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@@ -240,7 +240,7 @@
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return this;
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}
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/**
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- * Returns the LOD level mesh at the passed distance or null is not found.
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+ * Returns the LOD level mesh at the passed distance or null if not found.
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* It is related to the method `addLODLevel(distance, mesh)`.
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*/
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public getLODLevelAtDistance(distance: number): Mesh {
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@@ -429,7 +429,7 @@
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}
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/**
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- * Boolean : true if the normals aren't to be recomputed on next update.
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+ * Boolean : true if the normals aren't to be recomputed on next mesh `positions` array update.
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* This property is pertinent only for updatable parametric shapes.
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*/
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public get areNormalsFrozen(): boolean {
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@@ -439,7 +439,7 @@
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/**
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* This function affects parametric shapes on update only : ribbons, tubes, etc.
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* It has no effect at all on other shapes.
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- * It prevents the mesh normals from being recomputed on next position update.
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+ * It prevents the mesh normals from being recomputed on next `positions` array update.
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*/
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public freezeNormals(): void {
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this._areNormalsFrozen = true;
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@@ -448,7 +448,7 @@
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/**
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* This function affects parametric shapes on update only : ribbons, tubes, etc.
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* It has no effect at all on other shapes.
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- * It reactivates the mesh normals computation if it was frozen.
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+ * It reactivates the mesh normals computation if it was previously frozen.
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*/
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public unfreezeNormals(): void {
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this._areNormalsFrozen = false;
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@@ -590,10 +590,10 @@
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}
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/**
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- * This method updates the postions of a updatable mesh according to the `positionFunction` returned values.
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+ * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
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* tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
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* The parameter `positionFunction` is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything.
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- * The parameter `computeNormals` is a boolean (default true) to enable/disable the mesh normal recomputation after the mesh position update.
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+ * The parameter `computeNormals` is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update.
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*/
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public updateMeshPositions(positionFunction, computeNormals: boolean = true): void {
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var positions = this.getVerticesData(VertexBuffer.PositionKind);
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