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@@ -32329,7 +32329,7 @@ var BABYLON;
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* Modifies the mesh geometry according to the passed transformation matrix.
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* Modifies the mesh geometry according to the passed transformation matrix.
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* This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
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* This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
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* The mesh normals are modified accordingly the same transformation.
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* The mesh normals are modified accordingly the same transformation.
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- * tuto : http://doc.babylonjs.com/tutorials/How_Rotations_and_Translations_Work#baking-transform
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+ * tuto : http://doc.babylonjs.com/resources/baking_transformations
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* Note that, under the hood, this method sets a new VertexBuffer each call.
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* Note that, under the hood, this method sets a new VertexBuffer each call.
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* Returns the Mesh.
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* Returns the Mesh.
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*/
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*/
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@@ -33185,7 +33185,7 @@ var BABYLON;
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* It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.
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* It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.
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* The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
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* The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
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Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
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@@ -33207,7 +33207,7 @@ var BABYLON;
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* The parameter `radius` sets the radius size (float) of the polygon (default 0.5).
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* The parameter `radius` sets the radius size (float) of the polygon (default 0.5).
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* The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc.
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* The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc.
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
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Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
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@@ -33225,7 +33225,7 @@ var BABYLON;
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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 parameter `size` sets the size (float) of each box side (default 1).
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* The parameter `size` sets the size (float) of each box side (default 1).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
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Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
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@@ -33243,7 +33243,7 @@ var BABYLON;
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* The parameter `diameter` sets the diameter size (float) of the sphere (default 1).
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* The parameter `diameter` sets the diameter size (float) of the sphere (default 1).
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* The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32).
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* The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
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Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
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@@ -33266,7 +33266,7 @@ var BABYLON;
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* The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
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* The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
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* The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
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* The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
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Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
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@@ -33297,7 +33297,7 @@ var BABYLON;
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* The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5).
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* The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5).
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* The parameter `tessellation` sets the number of torus sides (postive integer, default 16).
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* The parameter `tessellation` sets the number of torus sides (postive integer, default 16).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
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Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
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@@ -33318,7 +33318,7 @@ var BABYLON;
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* The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).
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* The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32).
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* The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3).
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* The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
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Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
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@@ -33417,7 +33417,7 @@ var BABYLON;
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* The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
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* The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
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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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*
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*
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- * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
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+ * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
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* The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
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* The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
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* extruded along the Z axis.
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* extruded along the Z axis.
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* The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
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* The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
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@@ -33427,7 +33427,7 @@ var BABYLON;
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* The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
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* The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
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* Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
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* Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
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Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
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@@ -33449,7 +33449,7 @@ var BABYLON;
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* The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
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* The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
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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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*
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*
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- * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
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+ * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
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* The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
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* The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be
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* extruded along the Z axis.
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* extruded along the Z axis.
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* The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
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* The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
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@@ -33475,7 +33475,7 @@ var BABYLON;
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* The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
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* The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
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* Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
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* Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
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Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
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@@ -33502,7 +33502,7 @@ var BABYLON;
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* The parameter `radius` (positive float, default 1) is the radius value of the lathe.
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* The parameter `radius` (positive float, default 1) is the radius value of the lathe.
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* The parameter `tessellation` (positive integer, default 64) is the side number of the lathe.
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* The parameter `tessellation` (positive integer, default 64) is the side number of the lathe.
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
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Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
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@@ -33520,7 +33520,7 @@ var BABYLON;
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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 parameter `size` sets the size (float) of both sides of the plane at once (default 1).
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* The parameter `size` sets the size (float) of both sides of the plane at once (default 1).
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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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * 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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*/
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*/
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Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
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Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
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@@ -33574,7 +33574,7 @@ var BABYLON;
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};
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};
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/**
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/**
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* Creates a ground mesh from a height map.
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* Creates a ground mesh from a height map.
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- * tuto : http://doc.babylonjs.com/tutorials/14._Height_Map
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+ * tuto : http://doc.babylonjs.com/babylon101/height_map
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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 parameter `url` sets the URL of the height map image resource.
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* The parameter `url` sets the URL of the height map image resource.
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* The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
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* The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
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@@ -33619,7 +33619,7 @@ var BABYLON;
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* The parameter `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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* The parameter `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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* The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
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* The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
*/
|
|
*/
|
|
Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
|
|
Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
|
|
@@ -33649,7 +33649,7 @@ var BABYLON;
|
|
* 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
|
|
* 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
|
|
* 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.
|
|
* 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.
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
*/
|
|
*/
|
|
Mesh.CreatePolyhedron = function (name, options, scene) {
|
|
Mesh.CreatePolyhedron = function (name, options, scene) {
|
|
@@ -33663,7 +33663,7 @@ var BABYLON;
|
|
* The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.
|
|
* The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.
|
|
* 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.
|
|
* 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.
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
*/
|
|
*/
|
|
Mesh.CreateIcoSphere = function (name, options, scene) {
|
|
Mesh.CreateIcoSphere = function (name, options, scene) {
|
|
@@ -43210,10 +43210,6 @@ var BABYLON;
|
|
defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
|
|
defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
|
|
defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
|
|
defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
|
|
switch (this._reflectionTexture.coordinatesMode) {
|
|
switch (this._reflectionTexture.coordinatesMode) {
|
|
- case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
- case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
- defines.setReflectionMode("REFLECTIONMAP_CUBIC");
|
|
|
|
- break;
|
|
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
|
|
defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
|
|
break;
|
|
break;
|
|
@@ -43238,6 +43234,11 @@ var BABYLON;
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
|
|
defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
|
|
break;
|
|
break;
|
|
|
|
+ case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
+ case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
+ default:
|
|
|
|
+ defines.setReflectionMode("REFLECTIONMAP_CUBIC");
|
|
|
|
+ break;
|
|
}
|
|
}
|
|
defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
|
|
defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
|
|
}
|
|
}
|
|
@@ -45076,11 +45077,6 @@ var BABYLON;
|
|
}
|
|
}
|
|
defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
|
|
defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
|
|
switch (reflectionTexture.coordinatesMode) {
|
|
switch (reflectionTexture.coordinatesMode) {
|
|
- case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
- case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
- defines.REFLECTIONMAP_CUBIC = true;
|
|
|
|
- defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
|
|
|
|
- break;
|
|
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
defines.REFLECTIONMAP_EXPLICIT = true;
|
|
defines.REFLECTIONMAP_EXPLICIT = true;
|
|
break;
|
|
break;
|
|
@@ -45105,6 +45101,12 @@ var BABYLON;
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
|
|
defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
|
|
break;
|
|
break;
|
|
|
|
+ case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
+ case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
+ default:
|
|
|
|
+ defines.REFLECTIONMAP_CUBIC = true;
|
|
|
|
+ defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
|
|
|
|
+ break;
|
|
}
|
|
}
|
|
if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
|
|
if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
|
|
if (reflectionTexture.sphericalPolynomial) {
|
|
if (reflectionTexture.sphericalPolynomial) {
|
|
@@ -51453,6 +51455,26 @@ var BABYLON;
|
|
this._scene = scene || BABYLON.Engine.LastCreatedScene;
|
|
this._scene = scene || BABYLON.Engine.LastCreatedScene;
|
|
this._scene.animationGroups.push(this);
|
|
this._scene.animationGroups.push(this);
|
|
}
|
|
}
|
|
|
|
+ Object.defineProperty(AnimationGroup.prototype, "from", {
|
|
|
|
+ /**
|
|
|
|
+ * Gets the first frame
|
|
|
|
+ */
|
|
|
|
+ get: function () {
|
|
|
|
+ return this._from;
|
|
|
|
+ },
|
|
|
|
+ enumerable: true,
|
|
|
|
+ configurable: true
|
|
|
|
+ });
|
|
|
|
+ Object.defineProperty(AnimationGroup.prototype, "to", {
|
|
|
|
+ /**
|
|
|
|
+ * Gets the last frame
|
|
|
|
+ */
|
|
|
|
+ get: function () {
|
|
|
|
+ return this._to;
|
|
|
|
+ },
|
|
|
|
+ enumerable: true,
|
|
|
|
+ configurable: true
|
|
|
|
+ });
|
|
Object.defineProperty(AnimationGroup.prototype, "isStarted", {
|
|
Object.defineProperty(AnimationGroup.prototype, "isStarted", {
|
|
/**
|
|
/**
|
|
* Define if the animations are started
|
|
* Define if the animations are started
|
|
@@ -60719,7 +60741,7 @@ var BABYLON;
|
|
* * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
|
|
* * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
|
|
* * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
|
|
* * Please read this tutorial : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
|
|
* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
@@ -60744,7 +60766,7 @@ var BABYLON;
|
|
* * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
|
|
* * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
|
|
* * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
|
|
* * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
@@ -60766,13 +60788,13 @@ var BABYLON;
|
|
* * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
|
|
* * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
|
|
* * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
|
|
* * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the plane polygonal mesh
|
|
* @returns the plane polygonal mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#disc
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateDisc = function (name, options, scene) {
|
|
MeshBuilder.CreateDisc = function (name, options, scene) {
|
|
if (scene === void 0) { scene = null; }
|
|
if (scene === void 0) { scene = null; }
|
|
@@ -60790,13 +60812,13 @@ var BABYLON;
|
|
* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
|
|
* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
|
|
* * 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
|
|
* * 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
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the icosahedron mesh
|
|
* @returns the icosahedron mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#icosphere
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateIcoSphere = function (name, options, scene) {
|
|
MeshBuilder.CreateIcoSphere = function (name, options, scene) {
|
|
var sphere = new BABYLON.Mesh(name, scene);
|
|
var sphere = new BABYLON.Mesh(name, scene);
|
|
@@ -60816,7 +60838,7 @@ var BABYLON;
|
|
* * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
|
|
* * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
|
|
* * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
|
|
* * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
|
|
* * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
|
|
* * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
|
|
* * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
|
|
@@ -60972,7 +60994,7 @@ var BABYLON;
|
|
* * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
|
|
* * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
|
|
* * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
|
|
* * Example how to set colors and textures on a sliced cylinder : http://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
@@ -60994,7 +61016,7 @@ var BABYLON;
|
|
* * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
|
|
* * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
|
|
* * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
|
|
* * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
@@ -61017,7 +61039,7 @@ var BABYLON;
|
|
* * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
|
|
* * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
|
|
* * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
|
|
* * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
@@ -61044,7 +61066,7 @@ var BABYLON;
|
|
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* * Updating a simple Line mesh, you just need to update every line in the `lines` array : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
|
|
* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
|
|
* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
|
|
* @param name defines the name of the new line system
|
|
* @param name defines the name of the new line system
|
|
* @param options defines the options used to create the line system
|
|
* @param options defines the options used to create the line system
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
@@ -61103,7 +61125,7 @@ var BABYLON;
|
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
|
|
* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
|
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
* * When updating an instance, remember that only point positions can change, not the number of points
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
|
|
* @param name defines the name of the new line system
|
|
* @param name defines the name of the new line system
|
|
* @param options defines the options used to create the line system
|
|
* @param options defines the options used to create the line system
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
@@ -61130,7 +61152,7 @@ var BABYLON;
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the dashed line mesh
|
|
* @returns the dashed line mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#dashed-lines
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateDashedLines = function (name, options, scene) {
|
|
MeshBuilder.CreateDashedLines = function (name, options, scene) {
|
|
if (scene === void 0) { scene = null; }
|
|
if (scene === void 0) { scene = null; }
|
|
@@ -61201,7 +61223,7 @@ var BABYLON;
|
|
* * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
|
|
* * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
|
|
* * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
|
|
* * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
@@ -61209,8 +61231,8 @@ var BABYLON;
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the extruded shape mesh
|
|
* @returns the extruded shape mesh
|
|
* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
|
* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
|
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
|
|
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#extruded-shapes
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
|
|
*/
|
|
*/
|
|
MeshBuilder.ExtrudeShape = function (name, options, scene) {
|
|
MeshBuilder.ExtrudeShape = function (name, options, scene) {
|
|
if (scene === void 0) { scene = null; }
|
|
if (scene === void 0) { scene = null; }
|
|
@@ -61240,16 +61262,16 @@ var BABYLON;
|
|
* * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
|
|
* * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
|
|
* * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
|
|
* * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the custom extruded shape mesh
|
|
* @returns the custom extruded shape mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#custom-extruded-shapes
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
|
|
* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
|
* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
|
- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
|
|
*/
|
|
*/
|
|
MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
|
|
MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
|
|
var path = options.path;
|
|
var path = options.path;
|
|
@@ -61275,14 +61297,14 @@ var BABYLON;
|
|
* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
|
|
* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
|
|
* * The parameter `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
|
|
* * The parameter `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
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the lathe mesh
|
|
* @returns the lathe mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lathe
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateLathe = function (name, options, scene) {
|
|
MeshBuilder.CreateLathe = function (name, options, scene) {
|
|
var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
|
|
var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
|
|
@@ -61328,7 +61350,7 @@ var BABYLON;
|
|
* * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value than `size`)
|
|
* * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value than `size`)
|
|
* * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
|
|
* * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
@@ -61411,7 +61433,7 @@ var BABYLON;
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the ground mesh
|
|
* @returns the ground mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/14._Height_Map
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/babylon101/height_map
|
|
* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
|
|
* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#ground-from-a-height-map
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
|
|
MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
|
|
@@ -61534,7 +61556,7 @@ var BABYLON;
|
|
* * The parameter `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
|
|
* * The parameter `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
|
|
* * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
|
|
* * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
@@ -61659,13 +61681,13 @@ var BABYLON;
|
|
* * 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
|
|
* * 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
|
|
* * 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
|
|
* * 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
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
|
|
- * * 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/tutorials/02._Discover_Basic_Elements#side-orientation
|
|
|
|
|
|
+ * * 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
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
|
* @param name defines the name of the mesh
|
|
* @param name defines the name of the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the polyhedron mesh
|
|
* @returns the polyhedron mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#polyhedron
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/polyhedra_shapes
|
|
*/
|
|
*/
|
|
MeshBuilder.CreatePolyhedron = function (name, options, scene) {
|
|
MeshBuilder.CreatePolyhedron = function (name, options, scene) {
|
|
var polyhedron = new BABYLON.Mesh(name, scene);
|
|
var polyhedron = new BABYLON.Mesh(name, scene);
|
|
@@ -61687,7 +61709,7 @@ var BABYLON;
|
|
* @param options defines the options used to create the mesh
|
|
* @param options defines the options used to create the mesh
|
|
* @param scene defines the hosting scene
|
|
* @param scene defines the hosting scene
|
|
* @returns the decal mesh
|
|
* @returns the decal mesh
|
|
- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#decals
|
|
|
|
|
|
+ * @see http://doc.babylonjs.com/how_to/decals
|
|
*/
|
|
*/
|
|
MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
|
|
MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
|
|
var indices = sourceMesh.getIndices();
|
|
var indices = sourceMesh.getIndices();
|
|
@@ -97292,10 +97314,6 @@ var BABYLON;
|
|
}
|
|
}
|
|
defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
|
|
defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
|
|
switch (reflectionTexture.coordinatesMode) {
|
|
switch (reflectionTexture.coordinatesMode) {
|
|
- case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
- case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
- defines.REFLECTIONMAP_CUBIC = true;
|
|
|
|
- break;
|
|
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
case BABYLON.Texture.EXPLICIT_MODE:
|
|
defines.REFLECTIONMAP_EXPLICIT = true;
|
|
defines.REFLECTIONMAP_EXPLICIT = true;
|
|
break;
|
|
break;
|
|
@@ -97320,6 +97338,11 @@ var BABYLON;
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
|
|
defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
|
|
defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
|
|
break;
|
|
break;
|
|
|
|
+ case BABYLON.Texture.CUBIC_MODE:
|
|
|
|
+ case BABYLON.Texture.INVCUBIC_MODE:
|
|
|
|
+ default:
|
|
|
|
+ defines.REFLECTIONMAP_CUBIC = true;
|
|
|
|
+ break;
|
|
}
|
|
}
|
|
if (this.reflectionFresnel) {
|
|
if (this.reflectionFresnel) {
|
|
defines.REFLECTIONFRESNEL = true;
|
|
defines.REFLECTIONFRESNEL = true;
|