
for (let p = 1; p < nbPoints - 1; p++) {
path[p + 1].subtractToRef(path[p], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
const in1 = path[p].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
const out1 = path[p].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
positions.push(in1.x, in1.y, in1.z, out1.x, out1.y, out1.z);
uvs.push(1, 0, 1, 1);
indices.push(4 * (p - 1) + 2, 4 * (p - 1) + 1, 4 * (p - 1));
const in0 = in1;
const out0 = out1;
positions.push(in0.x, in0.y, in0.z, out0.x, out0.y, out0.z);
uvs.push(0, 0, 0, 1);
indices.push(4 * p + 2, 4 * p + 3, 4 * p + 1);
line = nextLine.clone();
}
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
const in1 = path[nbPoints - 1].subtract(lineNormal.scale(width));
const out1 = path[nbPoints - 1].add(lineNormal.scale(width));
positions.push(in1.x, in1.y, in1.z, out1.x, out1.y, out1.z);
uvs.push(1, 0, 1, 1);
indices.push(4 * (nbPoints - 2) + 2, 4 * (nbPoints - 2) + 1, 4 * (nbPoints - 2));
}
//Create a custom mesh
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(Mesh.DOUBLESIDE, positions, indices, normals, uvs);
var customMesh = new Mesh("custom", scene);
//Create a vertexData object
var vertexData = new VertexData();
//Assign positions and indices to vertexData
vertexData.positions = positions;
vertexData.indices = indices;
vertexData.normals = normals;
vertexData.uvs = uvs;
//Apply vertexData to custom mesh
vertexData.applyToMesh(customMesh);
return customMesh;
};
};

Line in XoZ Plane Formed from Central Path

var line = line2D("line", options, scene);
optionvaluedefault value
path
(Vector3[]) array of Vector3 points forming the centre line of the line2D
REQUIRED
width
(number) line width
1
closed
(boolean) true if the first and last points are to be joined to form a polygon
false
standardUV
(Color4[]) false squeezes a texture image onto each line segment
true

Just copy the code below if you want to use it.

Playground Examples

Open Line Closed Line Standard UV = True Standard UV = False

Line2D Code

import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { Mesh } from "@babylonjs/core/Meshes/mesh";
import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData";
var line2D = function (name, options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var width = options.width / 2 || 0.5;
var path = options.path;
var closed = options.closed || false;
if (options.standardUV === undefined) {
standardUV = true;
}
else {
standardUV = options.standardUV;
}
var interiorIndex;
//Arrays to hold wall corner data
var innerBaseCorners = [];
var outerBaseCorners = [];
var outerData = [];
var innerData = [];
var angle = 0;
var nbPoints = path.length;
var line = Vector3.Zero();
var nextLine = Vector3.Zero();
path[1].subtractToRef(path[0], line);
if (nbPoints > 2 && closed) {
path[2].subtractToRef(path[1], nextLine);
for (let p = 0; p < nbPoints; p++) {
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().y;
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
outerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
path[(p + 3) % nbPoints].subtractToRef(path[(p + 2) % nbPoints], nextLine);
}
}
else {
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[0] = path[0].subtract(lineNormal.scale(width));
outerData[0] = path[0].add(lineNormal.scale(width));
for (let p = 0; p < nbPoints - 2; p++) {
path[p + 2].subtractToRef(path[p + 1], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().y;
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[p + 1] = path[p + 1].subtract(lineNormal.scale(width)).subtract(line.scale(direction * width / Math.tan(angle / 2)));
outerData[p + 1] = path[p + 1].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
}
if (nbPoints > 2) {
path[nbPoints - 1].subtractToRef(path[nbPoints - 2], line);
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[nbPoints - 1] = path[nbPoints - 1].subtract(lineNormal.scale(width));
outerData[nbPoints - 1] = path[nbPoints - 1].add(lineNormal.scale(width));
}
else {
innerData[1] = path[1].subtract(lineNormal.scale(width));
outerData[1] = path[1].add(lineNormal.scale(width));
}
}
var maxX = Number.MIN_VALUE;
var minX = Number.MAX_VALUE;
var maxZ = Number.MIN_VALUE;
var minZ = Number.MAX_VALUE;
for (let p = 0; p < nbPoints; p++) {
positions.push(innerData[p].x, innerData[p].y, innerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxZ = Math.max(innerData[p].z, maxZ);
minZ = Math.min(innerData[p].z, minZ);
}
for (let p = 0; p < nbPoints; p++) {
positions.push(outerData[p].x, outerData[p].y, outerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxZ = Math.max(innerData[p].z, maxZ);
minZ = Math.min(innerData[p].z, minZ);
}
for (let i = 0; i < nbPoints - 1; i++) {
indices.push(i, i + 1, nbPoints + i + 1);
indices.push(i, nbPoints + i + 1, nbPoints + i);
}
if (nbPoints > 2 && closed) {
indices.push(nbPoints - 1, 0, nbPoints);
indices.push(nbPoints - 1, nbPoints, 2 * nbPoints - 1);
}
var normals = [];
var uvs = [];
if (standardUV) {
for (let p = 0; p < positions.length; p += 3) {
uvs.push((positions[p] - minX) / (maxX - minX), (positions[p + 2] - minZ) / (maxZ - minZ));
}
}
else {
var flip = 0;
var p1 = 0;
var p2 = 0;
var p3 = 0;
var v0 = innerData[0];
var v1 = innerData[1].subtract(v0);
var v2 = outerData[0].subtract(v0);
var v3 = outerData[1].subtract(v0);
var axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[0]] = -minX / (maxX - minX);
uvs[2 * indices[0] + 1] = 1;
uvs[2 * indices[5]] = (p2 - minX) / (maxX - minX);
uvs[2 * indices[5] + 1] = 0;
uvs[2 * indices[1]] = (p1 - minX) / (maxX - minX);
uvs[2 * indices[1] + 1] = 1;
uvs[2 * indices[4]] = (p3 - minX) / (maxX - minX);
uvs[2 * indices[4] + 1] = 0;
for (let i = 6; i < indices.length; i += 6) {
flip = (flip + 1) % 2;
v0 = innerData[0];
v1 = innerData[1].subtract(v0);
v2 = outerData[0].subtract(v0);
v3 = outerData[1].subtract(v0);
axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[i + 1]] = flip + Math.cos(flip * Math.PI) * (p1 - minX) / (maxX - minX);
uvs[2 * indices[i + 1] + 1] = 1;
uvs[2 * indices[i + 4]] = flip + Math.cos(flip * Math.PI) * (p3 - minX) / (maxX - minX);
uvs[2 * indices[i + 4] + 1] = 0;
}
}
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(Mesh.DOUBLESIDE, positions, indices, normals, uvs);
console.log(uvs);
//Create a custom mesh
var customMesh = new Mesh(name, scene);
//Create a vertexData object
var vertexData = new VertexData();
//Assign positions and indices to vertexData
vertexData.positions = positions;
vertexData.indices = indices;
vertexData.normals = normals;
vertexData.uvs = uvs;
//Apply vertexData to custom mesh
vertexData.applyToMesh(customMesh);
return customMesh;
};

Line in XoZ Plane Formed from Inner Path

With this version, you can use it as an edge of a given width for a polygon.

var line = line2D("line", options, scene);
optionvaluedefault value
path
(Vector3[]) array of Vector3 points forming the inner line of the line2D, REQUIRED
 
width
(number) line width
1
closed
(boolean) true if the first and last points are to be joined to form a polygon
false
standardUV
(Color4[]) false squeezes a texture image onto each line segment
true

Just copy the code below if you want to use it.

Playground Examples (Including Use as Edge to Polygon)

Open Line Closed Line Edge Around Polygon, Standard UV = True Edge Around Polygon, Standard UV = False

Line2D Code

import { Vector3 } from "@babylonjs/core/Maths/math.vector";
import { Mesh } from "@babylonjs/core/Meshes/mesh";
import { VertexData } from "@babylonjs/core/Meshes/mesh.vertexData";
var line2D = function (name, options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var width = options.width || 1;
var path = options.path;
var closed = options.closed || false;
if (options.standardUV === undefined) {
standardUV = true;
}
else {
standardUV = options.standardUV;
}
var interiorIndex;
//Arrays to hold wall corner data
var innerBaseCorners = [];
var outerBaseCorners = [];
var outerData = [];
var innerData = [];
var angle = 0;
var nbPoints = path.length;
var line = Vector3.Zero();
var nextLine = Vector3.Zero();
path[1].subtractToRef(path[0], line);
if (nbPoints > 2 && closed) {
path[2].subtractToRef(path[1], nextLine);
for (let p = 0; p < nbPoints; p++) {
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().y;
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints];
outerData[(p + 1) % nbPoints] = path[(p + 1) % nbPoints].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
path[(p + 3) % nbPoints].subtractToRef(path[(p + 2) % nbPoints], nextLine);
}
}
else {
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[0] = path[0];
outerData[0] = path[0].add(lineNormal.scale(width));
for (let p = 0; p < nbPoints - 2; p++) {
path[p + 2].subtractToRef(path[p + 1], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().y;
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[p + 1] = path[p + 1];
outerData[p + 1] = path[p + 1].add(lineNormal.scale(width)).add(line.scale(direction * width / Math.tan(angle / 2)));
line = nextLine.clone();
}
if (nbPoints > 2) {
path[nbPoints - 1].subtractToRef(path[nbPoints - 2], line);
lineNormal = new Vector3(-line.z, 0, 1 * line.x).normalize();
line.normalize();
innerData[nbPoints - 1] = path[nbPoints - 1];
outerData[nbPoints - 1] = path[nbPoints - 1].add(lineNormal.scale(width));
}
else {
innerData[1] = path[1];
outerData[1] = path[1].add(lineNormal.scale(width));
}
}
var maxX = Number.MIN_VALUE;
var minX = Number.MAX_VALUE;
var maxZ = Number.MIN_VALUE;
var minZ = Number.MAX_VALUE;
for (let p = 0; p < nbPoints; p++) {
positions.push(innerData[p].x, innerData[p].y, innerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxZ = Math.max(innerData[p].z, maxZ);
minZ = Math.min(innerData[p].z, minZ);
}
for (let p = 0; p < nbPoints; p++) {
positions.push(outerData[p].x, outerData[p].y, outerData[p].z);
maxX = Math.max(innerData[p].x, maxX);
minX = Math.min(innerData[p].x, minX);
maxZ = Math.max(innerData[p].z, maxZ);
minZ = Math.min(innerData[p].z, minZ);
}
for (let i = 0; i < nbPoints - 1; i++) {
indices.push(i, i + 1, nbPoints + i + 1);
indices.push(i, nbPoints + i + 1, nbPoints + i);
}
if (nbPoints > 2 && closed) {
indices.push(nbPoints - 1, 0, nbPoints);
indices.push(nbPoints - 1, nbPoints, 2 * nbPoints - 1);
}
var normals = [];
var uvs = [];
if (standardUV) {
for (let p = 0; p < positions.length; p += 3) {
uvs.push((positions[p] - minX) / (maxX - minX), (positions[p + 2] - minZ) / (maxZ - minZ));
}
}
else {
var flip = 0;
var p1 = 0;
var p2 = 0;
var p3 = 0;
var v0 = innerData[0];
var v1 = innerData[1].subtract(v0);
var v2 = outerData[0].subtract(v0);
var v3 = outerData[1].subtract(v0);
var axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[0]] = -minX / (maxX - minX);
uvs[2 * indices[0] + 1] = 1;
uvs[2 * indices[5]] = (p2 - minX) / (maxX - minX);
uvs[2 * indices[5] + 1] = 0;
uvs[2 * indices[1]] = (p1 - minX) / (maxX - minX);
uvs[2 * indices[1] + 1] = 1;
uvs[2 * indices[4]] = (p3 - minX) / (maxX - minX);
uvs[2 * indices[4] + 1] = 0;
for (let i = 6; i < indices.length; i += 6) {
flip = (flip + 1) % 2;
v0 = innerData[0];
v1 = innerData[1].subtract(v0);
v2 = outerData[0].subtract(v0);
v3 = outerData[1].subtract(v0);
axis = v1.clone();
axis.normalize();
p1 = Vector3.Dot(axis, v1);
p2 = Vector3.Dot(axis, v2);
p3 = Vector3.Dot(axis, v3);
var minX = Math.min(0, p1, p2, p3);
var maxX = Math.max(0, p1, p2, p3);
uvs[2 * indices[i + 1]] = flip + Math.cos(flip * Math.PI) * (p1 - minX) / (maxX - minX);
uvs[2 * indices[i + 1] + 1] = 1;
uvs[2 * indices[i + 4]] = flip + Math.cos(flip * Math.PI) * (p3 - minX) / (maxX - minX);
uvs[2 * indices[i + 4] + 1] = 0;
}
}
VertexData.ComputeNormals(positions, indices, normals);
VertexData._ComputeSides(Mesh.DOUBLESIDE, positions, indices, normals, uvs);
console.log(uvs);
//Create a custom mesh
var customMesh = new Mesh(name, scene);
//Create a vertexData object
var vertexData = new VertexData();
//Assign positions and indices to vertexData
vertexData.positions = positions;
vertexData.indices = indices;
vertexData.normals = normals;
vertexData.uvs = uvs;
//Apply vertexData to custom mesh
vertexData.applyToMesh(customMesh);
return customMesh;
};

Lines in 3D

The lines and line system methods only produce a thin line, and you cannot vary the width. The best way to simulate a line with a given width in 3D is to use a tube.

Tube As Line

Parallel Lines in XoY Plane

Given the path of a central line, the function parallelLines will return the path points of two lines on either side of it.

var line = line2D("line", options, scene);
optionvaluedefault value
path
(Vector3[]) array of Vector3 points forming the centre line of the line2D, REQUIRED
 
innerWidth
(number) distance from central line
0.5
outerWidth
(number) distance from central line
0.5

Just copy the code below if you want to use it.

Playground Example

Dotted Lines Parallel To Central Line

Parallel Line Code

import { Vector3 } from "@babylonjs/core/Maths/math.vector";
var parallelLines = function (options, scene) {
//Arrays for vertex positions and indices
var positions = [];
var indices = [];
var normals = [];
var innerWidth = options.innerWidth || 0.5;
var outerWidth = options.outerWidth || 0.5;
var path = options.path;
var interiorIndex;
//Arrays to hold wall corner data
var innerBaseCorners = [];
var outerBaseCorners = [];
var outerData = [];
var innerData = [];
var angle = 0;
var nbPoints = path.length;
var line = Vector3.Zero();
var nextLine = Vector3.Zero();
path[1].subtractToRef(path[0], line);
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[0] = path[0].subtract(lineNormal.scale(innerWidth));
outerData[0] = path[0].add(lineNormal.scale(outerWidth));
for (let p = 0; p < nbPoints - 2; p++) {
path[p + 2].subtractToRef(path[p + 1], nextLine);
angle = Math.PI - Math.acos(Vector3.Dot(line, nextLine) / (line.length() * nextLine.length()));
direction = Vector3.Cross(line, nextLine).normalize().z;
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[p + 1] = path[p + 1].subtract(lineNormal.scale(innerWidth)).subtract(line.scale(direction * innerWidth / Math.tan(angle / 2)));
outerData[p + 1] = path[p + 1].add(lineNormal.scale(outerWidth)).add(line.scale(direction * outerWidth / Math.tan(angle / 2)));
line = nextLine.clone();
}
if (nbPoints > 2) {
path[nbPoints - 1].subtractToRef(path[nbPoints - 2], line);
lineNormal = new Vector3(line.y, -1 * line.x, 0).normalize();
line.normalize();
innerData[nbPoints - 1] = path[nbPoints - 1].subtract(lineNormal.scale(innerWidth));
outerData[nbPoints - 1] = path[nbPoints - 1].add(lineNormal.scale(outerWidth));
}
else {
innerData[1] = path[1].subtract(lineNormal.scale(innerWidth));
outerData[1] = path[1].add(lineNormal.scale(outerWidth));
}
return { outerPoints: outerData, innerPoints: innerData };
};