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@@ -21471,6 +21471,54 @@ declare module "babylonjs/Meshes/mesh" {
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*/
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*/
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static readonly CAP_ALL: number;
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static readonly CAP_ALL: number;
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/**
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/**
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+ * Mesh pattern setting : no flip or rotate
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+ */
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+ static readonly NO_FLIP: number;
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+ /**
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+ * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
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+ */
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+ static readonly FLIP_TILE: number;
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+ /**
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+ * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
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+ */
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+ static readonly ROTATE_TILE: number;
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+ /**
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+ * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
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+ */
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+ static readonly FLIP_ROW: number;
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+ /**
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+ * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
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+ */
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+ static readonly ROTATE_ROW: number;
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+ /**
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+ * Mesh pattern setting : flip and rotate alternate tiles on each row or column
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+ */
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+ static readonly FLIP_N_ROTATE_TILE: number;
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+ /**
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+ * Mesh pattern setting : rotate pattern and rotate
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+ */
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+ static readonly FLIP_N_ROTATE_ROW: number;
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+ /**
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+ * Mesh tile positioning : part tiles same on left/right or top/bottom
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+ */
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+ static readonly CENTER: number;
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+ /**
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+ * Mesh tile positioning : part tiles on left
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+ */
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+ static readonly LEFT: number;
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+ /**
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+ * Mesh tile positioning : part tiles on right
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+ */
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+ static readonly RIGHT: number;
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+ /**
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+ * Mesh tile positioning : part tiles on top
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+ */
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+ static readonly TOP: number;
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+ /**
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+ * Mesh tile positioning : part tiles on bottom
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+ */
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+ static readonly BOTTOM: number;
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+ /**
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* Gets the default side orientation.
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* Gets the default side orientation.
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* @param orientation the orientation to value to attempt to get
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* @param orientation the orientation to value to attempt to get
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* @returns the default orientation
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* @returns the default orientation
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@@ -23918,6 +23966,55 @@ declare module "babylonjs/Meshes/mesh.vertexData" {
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backUVs?: Vector4;
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backUVs?: Vector4;
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}): VertexData;
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}): VertexData;
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/**
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/**
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+ * Creates the VertexData for a tiled box
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+ * @param options an object used to set the following optional parameters for the box, required but can be empty
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+ * * faceTiles sets the pattern, tile size and number of tiles for a face
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+ * * faceUV an array of 6 Vector4 elements used to set different images to each box side
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+ * * faceColors an array of 6 Color3 elements used to set different colors to each box side
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+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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+ * @returns the VertexData of the box
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+ */
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+ static CreateTiledBox(options: {
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+ pattern?: number;
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+ width?: number;
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+ height?: number;
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+ depth?: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ faceUV?: Vector4[];
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+ faceColors?: Color4[];
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+ sideOrientation?: number;
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+ }): VertexData;
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+ /**
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+ * Creates the VertexData for a tiled plane
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+ * @param options an object used to set the following optional parameters for the box, required but can be empty
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+ * * pattern a limited pattern arrangement depending on the number
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+ * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
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+ * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
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+ * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
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+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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+ * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
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+ * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
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+ * @returns the VertexData of the tiled plane
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+ */
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+ static CreateTiledPlane(options: {
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+ pattern?: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ size?: number;
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+ width?: number;
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+ height?: number;
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ sideOrientation?: number;
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+ frontUVs?: Vector4;
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+ backUVs?: Vector4;
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+ }): VertexData;
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+ /**
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* Creates the VertexData for an ellipsoid, defaults to a sphere
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* Creates the VertexData for an ellipsoid, defaults to a sphere
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* @param options an object used to set the following optional parameters for the box, required but can be empty
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* @param options an object used to set the following optional parameters for the box, required but can be empty
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* * segments sets the number of horizontal strips optional, default 32
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* * segments sets the number of horizontal strips optional, default 32
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@@ -52315,6 +52412,44 @@ declare module "babylonjs/Meshes/trailMesh" {
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static Parse(parsedMesh: any, scene: Scene): TrailMesh;
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static Parse(parsedMesh: any, scene: Scene): TrailMesh;
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}
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}
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}
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}
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+declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Scene } from "babylonjs/scene";
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+ import { Vector4, Color4 } from "babylonjs/Maths/math";
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+ import { Mesh } from "babylonjs/Meshes/mesh";
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+ /**
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+ * Class containing static functions to help procedurally build meshes
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+ */
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+ export class TiledBoxBuilder {
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+ /**
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+ * Creates a box mesh
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+ * faceTiles sets the pattern, tile size and number of tiles for a face * * 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)
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+ * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
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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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+ * * 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 : https://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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+ * @param name defines the name of the mesh
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+ * @param options defines the options used to create the mesh
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+ * @param scene defines the hosting scene
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+ * @returns the box mesh
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+ */
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+ static CreateTiledBox(name: string, options: {
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+ pattern?: number;
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+ width?: number;
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+ height?: number;
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+ depth?: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ faceUV?: Vector4[];
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+ faceColors?: Color4[];
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+ sideOrientation?: number;
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+ updatable?: boolean;
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+ }, scene?: Nullable<Scene>): Mesh;
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+ }
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+}
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declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
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declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
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import { Vector4 } from "babylonjs/Maths/math";
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import { Vector4 } from "babylonjs/Maths/math";
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import { Mesh } from "babylonjs/Meshes/mesh";
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import { Mesh } from "babylonjs/Meshes/mesh";
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@@ -52553,6 +52688,53 @@ declare module "babylonjs/Meshes/Builders/latheBuilder" {
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}, scene?: Nullable<Scene>): Mesh;
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}, scene?: Nullable<Scene>): Mesh;
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}
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}
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}
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}
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+declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
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+ import { Nullable } from "babylonjs/types";
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+ import { Scene } from "babylonjs/scene";
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+ import { Vector4 } from "babylonjs/Maths/math";
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+ import { Mesh } from "babylonjs/Meshes/mesh";
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+ /**
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+ * Class containing static functions to help procedurally build meshes
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+ */
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+ export class TiledPlaneBuilder {
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+ /**
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+ * Creates a tiled plane mesh
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+ * * The parameter `pattern` will, depending on value, do nothing or
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+ * * * flip (reflect about central vertical) alternate tiles across and up
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+ * * * flip every tile on alternate rows
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+ * * * rotate (180 degs) alternate tiles across and up
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+ * * * rotate every tile on alternate rows
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+ * * * flip and rotate alternate tiles across and up
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+ * * * flip and rotate every tile on alternate rows
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+ * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
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+ * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
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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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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+ * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
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+ * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
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+ * @see https://doc.babylonjs.com/how_to/set_shapes#box
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+ * @param name defines the name of the mesh
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+ * @param options defines the options used to create the mesh
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+ * @param scene defines the hosting scene
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+ * @returns the box mesh
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+ */
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+ static CreateTiledPlane(name: string, options: {
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+ pattern?: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ size?: number;
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+ width?: number;
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+ height?: number;
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ sideOrientation?: number;
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+ frontUVs?: Vector4;
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+ backUVs?: Vector4;
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+ updatable?: boolean;
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+ }, scene?: Nullable<Scene>): Mesh;
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+ }
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+}
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declare module "babylonjs/Meshes/Builders/tubeBuilder" {
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declare module "babylonjs/Meshes/Builders/tubeBuilder" {
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import { Nullable } from "babylonjs/types";
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import { Nullable } from "babylonjs/types";
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import { Scene } from "babylonjs/scene";
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import { Scene } from "babylonjs/scene";
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@@ -52710,6 +52892,31 @@ declare module "babylonjs/Meshes/meshBuilder" {
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updatable?: boolean;
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updatable?: boolean;
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}, scene?: Nullable<Scene>): Mesh;
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}, scene?: Nullable<Scene>): Mesh;
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/**
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/**
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+ * Creates a tiled box mesh
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+ * * faceTiles sets the pattern, tile size and number of tiles for a face
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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 options defines the options used to create the mesh
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+ * @param scene defines the hosting scene
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+ * @returns the tiled box mesh
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+ */
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+ static CreateTiledBox(name: string, options: {
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+ pattern?: number;
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+ size?: number;
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+ width?: number;
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+ height?: number;
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+ depth: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ faceUV?: Vector4[];
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+ faceColors?: Color4[];
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ sideOrientation?: number;
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+ updatable?: boolean;
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+ }, scene?: Nullable<Scene>): Mesh;
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+ /**
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* Creates a sphere mesh
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* Creates a sphere mesh
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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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* * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
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* * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
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@@ -53100,6 +53307,33 @@ declare module "babylonjs/Meshes/meshBuilder" {
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invertUV?: boolean;
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invertUV?: boolean;
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}, scene?: Nullable<Scene>): Mesh;
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}, scene?: Nullable<Scene>): Mesh;
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/**
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/**
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+ * Creates a tiled plane mesh
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+ * * You can set a limited pattern arrangement with the tiles
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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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+ * * 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 : https://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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+ * @param name defines the name of the mesh
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+ * @param options defines the options used to create the mesh
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+ * @param scene defines the hosting scene
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+ * @returns the plane mesh
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+ * @see https://doc.babylonjs.com/how_to/set_shapes#plane
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+ */
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+ static CreateTiledPlane(name: string, options: {
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+ pattern?: number;
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+ tileSize?: number;
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+ tileWidth?: number;
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+ tileHeight?: number;
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+ size?: number;
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+ width?: number;
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+ height?: number;
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+ alignHorizontal?: number;
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+ alignVertical?: number;
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+ sideOrientation?: number;
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+ frontUVs?: Vector4;
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+ backUVs?: Vector4;
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+ updatable?: boolean;
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+ }, scene?: Nullable<Scene>): Mesh;
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+ /**
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* Creates a plane mesh
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* Creates a plane mesh
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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 set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
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* * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
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@@ -53530,6 +53764,7 @@ declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
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}
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}
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declare module "babylonjs/Meshes/Builders/index" {
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declare module "babylonjs/Meshes/Builders/index" {
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export * from "babylonjs/Meshes/Builders/boxBuilder";
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export * from "babylonjs/Meshes/Builders/boxBuilder";
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+ export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
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export * from "babylonjs/Meshes/Builders/discBuilder";
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export * from "babylonjs/Meshes/Builders/discBuilder";
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export * from "babylonjs/Meshes/Builders/ribbonBuilder";
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export * from "babylonjs/Meshes/Builders/ribbonBuilder";
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export * from "babylonjs/Meshes/Builders/sphereBuilder";
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export * from "babylonjs/Meshes/Builders/sphereBuilder";
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@@ -53542,6 +53777,7 @@ declare module "babylonjs/Meshes/Builders/index" {
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export * from "babylonjs/Meshes/Builders/shapeBuilder";
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export * from "babylonjs/Meshes/Builders/shapeBuilder";
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export * from "babylonjs/Meshes/Builders/latheBuilder";
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export * from "babylonjs/Meshes/Builders/latheBuilder";
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export * from "babylonjs/Meshes/Builders/planeBuilder";
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export * from "babylonjs/Meshes/Builders/planeBuilder";
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+ export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
|
|
export * from "babylonjs/Meshes/Builders/groundBuilder";
|
|
export * from "babylonjs/Meshes/Builders/groundBuilder";
|
|
export * from "babylonjs/Meshes/Builders/tubeBuilder";
|
|
export * from "babylonjs/Meshes/Builders/tubeBuilder";
|
|
export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
|
|
export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
|
|
@@ -80981,6 +81217,54 @@ declare module BABYLON {
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*/
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*/
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|
static readonly CAP_ALL: number;
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static readonly CAP_ALL: number;
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/**
|
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/**
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+ * Mesh pattern setting : no flip or rotate
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+ */
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+ static readonly NO_FLIP: number;
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+ /**
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+ * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
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+ */
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+ static readonly FLIP_TILE: number;
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+ /**
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+ * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
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+ */
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+ static readonly ROTATE_TILE: number;
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+ /**
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+ * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
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+ */
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+ static readonly FLIP_ROW: number;
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+ /**
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+ * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
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+ */
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+ static readonly ROTATE_ROW: number;
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+ /**
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+ * Mesh pattern setting : flip and rotate alternate tiles on each row or column
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+ */
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+ static readonly FLIP_N_ROTATE_TILE: number;
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+ /**
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+ * Mesh pattern setting : rotate pattern and rotate
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+ */
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+ static readonly FLIP_N_ROTATE_ROW: number;
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+ /**
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+ * Mesh tile positioning : part tiles same on left/right or top/bottom
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+ */
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+ static readonly CENTER: number;
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|
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+ /**
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+ * Mesh tile positioning : part tiles on left
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+ */
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+ static readonly LEFT: number;
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+ /**
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+ * Mesh tile positioning : part tiles on right
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+ */
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+ static readonly RIGHT: number;
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+ /**
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+ * Mesh tile positioning : part tiles on top
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+ */
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+ static readonly TOP: number;
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+ /**
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+ * Mesh tile positioning : part tiles on bottom
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+ */
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+ static readonly BOTTOM: number;
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+ /**
|
|
* Gets the default side orientation.
|
|
* Gets the default side orientation.
|
|
* @param orientation the orientation to value to attempt to get
|
|
* @param orientation the orientation to value to attempt to get
|
|
* @returns the default orientation
|
|
* @returns the default orientation
|
|
@@ -83384,6 +83668,55 @@ declare module BABYLON {
|
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backUVs?: Vector4;
|
|
backUVs?: Vector4;
|
|
}): VertexData;
|
|
}): VertexData;
|
|
/**
|
|
/**
|
|
|
|
+ * Creates the VertexData for a tiled box
|
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|
|
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
|
|
|
|
+ * * faceTiles sets the pattern, tile size and number of tiles for a face
|
|
|
|
+ * * faceUV an array of 6 Vector4 elements used to set different images to each box side
|
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|
|
+ * * faceColors an array of 6 Color3 elements used to set different colors to each box side
|
|
|
|
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
|
|
|
|
+ * @returns the VertexData of the box
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledBox(options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ depth?: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ faceUV?: Vector4[];
|
|
|
|
+ faceColors?: Color4[];
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ }): VertexData;
|
|
|
|
+ /**
|
|
|
|
+ * Creates the VertexData for a tiled plane
|
|
|
|
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
|
|
|
|
+ * * pattern a limited pattern arrangement depending on the number
|
|
|
|
+ * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
|
|
|
|
+ * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
|
|
|
|
+ * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
|
|
|
|
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
|
|
|
|
+ * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
|
|
|
|
+ * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
|
|
|
|
+ * @returns the VertexData of the tiled plane
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledPlane(options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ size?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ frontUVs?: Vector4;
|
|
|
|
+ backUVs?: Vector4;
|
|
|
|
+ }): VertexData;
|
|
|
|
+ /**
|
|
* Creates the VertexData for an ellipsoid, defaults to a sphere
|
|
* Creates the VertexData for an ellipsoid, defaults to a sphere
|
|
* @param options an object used to set the following optional parameters for the box, required but can be empty
|
|
* @param options an object used to set the following optional parameters for the box, required but can be empty
|
|
* * segments sets the number of horizontal strips optional, default 32
|
|
* * segments sets the number of horizontal strips optional, default 32
|
|
@@ -110172,6 +110505,40 @@ declare module BABYLON {
|
|
/**
|
|
/**
|
|
* Class containing static functions to help procedurally build meshes
|
|
* Class containing static functions to help procedurally build meshes
|
|
*/
|
|
*/
|
|
|
|
+ export class TiledBoxBuilder {
|
|
|
|
+ /**
|
|
|
|
+ * Creates a box mesh
|
|
|
|
+ * faceTiles sets the pattern, tile size and number of tiles for a face * * 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 : https://doc.babylonjs.com/how_to/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
|
|
|
|
+ * * 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 : https://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
|
|
|
|
+ * @param name defines the name of the mesh
|
|
|
|
+ * @param options defines the options used to create the mesh
|
|
|
|
+ * @param scene defines the hosting scene
|
|
|
|
+ * @returns the box mesh
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledBox(name: string, options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ depth?: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ faceUV?: Vector4[];
|
|
|
|
+ faceColors?: Color4[];
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ updatable?: boolean;
|
|
|
|
+ }, scene?: Nullable<Scene>): Mesh;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ /**
|
|
|
|
+ * Class containing static functions to help procedurally build meshes
|
|
|
|
+ */
|
|
export class TorusKnotBuilder {
|
|
export class TorusKnotBuilder {
|
|
/**
|
|
/**
|
|
* Creates a torus knot mesh
|
|
* Creates a torus knot mesh
|
|
@@ -110396,6 +110763,49 @@ declare module BABYLON {
|
|
/**
|
|
/**
|
|
* Class containing static functions to help procedurally build meshes
|
|
* Class containing static functions to help procedurally build meshes
|
|
*/
|
|
*/
|
|
|
|
+ export class TiledPlaneBuilder {
|
|
|
|
+ /**
|
|
|
|
+ * Creates a tiled plane mesh
|
|
|
|
+ * * The parameter `pattern` will, depending on value, do nothing or
|
|
|
|
+ * * * flip (reflect about central vertical) alternate tiles across and up
|
|
|
|
+ * * * flip every tile on alternate rows
|
|
|
|
+ * * * rotate (180 degs) alternate tiles across and up
|
|
|
|
+ * * * rotate every tile on alternate rows
|
|
|
|
+ * * * flip and rotate alternate tiles across and up
|
|
|
|
+ * * * flip and rotate every tile on alternate rows
|
|
|
|
+ * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
|
|
|
|
+ * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
|
|
|
|
+ * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
|
|
|
|
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
|
|
|
|
+ * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
|
|
|
|
+ * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
|
|
|
|
+ * @see https://doc.babylonjs.com/how_to/set_shapes#box
|
|
|
|
+ * @param name defines the name of the mesh
|
|
|
|
+ * @param options defines the options used to create the mesh
|
|
|
|
+ * @param scene defines the hosting scene
|
|
|
|
+ * @returns the box mesh
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledPlane(name: string, options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ size?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ frontUVs?: Vector4;
|
|
|
|
+ backUVs?: Vector4;
|
|
|
|
+ updatable?: boolean;
|
|
|
|
+ }, scene?: Nullable<Scene>): Mesh;
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+declare module BABYLON {
|
|
|
|
+ /**
|
|
|
|
+ * Class containing static functions to help procedurally build meshes
|
|
|
|
+ */
|
|
export class TubeBuilder {
|
|
export class TubeBuilder {
|
|
/**
|
|
/**
|
|
* Creates a tube mesh.
|
|
* Creates a tube mesh.
|
|
@@ -110531,6 +110941,31 @@ declare module BABYLON {
|
|
updatable?: boolean;
|
|
updatable?: boolean;
|
|
}, scene?: Nullable<Scene>): Mesh;
|
|
}, scene?: Nullable<Scene>): Mesh;
|
|
/**
|
|
/**
|
|
|
|
+ * Creates a tiled box mesh
|
|
|
|
+ * * faceTiles sets the pattern, tile size and number of tiles for a face
|
|
|
|
+ * * 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 options defines the options used to create the mesh
|
|
|
|
+ * @param scene defines the hosting scene
|
|
|
|
+ * @returns the tiled box mesh
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledBox(name: string, options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ size?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ depth: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ faceUV?: Vector4[];
|
|
|
|
+ faceColors?: Color4[];
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ updatable?: boolean;
|
|
|
|
+ }, scene?: Nullable<Scene>): Mesh;
|
|
|
|
+ /**
|
|
* Creates a sphere mesh
|
|
* Creates a sphere mesh
|
|
* * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
|
|
* * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
|
|
* * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
|
|
* * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
|
|
@@ -110921,6 +111356,33 @@ declare module BABYLON {
|
|
invertUV?: boolean;
|
|
invertUV?: boolean;
|
|
}, scene?: Nullable<Scene>): Mesh;
|
|
}, scene?: Nullable<Scene>): Mesh;
|
|
/**
|
|
/**
|
|
|
|
+ * Creates a tiled plane mesh
|
|
|
|
+ * * You can set a limited pattern arrangement with the tiles
|
|
|
|
+ * * 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 : https://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
|
|
|
|
+ * @param name defines the name of the mesh
|
|
|
|
+ * @param options defines the options used to create the mesh
|
|
|
|
+ * @param scene defines the hosting scene
|
|
|
|
+ * @returns the plane mesh
|
|
|
|
+ * @see https://doc.babylonjs.com/how_to/set_shapes#plane
|
|
|
|
+ */
|
|
|
|
+ static CreateTiledPlane(name: string, options: {
|
|
|
|
+ pattern?: number;
|
|
|
|
+ tileSize?: number;
|
|
|
|
+ tileWidth?: number;
|
|
|
|
+ tileHeight?: number;
|
|
|
|
+ size?: number;
|
|
|
|
+ width?: number;
|
|
|
|
+ height?: number;
|
|
|
|
+ alignHorizontal?: number;
|
|
|
|
+ alignVertical?: number;
|
|
|
|
+ sideOrientation?: number;
|
|
|
|
+ frontUVs?: Vector4;
|
|
|
|
+ backUVs?: Vector4;
|
|
|
|
+ updatable?: boolean;
|
|
|
|
+ }, scene?: Nullable<Scene>): Mesh;
|
|
|
|
+ /**
|
|
* Creates a plane mesh
|
|
* Creates a plane mesh
|
|
* * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
|
|
* * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
|
|
* * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
|
|
* * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
|