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@@ -762,7 +762,7 @@
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/**
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* Sets the mesh indices.
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* Expects an array populated with integers or a Int32Array.
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- * If the mesh has no geometry, a new `Geometry` object is created and set to the mesh.
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+ * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
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* This method creates a new index buffer each call.
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*/
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public setIndices(indices: number[] | Int32Array, totalVertices?: number): void {
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@@ -1309,7 +1309,7 @@
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* Returns a new Mesh object generated from the current mesh properties.
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* This method must not get confused with createInstance().
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* The parameter `name` is a string, the name given to the new mesh.
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- * The optional parameter `newParent` can be any `Node` object (default `null`).
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+ * The optional parameter `newParent` can be any Node object (default `null`).
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* The optional parameter `doNotCloneChildren` (default `false`) allows/denies the recursive cloning of the original mesh children if any.
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* The parameter `clonePhysicsImpostor` (default `true`) allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any.
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*/
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@@ -2223,7 +2223,6 @@
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* Creates lathe mesh.
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* The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
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* Please consider using the same method from the MeshBuilder class instead.
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- *
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* The parameter `shape` is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be
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* rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero.
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* The parameter `radius` (positive float, default 1) is the radius value of the lathe.
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@@ -2337,7 +2336,6 @@
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/**
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* Creates a tube mesh.
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* The tube is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
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- *
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* Please consider using the same method from the MeshBuilder class instead.
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* The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube.
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* The parameter `radius` (positive float, default 1) sets the tube radius size.
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@@ -2372,7 +2370,6 @@
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}
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/**
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* Creates a polyhedron mesh.
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- *
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* Please consider using the same method from the MeshBuilder class instead.
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* The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial
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* to choose the wanted type.
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@@ -2410,7 +2407,7 @@
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* Please consider using the same method from the MeshBuilder class instead.
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* A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal.
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* The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates.
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- * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates.
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+ * The parameter `normal` (Vector3, default Vector3.Up) sets the normal of the mesh where the decal is applied onto in World coordinates.
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* The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling.
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* The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal.
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*/
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@@ -2561,7 +2558,7 @@
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// Tools
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/**
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- * Returns an object `{min: Vector3, max: Vector3}`
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+ * Returns an object `{min:` Vector3`, max:` Vector3`}`
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* This min and max Vector3 are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
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*/
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public static MinMax(meshes: AbstractMesh[]): { min: Vector3; max: Vector3 } {
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@@ -2585,7 +2582,7 @@
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};
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}
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/**
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- * Returns a `Vector3`, the center of the `{min: Vector3, max: Vector3}` or the center of MinMax vector3 computed from a mesh array.
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+ * Returns a Vector3, the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array.
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*/
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public static Center(meshesOrMinMaxVector): Vector3 {
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var minMaxVector = meshesOrMinMaxVector.min !== undefined ? meshesOrMinMaxVector : Mesh.MinMax(meshesOrMinMaxVector);
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