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@@ -22,7 +22,7 @@
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* * 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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* * 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 : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
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* * Please read this tutorial : http://doc.babylonjs.com/tutorials/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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* * 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 : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
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* @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#box
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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@@ -51,7 +51,7 @@
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* * 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
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* * 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
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* * 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)
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* * 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)
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create the mesh
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* @param options defines the options used to create the mesh
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@@ -78,13 +78,13 @@
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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 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
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* * 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
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create 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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* @param scene defines the hosting scene
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* @returns the plane polygonal mesh
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* @returns the plane polygonal mesh
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#disc
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+ * @see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
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*/
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*/
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public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {
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public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {
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var disc = new Mesh(name, scene);
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var disc = new Mesh(name, scene);
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@@ -106,13 +106,13 @@
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* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
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* * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
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* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
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* * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface
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* * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
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* * You can also set the mesh side orientation with the values : 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 : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#side-orientation
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create 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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* @param scene defines the hosting scene
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* @returns the icosahedron mesh
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* @returns the icosahedron mesh
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#icosphere
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+ * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
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*/
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*/
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public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Scene): Mesh {
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public static CreateIcoSphere(name: string, options: { radius?: number, radiusX?: number, radiusY?: number, radiusZ?: number, flat?: boolean, subdivisions?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, updatable?: boolean }, scene: Scene): Mesh {
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var sphere = new Mesh(name, scene);
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var sphere = new Mesh(name, scene);
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@@ -136,7 +136,7 @@
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* * 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
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* * 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
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
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* * 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
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* * 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
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* * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
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* * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
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@@ -299,7 +299,7 @@
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* * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
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* * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
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* * 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
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* * 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
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create the mesh
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* @param options defines the options used to create the mesh
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@@ -326,7 +326,7 @@
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create the mesh
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* @param options defines the options used to create the mesh
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@@ -354,7 +354,7 @@
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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* @param options defines the options used to create the mesh
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* @param options defines the options used to create the mesh
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@@ -386,7 +386,7 @@
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* * 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
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* * 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
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* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
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* * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
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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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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#linesystem
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#line-system
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* @param name defines the name of the new line system
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* @param name defines the name of the new line system
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* @param options defines the options used to create the line system
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* @param options defines the options used to create the line system
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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@@ -448,7 +448,7 @@
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* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
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* * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
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* * When updating an instance, remember that only point positions can change, not the number of points
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* * When updating an instance, remember that only point positions can change, not the number of points
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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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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lines
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#lines
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* @param name defines the name of the new line system
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* @param name defines the name of the new line system
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* @param options defines the options used to create the line system
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* @param options defines the options used to create the line system
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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@@ -475,7 +475,7 @@
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* @param options defines the options used to create 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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* @param scene defines the hosting scene
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* @returns the dashed line mesh
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* @returns the dashed line mesh
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#dashed-lines
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
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*/
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*/
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public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Nullable<Scene> = null): LinesMesh {
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public static CreateDashedLines(name: string, options: { points: Vector3[], dashSize?: number, gapSize?: number, dashNb?: number, updatable?: boolean, instance?: LinesMesh }, scene: Nullable<Scene> = null): LinesMesh {
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var points = options.points;
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var points = options.points;
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@@ -547,7 +547,7 @@
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
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* @param name defines the name of the mesh
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* @param name defines the name of the mesh
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@@ -555,8 +555,8 @@
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* @param scene defines the hosting scene
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* @param scene defines the hosting scene
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* @returns the extruded shape mesh
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* @returns the extruded shape mesh
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* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
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* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
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- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#extruded-shapes
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
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*/
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*/
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public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable<Scene> = null): Mesh {
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public static ExtrudeShape(name: string, options: { shape: Vector3[], path: Vector3[], scale?: number, rotation?: number, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Nullable<Scene> = null): Mesh {
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var path = options.path;
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var path = options.path;
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@@ -587,16 +587,16 @@
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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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- * * 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
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+ * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
|
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
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* * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
|
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
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* * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
|
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* @param name defines the name of the mesh
|
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* @param name defines the name of the mesh
|
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* @param options defines the options used to create 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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* @param scene defines the hosting scene
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* @returns the custom extruded shape mesh
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* @returns the custom extruded shape mesh
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#custom-extruded-shapes
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
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* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
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* @see http://doc.babylonjs.com/tutorials/Parametric_Shapes
|
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- * @see http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
|
|
|
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
|
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*/
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*/
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public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
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public static ExtrudeShapeCustom(name: string, options: { shape: Vector3[], path: Vector3[], scaleFunction?: any, rotationFunction?: any, ribbonCloseArray?: boolean, ribbonClosePath?: boolean, cap?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, instance?: Mesh, invertUV?: boolean }, scene: Scene): Mesh {
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var path = options.path;
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var path = options.path;
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@@ -623,14 +623,14 @@
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* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
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* * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
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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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* * 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
|
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- * @see http://doc.babylonjs.com/tutorials/Mesh_CreateXXX_Methods_With_Options_Parameter#lathe
|
|
|
|
|
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+ * @see http://doc.babylonjs.com/how_to/parametric_shapes#lathe
|
|
*/
|
|
*/
|
|
public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Scene): Mesh {
|
|
public static CreateLathe(name: string, options: { shape: Vector3[], radius?: number, tessellation?: number, arc?: number, closed?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4, cap?: number, invertUV?: boolean }, scene: Scene): Mesh {
|
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var arc: number = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
|
|
var arc: number = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
|
|
@@ -678,7 +678,7 @@
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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 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
|
|
@@ -778,7 +778,7 @@
|
|
* @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
|
|
*/
|
|
*/
|
|
public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh {
|
|
public static CreateGroundFromHeightMap(name: string, url: string, options: { width?: number, height?: number, subdivisions?: number, minHeight?: number, maxHeight?: number, colorFilter?: Color3, updatable?: boolean, onReady?: (mesh: GroundMesh) => void }, scene: Scene): GroundMesh {
|
|
@@ -919,7 +919,7 @@
|
|
* * 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
|
|
@@ -1051,13 +1051,13 @@
|
|
* * 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
|
|
*/
|
|
*/
|
|
public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene): Mesh {
|
|
public static CreatePolyhedron(name: string, options: { type?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, custom?: any, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Scene): Mesh {
|
|
var polyhedron = new Mesh(name, scene);
|
|
var polyhedron = new Mesh(name, scene);
|
|
@@ -1084,7 +1084,7 @@
|
|
* @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
|
|
*/
|
|
*/
|
|
public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {
|
|
public static CreateDecal(name: string, sourceMesh: AbstractMesh, options: { position?: Vector3, normal?: Vector3, size?: Vector3, angle?: number }): Mesh {
|
|
var indices = <IndicesArray>sourceMesh.getIndices();
|
|
var indices = <IndicesArray>sourceMesh.getIndices();
|