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@@ -591,18 +591,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Returns the content of an associated vertex buffer
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* Returns the content of an associated vertex buffer
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
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* @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
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* @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
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* @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
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* @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
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* @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
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@@ -617,18 +617,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Returns the mesh VertexBuffer object from the requested `kind`
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* Returns the mesh VertexBuffer object from the requested `kind`
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
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* @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
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*/
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*/
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public getVertexBuffer(kind: string): Nullable<VertexBuffer> {
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public getVertexBuffer(kind: string): Nullable<VertexBuffer> {
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@@ -641,18 +641,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Tests if a specific vertex buffer is associated with this mesh
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* Tests if a specific vertex buffer is associated with this mesh
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* @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @returns a boolean
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* @returns a boolean
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*/
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*/
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public isVerticesDataPresent(kind: string): boolean {
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public isVerticesDataPresent(kind: string): boolean {
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@@ -668,18 +668,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Returns a boolean defining if the vertex data for the requested `kind` is updatable.
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* Returns a boolean defining if the vertex data for the requested `kind` is updatable.
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* @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @returns a boolean
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* @returns a boolean
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*/
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*/
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public isVertexBufferUpdatable(kind: string): boolean {
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public isVertexBufferUpdatable(kind: string): boolean {
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@@ -695,18 +695,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
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* Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @returns an array of strings
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* @returns an array of strings
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*/
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*/
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public getVerticesDataKinds(): string[] {
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public getVerticesDataKinds(): string[] {
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@@ -1064,18 +1064,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Copy a FloatArray into a specific associated vertex buffer
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* Copy a FloatArray into a specific associated vertex buffer
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* @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @param data defines the data source
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* @param data defines the data source
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* @param updatable defines if the updated vertex buffer must be flagged as updatable
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* @param updatable defines if the updated vertex buffer must be flagged as updatable
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* @param stride defines the data stride size (can be null)
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* @param stride defines the data stride size (can be null)
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@@ -1099,18 +1099,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Flags an associated vertex buffer as updatable
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* Flags an associated vertex buffer as updatable
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* @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @param updatable defines if the updated vertex buffer must be flagged as updatable
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* @param updatable defines if the updated vertex buffer must be flagged as updatable
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*/
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*/
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public markVerticesDataAsUpdatable(kind: string, updatable = true) {
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public markVerticesDataAsUpdatable(kind: string, updatable = true) {
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@@ -1140,18 +1140,18 @@ import { PhysicsImpostor } from "Physics";
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/**
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/**
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* Update a specific associated vertex buffer
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* Update a specific associated vertex buffer
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* @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
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* @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
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- * - BABYLON.VertexBuffer.PositionKind
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- * - BABYLON.VertexBuffer.UVKind
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- * - BABYLON.VertexBuffer.UV2Kind
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- * - BABYLON.VertexBuffer.UV3Kind
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- * - BABYLON.VertexBuffer.UV4Kind
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- * - BABYLON.VertexBuffer.UV5Kind
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- * - BABYLON.VertexBuffer.UV6Kind
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- * - BABYLON.VertexBuffer.ColorKind
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- * - BABYLON.VertexBuffer.MatricesIndicesKind
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- * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
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- * - BABYLON.VertexBuffer.MatricesWeightsKind
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- * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
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+ * - VertexBuffer.PositionKind
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+ * - VertexBuffer.UVKind
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+ * - VertexBuffer.UV2Kind
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+ * - VertexBuffer.UV3Kind
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+ * - VertexBuffer.UV4Kind
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+ * - VertexBuffer.UV5Kind
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+ * - VertexBuffer.UV6Kind
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+ * - VertexBuffer.ColorKind
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+ * - VertexBuffer.MatricesIndicesKind
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+ * - VertexBuffer.MatricesIndicesExtraKind
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+ * - VertexBuffer.MatricesWeightsKind
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+ * - VertexBuffer.MatricesWeightsExtraKind
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* @param data defines the data source
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* @param data defines the data source
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* @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
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* @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
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* @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
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* @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
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@@ -3193,7 +3193,7 @@ import { PhysicsImpostor } from "Physics";
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* Please consider using the same method from the MeshBuilder class instead.
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* Please consider using the same method from the MeshBuilder class instead.
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* The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
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* The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
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* The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
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* The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.
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- * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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+ * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* Remember you can only change the shape positions, not their number when updating a polygon.
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* Remember you can only change the shape positions, not their number when updating a polygon.
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*/
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*/
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@@ -3252,7 +3252,7 @@ import { PhysicsImpostor } from "Physics";
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* @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
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* @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
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* @param scale is the value to scale the shape
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* @param scale is the value to scale the shape
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* @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
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* @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
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- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
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+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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* @param updatable defines if the mesh must be flagged as updatable
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* @param updatable defines if the mesh must be flagged as updatable
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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@@ -3287,7 +3287,7 @@ import { PhysicsImpostor } from "Physics";
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* @param rotationFunction is a custom Javascript function called on each path point
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* @param rotationFunction is a custom Javascript function called on each path point
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* @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
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* @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
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* @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
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* @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
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- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
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+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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* @param updatable defines if the mesh must be flagged as updatable
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* @param updatable defines if the mesh must be flagged as updatable
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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@@ -3450,7 +3450,7 @@ import { PhysicsImpostor } from "Physics";
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* @param radius sets the tube radius size
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* @param radius sets the tube radius size
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* @param tessellation is the number of sides on the tubular surface
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* @param tessellation is the number of sides on the tubular surface
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* @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
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* @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
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- * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
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+ * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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* @param updatable defines if the mesh must be flagged as updatable
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* @param updatable defines if the mesh must be flagged as updatable
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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* @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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@@ -3483,7 +3483,7 @@ import { PhysicsImpostor } from "Physics";
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* * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
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* * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)
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* * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
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* * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
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* * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
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* * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored
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- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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+ * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @param name defines the name of the mesh to create
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* @param name defines the name of the mesh to create
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@@ -3501,7 +3501,7 @@ import { PhysicsImpostor } from "Physics";
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* * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
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* * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)
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* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
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* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
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* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
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* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
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- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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+ * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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