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BabylonJS - Decals

Decals are like projecting stickers or textures onto the surface of a mesh. Imagine bullet holes appearing on a wall where shots land, or footprints appearing on snow as a character walks. Decals allow you to dynamically add these visual details to existing geometry without modifying the underlying mesh structure.

In Babylon.js, you create decals using BABYLON.MeshBuilder.CreateDecal. This method projects a texture (defined by a material) onto a target mesh at a specific position and orientation (usually determined by a raycast hit).

The basic syntax involves specifying a name, the target mesh, the position, normal (direction), size of the decal, and optionally an angle.

import * as BABYLON from '@babylonjs/core';
// Assuming 'targetMesh', 'pickInfo' (from scene.pick), 'decalMaterial' are defined
// pickInfo contains details about where the user clicked on the mesh
const pickResult = scene.pick(scene.pointerX, scene.pointerY);
if (pickResult.hit && pickResult.pickedMesh === targetMesh) {
const decalPosition = pickResult.pickedPoint; // Where the decal should be placed
const decalNormal = pickResult.getNormal(true); // The surface direction at the hit point
const decalSize = new BABYLON.Vector3(1, 1, 1); // Size of the decal projection box
const angle = Math.random() * Math.PI * 2; // Optional: Random rotation
const newDecal = BABYLON.MeshBuilder.CreateDecal(
"decal", // Name
targetMesh, // Mesh to receive the decal
{
position: decalPosition,
normal: decalNormal,
size: decalSize,
angle: angle
}
);
// Apply a material to the decal (often a texture with transparency)
newDecal.material = decalMaterial;
}

The decalMaterial is typically a StandardMaterial or PBRMaterial with a diffuseTexture that has an alpha channel for transparency (e.g., a PNG image of a bullet hole with a transparent background). Setting zOffset on the material can help prevent z-fighting issues where the decal flickers with the underlying mesh surface.

// Example Decal Material Setup
const decalMaterial = new BABYLON.StandardMaterial("decalMat", scene);
decalMaterial.diffuseTexture = new BABYLON.Texture("textures/impact.png", scene); // PNG with alpha
decalMaterial.diffuseTexture.hasAlpha = true;
decalMaterial.zOffset = -2; // Push the decal slightly into the surface
decalMaterial.specularColor = new BABYLON.Color3(0, 0, 0); // Often decals shouldn't be shiny

This example loads a glTF model and allows the user to click on it to place impact decals.

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8"/>
<title>Babylon.js - Decal Demo</title>
<script src="https://cdn.babylonjs.com/babylon.js"></script>
<script src="https://cdn.babylonjs.com/loaders/babylonjs.loaders.min.js"></script>
<style>
html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; }
#renderCanvas { width: 100%; height: 100%; touch-action: none; }
</style>
</head>
<body>
<canvas id="renderCanvas"></canvas>
<script type="text/javascript">
const canvas = document.getElementById("renderCanvas");
const engine = new BABYLON.Engine(canvas, true);
const createScene = async function () {
const scene = new BABYLON.Scene(engine);
scene.clearColor = new BABYLON.Color4(0.1, 0.1, 0.15, 1.0);
const camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 2, Math.PI / 2.5, 3, new BABYLON.Vector3(0, 1, 0), scene);
camera.attachControl(canvas, true);
camera.wheelPrecision = 50;
camera.minZ = 0.1;
const light = new BABYLON.HemisphericLight("HemiLight", new BABYLON.Vector3(0, 1, 0), scene);
light.intensity = 0.8;
// Load a model (replace with your own glTF/glb file)
// Example using a simple sphere if no model is available
let targetMesh = BABYLON.MeshBuilder.CreateSphere("targetSphere", {diameter: 2, segments: 32}, scene);
targetMesh.position.y = 1;
/*
// --- Uncomment to load a glTF model ---
try {
const result = await BABYLON.SceneLoader.ImportMeshAsync("", "path/to/your/model/", "yourModel.glb", scene);
if (result.meshes.length > 0) {
targetMesh = result.meshes[0]; // Assuming the first mesh is the target
camera.target = targetMesh.position;
console.log("Model loaded successfully!");
} else {
console.error("No meshes found in the loaded model.");
}
} catch (error) {
console.error("Error loading model:", error);
// Keep the fallback sphere if loading fails
}
// --------------------------------------
*/
// Decal Material Setup
const decalMaterial = new BABYLON.StandardMaterial("decalMat", scene);
// Use a placeholder color if texture loading fails or is omitted
decalMaterial.diffuseColor = new BABYLON.Color3(1, 0, 0); // Red color for visibility
decalMaterial.zOffset = -2;
decalMaterial.specularColor = new BABYLON.Color3(0, 0, 0);
try {
// Make sure 'textures/impact.png' exists and is served correctly
decalMaterial.diffuseTexture = new BABYLON.Texture("textures/impact.png", scene);
decalMaterial.diffuseTexture.hasAlpha = true;
decalMaterial.useAlphaFromDiffuseTexture = true; // Ensure alpha is used
console.log("Decal texture loaded.");
} catch (texError) {
console.warn("Could not load decal texture 'textures/impact.png'. Using solid color instead.", texError);
}
// Pointer Observable for Clicks
scene.onPointerObservable.add((pointerInfo) => {
if (pointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN &&
pointerInfo.event.button === 0) { // Left mouse button
const pickResult = scene.pick(scene.pointerX, scene.pointerY);
if (pickResult.hit && pickResult.pickedMesh === targetMesh) {
const decalSize = new BABYLON.Vector3(0.2, 0.2, 0.2); // Adjust size as needed
const newDecal = BABYLON.MeshBuilder.CreateDecal("decal", targetMesh, {
position: pickResult.pickedPoint,
normal: pickResult.getNormal(true),
size: decalSize,
angle: Math.random() * Math.PI * 2
});
newDecal.material = decalMaterial;
// Optional: Make decals disappear after some time
setTimeout(() => {
if (newDecal) {
newDecal.dispose();
}
}, 5000); // Disappear after 5 seconds
}
}
});
return scene;
};
createScene().then(sceneToRender => {
engine.runRenderLoop(function () {
if (sceneToRender) {
sceneToRender.render();
}
});
});
window.addEventListener("resize", function () {
engine.resize();
});
</script>
</body>
</html>

For the demo to work fully, you need an image file named impact.png (ideally with transparency) inside a textures folder relative to your HTML file. You can replace this with any image. If you uncomment the SceneLoader part, you also need a yourModel.glb file in the specified path.

The scene will show a 3D object (either a sphere or your loaded model). When you left-click on the object, a small decal (representing an impact mark, using the impact.png texture or a solid red color if the texture fails to load) will appear on the surface at the click location. The decals will have a random rotation and will automatically disappear after 5 seconds.