Class Mesh
Hierarchy
Implements
Index
Constructors
Properties
- action
Manager - alpha
Index - always
Select AsActive Mesh - animations
- culling
Strategy - defined
Facing Forward - delay
Load State - delay
Loading File - do
Not Sync Bounding Info - edges
Color - edges
Renderer - edges
Share With Instances - edges
Width - ellipsoid
- ellipsoid
Offset - enable
Pointer Move Events - id
- ignore
Camera MaxZ - ignore
Non Uniform Scaling - inspectable
Custom Properties - instanced
Buffers - instances
- is
Blocker - is
Occluded - is
Occlusion Query InProgress - is
Pickable - is
Visible - metadata
- name
- occlusion
Query Algorithm Type - occlusion
Retry Count - occlusion
Type - on
After World Matrix Update Observable - on
Collide Observable - on
Collision Position Change Observable - on
Dispose Observable - onLODLevel
Selection - on
Material Changed Observable - on
Ready - on
Rebuild Observable - outline
Color - outline
Width - overlay
Alpha - overlay
Color - override
Material Side Orientation - physics
Impostor - re
Integrate Rotation Into Rotation Quaternion - render
Outline - render
Overlay - reserved
Data Store - scaling
Determinant - show
Bounding Box - show
Sub Meshes Bounding Box - state
- sub
Meshes - thin
Instance Count - thin
Instance Enable Picking - unique
Id - use
Octree For Collisions - use
Octree For Picking - use
Octree For Rendering Selection - BACKSIDE
- BOTTOM
- CAP_
ALL - CAP_
END - CAP_
START - CENTER
- CULLINGSTRATEGY_
BOUNDINGSPHERE_ ONLY - CULLINGSTRATEGY_
OPTIMISTIC_ INCLUSION - CULLINGSTRATEGY_
OPTIMISTIC_ INCLUSION_ THEN_ BSPHERE_ ONLY - CULLINGSTRATEGY_
STANDARD - DEFAULTSIDE
- DOUBLESIDE
- FLIP_
N_ROTATE_ ROW - FLIP_
N_ROTATE_ TILE - FLIP_
ROW - FLIP_
TILE - FRONTSIDE
- LEFT
- NO_
CAP - NO_
FLIP - OCCLUSION_
ALGORITHM_ TYPE_ ACCURATE - OCCLUSION_
ALGORITHM_ TYPE_ CONSERVATIVE - OCCLUSION_
TYPE_ NONE - OCCLUSION_
TYPE_ OPTIMISTIC - OCCLUSION_
TYPE_ STRICT - RIGHT
- ROTATE_
ROW - ROTATE_
TILE - TOP
Accessors
- absolute
Position - absolute
Rotation Quaternion - absolute
Scaling - animation
Properties Override - apply
Fog - are
Normals Frozen - behaviors
- billboard
Mode - check
Collisions - clone
Mesh Map - collider
- collision
Group - collision
Mask - collision
Response - compute
Bones Using Shaders - do
Not Serialize - facet
Depth Sort From - facet
Nb - forward
- geometry
- has
Instances - hasLODLevels
- has
Thin Instances - has
Vertex Alpha - infinite
Distance - is
AnInstance - is
Blocked - is
Facet Data Enabled - is
UnIndexed - is
World Matrix Frozen - layer
Mask - light
Sources - manual
Update OfWorld Matrix Instanced Buffer - material
- morph
Target Manager - must
Depth Sort Facets - non
Uniform Scaling - num
Bone Influencers - on
After Render Observable - on
Before Bind Observable - on
Before Draw - on
Before Draw Observable - on
Before Render Observable - on
Collide - on
Collision Position Change - on
Dispose - overriden
Instance Count - parent
- partitioningBBox
Ratio - partitioning
Subdivisions - position
- preserve
Parent Rotation For Billboard - receive
Shadows - rendering
Group Id - right
- rotation
- rotation
Quaternion - scaling
- skeleton
- source
- surrounding
Meshes - up
- use
Bones - use
Vertex Colors - visibility
- world
Matrix From Cache - world
Matrix Instanced Buffer - BILLBOARDMODE_
ALL - BILLBOARDMODE_
NONE - BILLBOARDMODE_
USE_ POSITION - BILLBOARDMODE_
X - BILLBOARDMODE_
Y - BILLBOARDMODE_
Z
Methods
- add
Behavior - add
Child - addLODLevel
- add
Rotation - align
With Normal - apply
Displacement Map - apply
Displacement Map From Buffer - apply
Impulse - apply
Skeleton - attach
ToBone - bake
Current Transform Into Vertices - bake
Transform Into Vertices - begin
Animation - calc
MovePOV - calc
RotatePOV - clean
Matrix Weights - clone
- compute
World Matrix - convert
ToFlat Shaded Mesh - convert
ToUn Indexed Mesh - create
Animation Range - create
Instance - create
Normals - create
OrUpdate Submeshes Octree - delete
Animation Range - detach
From Bone - disable
Edges Rendering - disable
Facet Data - dispose
- enable
Edges Rendering - flip
Faces - force
Shared Vertices - freeze
Normals - freeze
World Matrix - get
Absolute Pivot Point - get
Absolute Pivot Point ToRef - get
Absolute Position - get
Animatables - get
Animation ByName - get
Animation Range - get
Animation Ranges - get
Behavior ByName - get
Bounding Info - get
Child Meshes - get
Child Transform Nodes - get
Children - get
Class Name - get
Closest Facet AtCoordinates - get
Closest Facet AtLocal Coordinates - get
Connected Particle Systems - get
Descendants - get
Direction - get
Direction ToRef - get
Distance ToCamera - get
Emitted Particle Systems - get
Engine - get
Facet Data Parameters - get
Facet Local Normals - get
Facet Local Partitioning - get
Facet Local Positions - get
Facet Normal - get
Facet Normal ToRef - get
Facet Position - get
Facet Position ToRef - get
Facets AtLocal Coordinates - get
Hierarchy Bounding Vectors - get
Hierarchy Emitted Particle Systems - get
Indices - getLOD
- getLODLevel
AtDistance - getLODLevels
- get
Mesh Uniform Buffer - get
Physics Impostor - get
Pivot Matrix - get
Pivot Point - get
Pivot Point ToRef - get
Pose Matrix - get
Position Expressed InLocal Space - get
Position InCamera Space - get
Scene - get
Total Indices - get
Total Vertices - get
Vertex Buffer - get
Vertices Data - get
Vertices Data Kinds - get
World Matrix - increase
Vertices - instantiate
Hierarchy - intersects
- intersects
Mesh - intersects
Point - is
Completely InFrustum - is
Descendant Of - is
Disposed - is
Enabled - is
InFrustum - is
Ready - is
Vertex Buffer Updatable - is
Vertices Data Present - locally
Translate - look
At - make
Geometry Unique - mark
AsDirty - mark
Vertices Data AsUpdatable - movePOV
- move
With Collisions - normalize
ToUnit Cube - optimize
Indices - refresh
Bounding Info - register
After Render - register
After World Matrix Update - register
Before Render - register
Instanced Buffer - release
Sub Meshes - remove
Behavior - remove
Child - removeLODLevel
- remove
Vertices Data - render
- reset
Local Matrix - rotate
- rotate
Around - rotatePOV
- serialize
- serialize
Animation Ranges - set
Absolute Position - set
Bounding Info - set
Direction - set
Enabled - set
Indices - set
Material ByID - set
Normals ForCPUSkinning - set
Parent - set
Physics Link With - set
Pivot Matrix - set
Pivot Point - set
Position With Local Vector - set
Positions ForCPUSkinning - set
Pre Transform Matrix - set
Vertices Buffer - set
Vertices Data - simplify
- subdivide
- synchronize
Instances - thin
Instance Add - thin
Instance Add Self - thin
Instance Buffer Updated - thin
Instance Get World Matrices - thin
Instance Partial Buffer Update - thin
Instance Refresh Bounding Info - thin
Instance Register Attribute - thin
Instance Set Attribute At - thin
Instance Set Buffer - thin
Instance Set Matrix At - to
Left Handed - to
String - transfer
ToEffect - translate
- unfreeze
Normals - unfreeze
World Matrix - unregister
After Render - unregister
After World Matrix Update - unregister
Before Render - update
Facet Data - update
Indices - update
Mesh Positions - update
Pose Matrix - update
Vertices Data - validate
Skinning - Add
Node Constructor - Center
- Construct
- Create
Box - Create
Capsule - Create
Cylinder - Create
Dashed Lines - Create
Decal - Create
Disc - Create
Ground - Create
Ground From Height Map - Create
Hemisphere - Create
Ico Sphere - Create
Lathe - Create
Lines - Create
Plane - Create
Polygon - Create
Polyhedron - Create
Ribbon - Create
Sphere - Create
Tiled Ground - Create
Torus - Create
Torus Knot - Create
Tube - Extrude
Polygon - Extrude
Shape - Extrude
Shape Custom - Merge
Meshes - Min
Max - Parse
- Parse
Animation Ranges
Constructors
constructor
-
Parameters
-
name: string
The value used by scene.getMeshByName() to do a lookup.
-
Optional scene: Nullable<Scene>
The scene to add this mesh to.
-
Optional parent: Nullable<Node>
The parent of this mesh, if it has one
-
Optional source: Nullable<Mesh>
An optional Mesh from which geometry is shared, cloned.
-
Optional doNotCloneChildren: boolean
When cloning, skip cloning child meshes of source, default False. When false, achieved by calling a clone(), also passing False. This will make creation of children, recursive.
-
Optional clonePhysicsImpostor: boolean
When cloning, include cloning mesh physics impostor, default True.
Returns Mesh
-
Properties
action ManagerSearch playground for actionManager
Gets or sets the current action manager
alpha IndexSearch playground for alphaIndex
Gets or sets the alpha index used to sort transparent meshes
always Select AsActive MeshSearch playground for alwaysSelectAsActiveMesh
True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
animationsSearch playground for animations
Gets a list of Animations associated with the node
culling StrategySearch playground for cullingStrategy
The culling strategy to use to check whether the mesh must be rendered or not. This value can be changed at any time and will be used on the next render mesh selection. The possible values are :
- AbstractMesh.CULLINGSTRATEGY_STANDARD
- AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
- AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
- AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY Please read each static variable documentation to get details about the culling process.
defined Facing ForwardSearch playground for definedFacingForward
Gets or sets the orientation for POV movement & rotation
delay Load StateSearch playground for delayLoadState
Gets the delay loading state of the mesh (when delay loading is turned on)
delay Loading FileSearch playground for delayLoadingFile
Gets the file containing delay loading data for this mesh
do Not Sync Bounding InfoSearch playground for doNotSyncBoundingInfo
Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
edges ColorSearch playground for edgesColor
Defines edge color used when edgesRenderer is enabled
edges RendererSearch playground for edgesRenderer
Gets the edgesRenderer associated with the mesh
edges Share With InstancesSearch playground for edgesShareWithInstances
true to use the edge renderer for all instances of this mesh
edges WidthSearch playground for edgesWidth
Defines edge width used when edgesRenderer is enabled
ellipsoidSearch playground for ellipsoid
Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
ellipsoid OffsetSearch playground for ellipsoidOffset
Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
enable Pointer Move EventsSearch playground for enablePointerMoveEvents
Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
idSearch playground for id
Gets or sets the id of the node
ignore Camera MaxZSearch playground for ignoreCameraMaxZ
Gets or sets a boolean indicating whether to render ignoring the active camera's max z setting. (false by default) Note this will reduce performance when set to true.
ignore Non Uniform ScalingSearch playground for ignoreNonUniformScaling
Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored. By default the system will update normals to compensate
inspectable Custom PropertiesSearch playground for inspectableCustomProperties
List of inspectable custom properties (used by the Inspector)
instanced BuffersSearch playground for instancedBuffers
Object used to store instanced buffers defined by user
Type declaration
-
[key: string]: any
instancesSearch playground for instances
Gets the list of instances created from this mesh it is not supposed to be modified manually. Note also that the order of the InstancedMesh wihin the array is not significant and might change.
is BlockerSearch playground for isBlocker
Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
is OccludedSearch playground for isOccluded
Gets or sets whether the mesh is occluded or not, it is used also to set the intial state of the mesh to be occluded or not
is Occlusion Query InProgressSearch playground for isOcclusionQueryInProgress
Flag to check the progress status of the query
is PickableSearch playground for isPickable
Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
is VisibleSearch playground for isVisible
Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
metadataSearch playground for metadata
Gets or sets an object used to store user defined information for the node
nameSearch playground for name
Gets or sets the name of the node
occlusion Query Algorithm TypeSearch playground for occlusionQueryAlgorithmType
This property determines the type of occlusion query algorithm to run in WebGl, you can use:
- AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
- AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.
occlusion Retry CountSearch playground for occlusionRetryCount
This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retireved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decideds to show or hide the object. The default value is -1 which means don't break the query and wait till the result
occlusion TypeSearch playground for occlusionType
This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:
- OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
- OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
- OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.
on After World Matrix Update ObservableSearch playground for onAfterWorldMatrixUpdateObservable
An event triggered after the world matrix is updated
on Collide ObservableSearch playground for onCollideObservable
An event triggered when this mesh collides with another one
on Collision Position Change ObservableSearch playground for onCollisionPositionChangeObservable
An event triggered when the collision's position changes
on Dispose ObservableSearch playground for onDisposeObservable
An event triggered when the mesh is disposed
onLODLevel SelectionSearch playground for onLODLevelSelection
User defined function used to change how LOD level selection is done
on Material Changed ObservableSearch playground for onMaterialChangedObservable
An event triggered when material is changed
on ReadySearch playground for onReady
Callback raised when the node is ready to be used
on Rebuild ObservableSearch playground for onRebuildObservable
An event triggered when the mesh is rebuilt.
outline ColorSearch playground for outlineColor
Defines color to use when rendering outline
outline WidthSearch playground for outlineWidth
Define width to use when rendering outline
overlay AlphaSearch playground for overlayAlpha
Defines alpha to use when rendering overlay
overlay ColorSearch playground for overlayColor
Defines color to use when rendering overlay
override Material Side OrientationSearch playground for overrideMaterialSideOrientation
Use this property to change the original side orientation defined at construction time
physics ImpostorSearch playground for physicsImpostor
Gets or sets impostor used for physic simulation
re Integrate Rotation Into Rotation QuaternionSearch playground for reIntegrateRotationIntoRotationQuaternion
Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both
render OutlineSearch playground for renderOutline
Gets or sets a boolean indicating if the outline must be rendered as well
render OverlaySearch playground for renderOverlay
Gets or sets a boolean indicating if the overlay must be rendered as well
reserved Data StoreSearch playground for reservedDataStore
For internal use only. Please do not use.
scaling DeterminantSearch playground for scalingDeterminant
Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
show Bounding BoxSearch playground for showBoundingBox
Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
show Sub Meshes Bounding BoxSearch playground for showSubMeshesBoundingBox
Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)
stateSearch playground for state
Gets or sets a string used to store user defined state for the node
sub MeshesSearch playground for subMeshes
Gets or sets the list of subMeshes
thin Instance CountSearch playground for thinInstanceCount
Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.
thin Instance Enable PickingSearch playground for thinInstanceEnablePicking
Gets or sets a boolean defining if we want picking to pick thin instances as well
unique IdSearch playground for uniqueId
Gets or sets the unique id of the node
use Octree For CollisionsSearch playground for useOctreeForCollisions
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)
use Octree For PickingSearch playground for useOctreeForPicking
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)
use Octree For Rendering SelectionSearch playground for useOctreeForRenderingSelection
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)
Static Readonly BACKSIDESearch playground for BACKSIDE
Mesh side orientation : usually the internal or back surface
Static Readonly BOTTOMSearch playground for BOTTOM
Mesh tile positioning : part tiles on bottom
Static Readonly CAP_ ALLSearch playground for CAP_ALL
Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
Static Readonly CAP_ ENDSearch playground for CAP_END
Mesh cap setting : one cap at the end of the mesh
Static Readonly CAP_ STARTSearch playground for CAP_START
Mesh cap setting : one cap at the beginning of the mesh
Static Readonly CENTERSearch playground for CENTER
Mesh tile positioning : part tiles same on left/right or top/bottom
Static Readonly CULLINGSTRATEGY_ BOUNDINGSPHERE_ ONLYSearch playground for CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
Culling strategy : Bounding Sphere Only. This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested. It's also less accurate than the standard because some not visible objects can still be selected. Test : is the bounding sphere outside the frustum ? If not, then the cullable object is in the frustum.
Static Readonly CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSIONSearch playground for CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
Culling strategy : Optimistic Inclusion. This in an inclusion test first, then the standard exclusion test. This can be faster when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside. Anyway, it's as accurate as the standard strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the default culling strategy.
Static Readonly CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSION_ THEN_ BSPHERE_ ONLYSearch playground for CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
Culling strategy : Optimistic Inclusion then Bounding Sphere Only. This in an inclusion test first, then the bounding sphere only exclusion test. This can be the fastest test when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it. It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
Static Readonly CULLINGSTRATEGY_ STANDARDSearch playground for CULLINGSTRATEGY_STANDARD
Default culling strategy : this is an exclusion test and it's the more accurate. Test order : Is the bounding sphere outside the frustum ? If not, are the bounding box vertices outside the frustum ? It not, then the cullable object is in the frustum.
Static Readonly DEFAULTSIDESearch playground for DEFAULTSIDE
Mesh side orientation : by default, FRONTSIDE
Static Readonly DOUBLESIDESearch playground for DOUBLESIDE
Mesh side orientation : both internal and external or front and back surfaces
Static Readonly FLIP_ N_ROTATE_ ROWSearch playground for FLIP_N_ROTATE_ROW
Mesh pattern setting : rotate pattern and rotate
Static Readonly FLIP_ N_ROTATE_ TILESearch playground for FLIP_N_ROTATE_TILE
Mesh pattern setting : flip and rotate alternate tiles on each row or column
Static Readonly FLIP_ ROWSearch playground for FLIP_ROW
Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
Static Readonly FLIP_ TILESearch playground for FLIP_TILE
Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
Static Readonly FRONTSIDESearch playground for FRONTSIDE
Mesh side orientation : usually the external or front surface
Static Readonly LEFTSearch playground for LEFT
Mesh tile positioning : part tiles on left
Static Readonly NO_ CAPSearch playground for NO_CAP
Mesh cap setting : no cap
Static Readonly NO_ FLIPSearch playground for NO_FLIP
Mesh pattern setting : no flip or rotate
Static OCCLUSION_ ALGORITHM_ TYPE_ ACCURATESearch playground for OCCLUSION_ALGORITHM_TYPE_ACCURATE
Use an accurante occlusion algorithm
Static OCCLUSION_ ALGORITHM_ TYPE_ CONSERVATIVESearch playground for OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE
Use a conservative occlusion algorithm
Static OCCLUSION_ TYPE_ NONESearch playground for OCCLUSION_TYPE_NONE
No occlusion
Static OCCLUSION_ TYPE_ OPTIMISTICSearch playground for OCCLUSION_TYPE_OPTIMISTIC
Occlusion set to optimisitic
Static OCCLUSION_ TYPE_ STRICTSearch playground for OCCLUSION_TYPE_STRICT
Occlusion set to strict
Static Readonly RIGHTSearch playground for RIGHT
Mesh tile positioning : part tiles on right
Static Readonly ROTATE_ ROWSearch playground for ROTATE_ROW
Mesh pattern setting : rotate (180degs) all tiles on alternate rows
Static Readonly ROTATE_ TILESearch playground for ROTATE_TILE
Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
Static Readonly TOPSearch playground for TOP
Mesh tile positioning : part tiles on top
Accessors
absolute Position
-
Returns the current mesh absolute position. Returns a Vector3.
Returns Vector3
absolute Rotation Quaternion
-
Returns the current mesh absolute rotation. Returns a Quaternion.
Returns Quaternion
absolute Scaling
-
Returns the current mesh absolute scaling. Returns a Vector3.
Returns Vector3
animation Properties Override
-
Gets or sets the animation properties override
Returns Nullable<AnimationPropertiesOverride>
-
Gets or sets the animation properties override
Parameters
-
value: Nullable<AnimationPropertiesOverride>
Returns any
-
apply Fog
-
Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)
Returns boolean
-
Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)
Parameters
-
value: boolean
Returns any
-
are Normals Frozen
-
Gets a boolean indicating if the normals aren't to be recomputed on next mesh
positions
array update. This property is pertinent only for updatable parametric shapes.Returns boolean
behaviors
billboard Mode
-
Gets or sets the billboard mode. Default is 0.
Value Type Description 0 BILLBOARDMODE_NONE 1 BILLBOARDMODE_X 2 BILLBOARDMODE_Y 4 BILLBOARDMODE_Z 7 BILLBOARDMODE_ALL Returns number
-
Gets or sets the billboard mode. Default is 0.
Value Type Description 0 BILLBOARDMODE_NONE 1 BILLBOARDMODE_X 2 BILLBOARDMODE_Y 4 BILLBOARDMODE_Z 7 BILLBOARDMODE_ALL Parameters
-
value: number
Returns any
-
check Collisions
-
Gets or sets a boolean indicating that this mesh can be used in the collision engine
Returns boolean
-
Gets or sets a boolean indicating that this mesh can be used in the collision engine
Parameters
-
collisionEnabled: boolean
Returns any
-
clone Mesh Map
-
Gets the list of clones of this mesh The scene must have been constructed with useClonedMeshMap=true for this to work! Note that useClonedMeshMap=true is the default setting
Returns Nullable<{}>
collider
-
Gets Collider object used to compute collisions (not physics)
Returns Nullable<Collider>
collision Group
-
Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Returns number
-
Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Parameters
-
mask: number
Returns any
-
collision Mask
-
Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Returns number
-
Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
Parameters
-
mask: number
Returns any
-
collision Response
-
Gets or sets a collision response flag (default is true). when collisionResponse is false, events are still triggered but colliding entity has no response This helps creating trigger volume when user wants collision feedback events but not position/velocity to respond to the collision.
Returns boolean
-
Gets or sets a collision response flag (default is true). when collisionResponse is false, events are still triggered but colliding entity has no response This helps creating trigger volume when user wants collision feedback events but not position/velocity to respond to the collision.
Parameters
-
response: boolean
Returns any
-
compute Bones Using Shaders
-
Returns boolean
-
Parameters
-
value: boolean
Returns any
-
do Not Serialize
-
Gets or sets a boolean used to define if the node must be serialized
Returns boolean
-
Gets or sets a boolean used to define if the node must be serialized
Parameters
-
value: boolean
Returns any
-
facet Depth Sort From
-
The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled
Returns Vector3
-
The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled
Parameters
-
location: Vector3
Returns any
-
facet Nb
-
Gets the number of facets in the mesh
Returns number
forward
-
The forward direction of that transform in world space.
Returns Vector3
geometry
has Instances
-
Returns boolean
hasLODLevels
-
Gets a boolean indicating if this mesh has LOD
Returns boolean
has Thin Instances
-
Returns boolean
has Vertex Alpha
-
Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values
Returns boolean
-
Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values
Parameters
-
value: boolean
Returns any
-
infinite Distance
-
Gets or sets the distance of the object to max, often used by skybox
Returns boolean
-
Gets or sets the distance of the object to max, often used by skybox
Parameters
-
value: boolean
Returns any
-
is AnInstance
-
Gets a boolean indicating if this mesh is an instance or a regular mesh
Returns boolean
is Blocked
-
Returns boolean
is Facet Data Enabled
-
gets a boolean indicating if facetData is enabled
Returns boolean
is UnIndexed
-
Gets or sets a boolean indicating that this mesh does not use index buffer
Returns boolean
-
Gets or sets a boolean indicating that this mesh does not use index buffer
Parameters
-
value: boolean
Returns any
-
is World Matrix Frozen
-
True if the World matrix has been frozen.
Returns boolean
layer Mask
-
Gets or sets the current layer mask (default is 0x0FFFFFFF)
Returns number
-
Gets or sets the current layer mask (default is 0x0FFFFFFF)
Parameters
-
value: number
Returns any
-
light Sources
-
Gets the list of lights affecting that mesh
Returns Light[]
manual Update OfWorld Matrix Instanced Buffer
-
Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual
Returns boolean
-
Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual
Parameters
-
value: boolean
Returns any
-
material
morph Target Manager
-
Gets or sets the morph target manager
Returns Nullable<MorphTargetManager>
-
Gets or sets the morph target manager
Parameters
-
value: Nullable<MorphTargetManager>
Returns any
-
must Depth Sort Facets
-
Gets or sets a boolean indicating that the facets must be depth sorted on next call to
updateFacetData()
. Works only for updatable meshes. Doesn't work with multi-materialsReturns boolean
-
Gets or sets a boolean indicating that the facets must be depth sorted on next call to
updateFacetData()
. Works only for updatable meshes. Doesn't work with multi-materialsParameters
-
sort: boolean
Returns any
-
non Uniform Scaling
-
True if the scaling property of this object is non uniform eg. (1,2,1)
Returns boolean
num Bone Influencers
-
Gets or sets the number of allowed bone influences per vertex (4 by default)
Returns number
-
Gets or sets the number of allowed bone influences per vertex (4 by default)
Parameters
-
value: number
Returns any
-
on After Render Observable
-
An event triggered after rendering the mesh
Returns Observable<Mesh>
on Before Bind Observable
-
An event triggered before binding the mesh
Returns Observable<Mesh>
on Before Draw
-
Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Before Draw Observable
-
An event triggered before drawing the mesh
Returns Observable<Mesh>
on Before Render Observable
-
An event triggered before rendering the mesh
Returns Observable<Mesh>
on Collide
-
Set a function to call when this mesh collides with another one
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Collision Position Change
-
Set a function to call when the collision's position changes
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
on Dispose
-
Sets a callback that will be raised when the node will be disposed
Parameters
-
callback: () => void
-
-
Returns void
-
-
Returns any
-
overriden Instance Count
-
Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
Parameters
-
count: number
Returns any
-
parent
partitioningBBox Ratio
-
The ratio (float) to apply to the bouding box size to set to the partioning space. Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
Returns number
-
The ratio (float) to apply to the bouding box size to set to the partioning space. Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
Parameters
-
ratio: number
Returns any
-
partitioning Subdivisions
-
Gets or set the number (integer) of subdivisions per axis in the partioning space
Returns number
-
Gets or set the number (integer) of subdivisions per axis in the partioning space
Parameters
-
nb: number
Returns any
-
position
preserve Parent Rotation For Billboard
-
Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
Returns boolean
-
Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
Parameters
-
value: boolean
Returns any
-
receive Shadows
-
Gets or sets a boolean indicating that this mesh can receive realtime shadows
Returns boolean
-
Gets or sets a boolean indicating that this mesh can receive realtime shadows
Parameters
-
value: boolean
Returns any
-
rendering Group Id
-
Specifies the rendering group id for this mesh (0 by default)
Returns number
-
Specifies the rendering group id for this mesh (0 by default)
Parameters
-
value: number
Returns any
-
right
-
The right direction of that transform in world space.
Returns Vector3
rotation
-
Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
Returns Vector3
-
Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
Parameters
-
newRotation: Vector3
Returns any
-
rotation Quaternion
-
Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
Returns Nullable<Quaternion>
-
Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
Parameters
-
quaternion: Nullable<Quaternion>
Returns any
-
scaling
skeleton
source
surrounding Meshes
-
Gets or sets current surrounding meshes (null by default).
By default collision detection is tested against every mesh in the scene. It is possible to set surroundingMeshes to a defined list of meshes and then only these specified meshes will be tested for the collision.
Note: if set to an empty array no collision will happen when this mesh is moved.
Returns Nullable<AbstractMesh[]>
-
Gets or sets current surrounding meshes (null by default).
By default collision detection is tested against every mesh in the scene. It is possible to set surroundingMeshes to a defined list of meshes and then only these specified meshes will be tested for the collision.
Note: if set to an empty array no collision will happen when this mesh is moved.
Parameters
-
meshes: Nullable<AbstractMesh[]>
Returns any
-
up
-
The up direction of that transform in world space.
Returns Vector3
use Bones
-
Gets a boolean indicating if this mesh has skinning data and an attached skeleton
Returns boolean
use Vertex Colors
-
Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)
Returns boolean
-
Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)
Parameters
-
value: boolean
Returns any
-
visibility
-
Gets or sets mesh visibility between 0 and 1 (default is 1)
Returns number
-
Gets or sets mesh visibility between 0 and 1 (default is 1)
Parameters
-
value: number
Returns any
-
world Matrix From Cache
-
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Returns Matrix
world Matrix Instanced Buffer
-
Gets the array buffer used to store the instanced buffer used for instances' world matrices
Returns Float32Array
Static BILLBOARDMODE_ ALL
-
Billboard on all axes
Returns number
Static BILLBOARDMODE_ NONE
-
No billboard
Returns number
Static BILLBOARDMODE_ USE_ POSITION
-
Billboard on using position instead of orientation
Returns number
Static BILLBOARDMODE_ X
-
Billboard on X axis
Returns number
Static BILLBOARDMODE_ Y
-
Billboard on Y axis
Returns number
Static BILLBOARDMODE_ Z
-
Billboard on Z axis
Returns number
Methods
add BehaviorSearch playground for addBehavior
add ChildSearch playground for addChild
-
Adds the passed mesh as a child to the current mesh
Parameters
-
mesh: AbstractMesh
defines the child mesh
Returns AbstractMesh
the current mesh
-
addLODLevelSearch playground for addLODLevel
add RotationSearch playground for addRotation
-
Adds a rotation step to the mesh current rotation. x, y, z are Euler angles expressed in radians. This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set. This means this rotation is made in the mesh local space only. It's useful to set a custom rotation order different from the BJS standard one YXZ. Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
Note that
addRotation()
accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values. Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.Parameters
-
x: number
Rotation to add
-
y: number
Rotation to add
-
z: number
Rotation to add
Returns TransformNode
the TransformNode.
-
align With NormalSearch playground for alignWithNormal
-
Align the mesh with a normal
Parameters
-
normal: Vector3
defines the normal to use
-
Optional upDirection: Vector3
can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
Returns AbstractMesh
the current mesh
-
apply Displacement MapSearch playground for applyDisplacementMap
-
Modifies the mesh geometry according to a displacement map. A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex. The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
Parameters
-
url: string
is a string, the URL from the image file is to be downloaded.
-
minHeight: number
is the lower limit of the displacement.
-
maxHeight: number
is the upper limit of the displacement.
-
Optional onSuccess: (mesh: Mesh) => void
is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
-
-
Parameters
-
mesh: Mesh
Returns void
-
-
-
-
Optional uvOffset: Vector2
is an optional vector2 used to offset UV.
-
Optional uvScale: Vector2
is an optional vector2 used to scale UV.
-
Optional forceUpdate: boolean
defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
Returns Mesh
the Mesh.
-
apply Displacement Map From BufferSearch playground for applyDisplacementMapFromBuffer
-
Modifies the mesh geometry according to a displacementMap buffer. A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex. The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
Parameters
-
buffer: Uint8Array
is a
Uint8Array
buffer containing series ofUint8
lower than 255, the red, green, blue and alpha values of each successive pixel. -
heightMapWidth: number
is the width of the buffer image.
-
heightMapHeight: number
is the height of the buffer image.
-
minHeight: number
is the lower limit of the displacement.
-
maxHeight: number
is the upper limit of the displacement.
-
Optional uvOffset: Vector2
is an optional vector2 used to offset UV.
-
Optional uvScale: Vector2
is an optional vector2 used to scale UV.
-
Optional forceUpdate: boolean
defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
Returns Mesh
the Mesh.
-
apply ImpulseSearch playground for applyImpulse
-
Apply a physic impulse to the mesh
Parameters
Returns AbstractMesh
the current mesh
apply SkeletonSearch playground for applySkeleton
attach ToBoneSearch playground for attachToBone
-
Attach the current TransformNode to another TransformNode associated with a bone
Parameters
-
bone: Bone
Bone affecting the TransformNode
-
affectedTransformNode: TransformNode
TransformNode associated with the bone
Returns TransformNode
this object
-
bake Current Transform Into VerticesSearch playground for bakeCurrentTransformIntoVertices
-
Modifies the mesh geometry according to its own current World Matrix. The mesh World Matrix is then reset. This method returns nothing but really modifies the mesh even if it's originally not set as updatable. Note that, under the hood, this method sets a new VertexBuffer each call.
Parameters
-
Optional bakeIndependenlyOfChildren: boolean
indicates whether to preserve all child nodes' World Matrix during baking
Returns Mesh
the current mesh
-
bake Transform Into VerticesSearch playground for bakeTransformIntoVertices
-
Modifies the mesh geometry according to the passed transformation matrix. This method returns nothing but it really modifies the mesh even if it's originally not set as updatable. The mesh normals are modified using the same transformation. Note that, under the hood, this method sets a new VertexBuffer each call.
Parameters
-
transform: Matrix
defines the transform matrix to use
Returns Mesh
the current mesh
-
begin AnimationSearch playground for beginAnimation
-
Will start the animation sequence
Parameters
-
name: string
defines the range frames for animation sequence
-
Optional loop: boolean
defines if the animation should loop (false by default)
-
Optional speedRatio: number
defines the speed factor in which to run the animation (1 by default)
-
Optional onAnimationEnd: () => void
defines a function to be executed when the animation ended (undefined by default)
-
-
Returns void
-
-
Returns Nullable<Animatable>
the object created for this animation. If range does not exist, it will return null
-
calc MovePOVSearch playground for calcMovePOV
-
Calculate relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward
Parameters
-
amountRight: number
defines the distance on the right axis
-
amountUp: number
defines the distance on the up axis
-
amountForward: number
defines the distance on the forward axis
Returns Vector3
the new displacement vector
-
calc RotatePOVSearch playground for calcRotatePOV
-
Calculate relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward.
Parameters
-
flipBack: number
defines the flip
-
twirlClockwise: number
defines the twirl
-
tiltRight: number
defines the tilt
Returns Vector3
the new rotation vector
-
clean Matrix WeightsSearch playground for cleanMatrixWeights
-
Renormalize the mesh and patch it up if there are no weights Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1. However in the case of zero weights then we set just a single influence to 1. We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
Returns void
cloneSearch playground for clone
-
Returns a new Mesh object generated from the current mesh properties. This method must not get confused with createInstance()
Parameters
-
Optional name: string
is a string, the name given to the new mesh
-
Optional newParent: Nullable<Node>
can be any Node object (default
null
) -
Optional doNotCloneChildren: boolean
allows/denies the recursive cloning of the original mesh children if any (default
false
) -
Optional clonePhysicsImpostor: boolean
allows/denies the cloning in the same time of the original mesh
body
used by the physics engine, if any (defaulttrue
)
Returns Mesh
a new mesh
-
compute World MatrixSearch playground for computeWorldMatrix
-
Computes the world matrix of the node
Parameters
-
Optional force: boolean
defines if the cache version should be invalidated forcing the world matrix to be created from scratch
Returns Matrix
the world matrix
-
convert ToFlat Shaded MeshSearch playground for convertToFlatShadedMesh
-
Modify the mesh to get a flat shading rendering. This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result. Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
Returns Mesh
current mesh
convert ToUn Indexed MeshSearch playground for convertToUnIndexedMesh
-
This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers. In other words, more vertices, no more indices and a single bigger VBO. The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
Returns Mesh
current mesh
create Animation RangeSearch playground for createAnimationRange
-
Creates an animation range for this node
Parameters
-
name: string
defines the name of the range
-
from: number
defines the starting key
-
to: number
defines the end key
Returns void
-
create InstanceSearch playground for createInstance
-
Creates a new InstancedMesh object from the mesh model.
Parameters
-
name: string
defines the name of the new instance
Returns InstancedMesh
a new InstancedMesh
-
create NormalsSearch playground for createNormals
-
Creates new normals data for the mesh
Parameters
-
updatable: boolean
defines if the normal vertex buffer must be flagged as updatable
Returns AbstractMesh
the current mesh
-
create OrUpdate Submeshes OctreeSearch playground for createOrUpdateSubmeshesOctree
-
This function will create an octree to help to select the right submeshes for rendering, picking and collision computations. Please note that you must have a decent number of submeshes to get performance improvements when using an octree
Parameters
-
Optional maxCapacity: number
defines the maximum size of each block (64 by default)
-
Optional maxDepth: number
defines the maximum depth to use (no more than 2 levels by default)
Returns Octree<SubMesh>
the new octree
-
delete Animation RangeSearch playground for deleteAnimationRange
-
Delete a specific animation range
Parameters
-
name: string
defines the name of the range to delete
-
Optional deleteFrames: boolean
defines if animation frames from the range must be deleted as well
Returns void
-
detach From BoneSearch playground for detachFromBone
-
Detach the transform node if its associated with a bone
Returns TransformNode
this object
disable Edges RenderingSearch playground for disableEdgesRendering
-
Disables the mesh edge rendering mode
Returns AbstractMesh
the currentAbstractMesh
disable Facet DataSearch playground for disableFacetData
-
Disables the feature FacetData and frees the related memory
Returns AbstractMesh
the current mesh
disposeSearch playground for dispose
-
Releases resources associated with this mesh.
Parameters
-
Optional doNotRecurse: boolean
Set to true to not recurse into each children (recurse into each children by default)
-
Optional disposeMaterialAndTextures: boolean
Set to true to also dispose referenced materials and textures (false by default)
Returns void
-
enable Edges RenderingSearch playground for enableEdgesRendering
-
Enables the edge rendering mode on the mesh. This mode makes the mesh edges visible
Parameters
-
Optional epsilon: number
defines the maximal distance between two angles to detect a face
-
Optional checkVerticesInsteadOfIndices: boolean
indicates that we should check vertex list directly instead of faces
-
Optional options: IEdgesRendererOptions
options to the edge renderer
Returns AbstractMesh
the currentAbstractMesh
-
flip FacesSearch playground for flipFaces
-
Inverses facet orientations. Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
Parameters
-
Optional flipNormals: boolean
will also inverts the normals
Returns Mesh
current mesh
-
force Shared VerticesSearch playground for forceSharedVertices
-
Force adjacent facets to share vertices and remove any facets that have all vertices in a line This will undo any application of covertToFlatShadedMesh Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
Returns void
freeze NormalsSearch playground for freezeNormals
-
This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next
positions
array update.Returns Mesh
the current mesh
freeze World MatrixSearch playground for freezeWorldMatrix
-
Prevents the World matrix to be computed any longer
Parameters
Returns TransformNode
the TransformNode.
get Absolute Pivot PointSearch playground for getAbsolutePivotPoint
-
Returns a new Vector3 set with the mesh pivot point World coordinates.
Returns Vector3
a new Vector3 set with the mesh pivot point World coordinates.
get Absolute Pivot Point ToRefSearch playground for getAbsolutePivotPointToRef
-
Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
Parameters
-
result: Vector3
vector3 to store the result
Returns TransformNode
this TransformNode.
-
get Absolute PositionSearch playground for getAbsolutePosition
-
Retuns the mesh absolute position in the World.
Returns Vector3
a Vector3.
get AnimatablesSearch playground for getAnimatables
-
Returns as a new array populated with the mesh material and/or skeleton, if any.
Returns IAnimatable[]
an array of IAnimatable
get Animation ByNameSearch playground for getAnimationByName
get Animation RangeSearch playground for getAnimationRange
-
Get an animation range by name
Parameters
-
name: string
defines the name of the animation range to look for
Returns Nullable<AnimationRange>
null if not found else the requested animation range
-
get Animation RangesSearch playground for getAnimationRanges
-
Gets the list of all animation ranges defined on this node
Returns Nullable<AnimationRange>[]
an array
get Behavior ByNameSearch playground for getBehaviorByName
get Bounding InfoSearch playground for getBoundingInfo
-
Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined. Note that it returns a shallow bounding of the mesh (i.e. it does not include children). To get the full bounding of all children, call
getHierarchyBoundingVectors
instead.Returns BoundingInfo
a BoundingInfo
get Child MeshesSearch playground for getChildMeshes
-
Get all child-meshes of this node
Parameters
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns AbstractMesh[]
an array of AbstractMesh
-
get Child Transform NodesSearch playground for getChildTransformNodes
-
Get all child-transformNodes of this node
Parameters
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns TransformNode[]
an array of TransformNode
-
get ChildrenSearch playground for getChildren
-
Get all direct children of this node
Parameters
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
Returns Node[]
an array of Node
-
get Class NameSearch playground for getClassName
-
Gets the class name
Returns string
the string "Mesh".
get Closest Facet AtCoordinatesSearch playground for getClosestFacetAtCoordinates
-
Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
-
Optional projected: Vector3
sets as the (x,y,z) world projection on the facet
-
Optional checkFace: boolean
if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
-
Optional facing: boolean
if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
Returns Nullable<number>
the face index if found (or null instead)
-
get Closest Facet AtLocal CoordinatesSearch playground for getClosestFacetAtLocalCoordinates
-
Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
-
Optional projected: Vector3
sets as the (x,y,z) local projection on the facet
-
Optional checkFace: boolean
if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
-
Optional facing: boolean
if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position
Returns Nullable<number>
the face index if found (or null instead)
-
get Connected Particle SystemsSearch playground for getConnectedParticleSystems
-
This function returns all of the particle systems in the scene that use the mesh as an emitter.
Returns IParticleSystem[]
an array of particle systems in the scene that use the mesh as an emitter
get DescendantsSearch playground for getDescendants
-
Will return all nodes that have this node as ascendant
Parameters
-
Optional directDescendantsOnly: boolean
defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
-
Optional predicate: (node: Node) => boolean
defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
-
-
Parameters
-
node: Node
Returns boolean
-
-
-
Returns Node[]
all children nodes of all types
-
get DirectionSearch playground for getDirection
-
Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh. This Vector3 is expressed in the World space.
Parameters
-
localAxis: Vector3
axis to rotate
Returns Vector3
a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
-
get Direction ToRefSearch playground for getDirectionToRef
-
Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh. localAxis is expressed in the mesh local space. result is computed in the Wordl space from the mesh World matrix.
Parameters
Returns TransformNode
this TransformNode.
get Distance ToCameraSearch playground for getDistanceToCamera
get Emitted Particle SystemsSearch playground for getEmittedParticleSystems
-
Returns an array populated with IParticleSystem objects whose the mesh is the emitter
Returns IParticleSystem[]
an array of IParticleSystem
get EngineSearch playground for getEngine
-
Gets the engine of the node
Returns Engine
a Engine
get Facet Data ParametersSearch playground for getFacetDataParameters
-
Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
Returns any
the parameters
get Facet Local NormalsSearch playground for getFacetLocalNormals
-
Returns the facetLocalNormals array. The normals are expressed in the mesh local spac
Returns Vector3[]
an array of Vector3
get Facet Local PartitioningSearch playground for getFacetLocalPartitioning
-
Returns the facetLocalPartioning array
Returns number[][]
an array of array of numbers
get Facet Local PositionsSearch playground for getFacetLocalPositions
-
Returns the facetLocalPositions array. The facet positions are expressed in the mesh local space
Returns Vector3[]
an array of Vector3
get Facet NormalSearch playground for getFacetNormal
-
Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call
Parameters
-
i: number
defines the facet index
Returns Vector3
a new Vector3
-
get Facet Normal ToRefSearch playground for getFacetNormalToRef
-
Sets the reference Vector3 with the i-th facet normal in the world system
Parameters
-
i: number
defines the facet index
-
ref: Vector3
defines the target vector
Returns this
the current mesh
-
get Facet PositionSearch playground for getFacetPosition
-
Returns the i-th facet position in the world system. This method allocates a new Vector3 per call
Parameters
-
i: number
defines the facet index
Returns Vector3
a new Vector3
-
get Facet Position ToRefSearch playground for getFacetPositionToRef
-
Sets the reference Vector3 with the i-th facet position in the world system
Parameters
-
i: number
defines the facet index
-
ref: Vector3
defines the target vector
Returns AbstractMesh
the current mesh
-
get Facets AtLocal CoordinatesSearch playground for getFacetsAtLocalCoordinates
-
Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)
Parameters
-
x: number
defines x coordinate
-
y: number
defines y coordinate
-
z: number
defines z coordinate
Returns Nullable<number[]>
the array of facet indexes
-
get Hierarchy Bounding VectorsSearch playground for getHierarchyBoundingVectors
-
Return the minimum and maximum world vectors of the entire hierarchy under current node
Parameters
-
Optional includeDescendants: boolean
Include bounding info from descendants as well (true by default)
-
Optional predicate: Nullable<(abstractMesh: AbstractMesh) => boolean>
defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
Returns { max: Vector3; min: Vector3 }
the new bounding vectors
-
get Hierarchy Emitted Particle SystemsSearch playground for getHierarchyEmittedParticleSystems
-
Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
Returns IParticleSystem[]
an array of IParticleSystem
get IndicesSearch playground for getIndices
-
Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
Parameters
-
Optional copyWhenShared: boolean
If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
-
Optional forceCopy: boolean
defines a boolean indicating that the returned array must be cloned upon returning it
Returns Nullable<IndicesArray>
the indices array or an empty array if the mesh has no geometry
-
getLODSearch playground for getLOD
-
Returns the registered LOD mesh distant from the parameter
camera
position if any, else returns the current mesh.Parameters
-
camera: Camera
defines the camera to use to compute distance
-
Optional boundingSphere: BoundingSphere
defines a custom bounding sphere to use instead of the one from this mesh
Returns Nullable<AbstractMesh>
This mesh (for chaining)
-
getLODLevel AtDistanceSearch playground for getLODLevelAtDistance
getLODLevelsSearch playground for getLODLevels
-
Gets the list of MeshLODLevel associated with the current mesh
Returns MeshLODLevel[]
an array of MeshLODLevel
get Mesh Uniform BufferSearch playground for getMeshUniformBuffer
-
Gets the mesh uniform buffer.
Returns UniformBuffer
the uniform buffer of the mesh.
get Physics ImpostorSearch playground for getPhysicsImpostor
-
Gets the current physics impostor
Returns Nullable<PhysicsImpostor>
a physics impostor or null
get Pivot MatrixSearch playground for getPivotMatrix
-
Returns the mesh pivot matrix. Default : Identity.
Returns Matrix
the matrix
get Pivot PointSearch playground for getPivotPoint
-
Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
Returns Vector3
the pivot point
get Pivot Point ToRefSearch playground for getPivotPointToRef
-
Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
Parameters
-
result: Vector3
the vector3 to store the result
Returns TransformNode
this TransformNode.
-
get Pose MatrixSearch playground for getPoseMatrix
-
Returns the mesh Pose matrix.
Returns Matrix
the pose matrix
get Position Expressed InLocal SpaceSearch playground for getPositionExpressedInLocalSpace
-
Returns the mesh position in the local space from the current World matrix values.
Returns Vector3
a new Vector3.
get Position InCamera SpaceSearch playground for getPositionInCameraSpace
get SceneSearch playground for getScene
-
Gets the scene of the node
Returns Scene
a scene
get Total IndicesSearch playground for getTotalIndices
-
Returns a positive integer : the total number of indices in this mesh geometry.
Returns number
the numner of indices or zero if the mesh has no geometry.
get Total VerticesSearch playground for getTotalVertices
-
Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
Returns number
the total number of vertices
get Vertex BufferSearch playground for getVertexBuffer
-
Returns the mesh VertexBuffer object from the requested
kind
Parameters
-
kind: string
defines which buffer to read from (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.NormalKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
Returns Nullable<VertexBuffer>
a FloatArray or null if the mesh has no vertex buffer for this kind.
-
get Vertices DataSearch playground for getVerticesData
-
Returns the content of an associated vertex buffer
Parameters
-
kind: string
defines which buffer to read from (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
Optional copyWhenShared: boolean
defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
-
Optional forceCopy: boolean
defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
Returns Nullable<FloatArray>
a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
-
get Vertices Data KindsSearch playground for getVerticesDataKinds
-
Returns a string which contains the list of existing
kinds
of Vertex Data associated with this mesh.Returns string[]
an array of strings
get World MatrixSearch playground for getWorldMatrix
-
Gets the current world matrix
Returns Matrix
a Matrix
increase VerticesSearch playground for increaseVertices
-
Increase the number of facets and hence vertices in a mesh Vertex normals are interpolated from existing vertex normals Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
Parameters
-
numberPerEdge: number
the number of new vertices to add to each edge of a facet, optional default 1
Returns void
-
instantiate HierarchySearch playground for instantiateHierarchy
-
Parameters
-
Optional newParent: Nullable<TransformNode>
-
Optional options: { doNotInstantiate: boolean }
-
do
Not Instantiate: boolean
-
-
Optional onNewNodeCreated: (source: TransformNode, clone: TransformNode) => void
-
-
Parameters
-
source: TransformNode
-
clone: TransformNode
Returns void
-
-
-
Returns Nullable<TransformNode>
-
intersectsSearch playground for intersects
-
Checks if the passed Ray intersects with the mesh
Parameters
-
ray: Ray
defines the ray to use
-
Optional fastCheck: boolean
defines if fast mode (but less precise) must be used (false by default)
-
Optional trianglePredicate: TrianglePickingPredicate
defines an optional predicate used to select faces when a mesh intersection is detected
-
Optional onlyBoundingInfo: boolean
defines a boolean indicating if picking should only happen using bounding info (false by default)
-
Optional worldToUse: Matrix
defines the world matrix to use to get the world coordinate of the intersection point
-
Optional skipBoundingInfo: boolean
a boolean indicating if we should skip the bounding info check
Returns PickingInfo
the picking info
-
intersects MeshSearch playground for intersectsMesh
-
True if the mesh intersects another mesh or a SolidParticle object
Parameters
-
mesh: AbstractMesh | SolidParticle
defines a target mesh or SolidParticle to test
-
Optional precise: boolean
Unless the parameter
precise
is set totrue
the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes) -
Optional includeDescendants: boolean
Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
Returns boolean
true if there is an intersection
-
intersects PointSearch playground for intersectsPoint
-
Returns true if the passed point (Vector3) is inside the mesh bounding box
Parameters
-
point: Vector3
defines the point to test
Returns boolean
true if there is an intersection
-
is Completely InFrustumSearch playground for isCompletelyInFrustum
-
Returns
true
if the mesh is completely in the frustum defined be the passed array of planes. A mesh is completely in the frustum if its bounding box it completely inside the frustum.Parameters
-
frustumPlanes: Plane[]
defines the frustum to test
Returns boolean
true if the mesh is completely in the frustum planes
-
is Descendant OfSearch playground for isDescendantOf
-
Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined
Parameters
-
ancestor: Node
defines the parent node to inspect
Returns boolean
a boolean indicating if this node is a descendant of the given node
-
is DisposedSearch playground for isDisposed
-
Gets a boolean indicating if the node has been disposed
Returns boolean
true if the node was disposed
is EnabledSearch playground for isEnabled
-
Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true
Parameters
-
Optional checkAncestors: boolean
indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors
Returns boolean
whether this node (and its parent) is enabled
-
is InFrustumSearch playground for isInFrustum
-
Returns
true
if the mesh is within the frustum defined by the passed array of planes. A mesh is in the frustum if its bounding box intersects the frustumParameters
-
frustumPlanes: Plane[]
defines the frustum to test
Returns boolean
true if the mesh is in the frustum planes
-
is ReadySearch playground for isReady
-
Determine if the current mesh is ready to be rendered
Parameters
-
Optional completeCheck: boolean
defines if a complete check (including materials and lights) has to be done (false by default)
-
Optional forceInstanceSupport: boolean
will check if the mesh will be ready when used with instances (false by default)
Returns boolean
true if all associated assets are ready (material, textures, shaders)
-
is Vertex Buffer UpdatableSearch playground for isVertexBufferUpdatable
-
Returns a boolean defining if the vertex data for the requested
kind
is updatable.Parameters
-
kind: string
defines which buffer to check (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
Returns boolean
a boolean
-
is Vertices Data PresentSearch playground for isVerticesDataPresent
-
Tests if a specific vertex buffer is associated with this mesh
Parameters
-
kind: string
defines which buffer to check (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.NormalKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
Returns boolean
a boolean
-
locally TranslateSearch playground for locallyTranslate
-
Translates the mesh along the passed Vector3 in its local space.
Parameters
-
vector3: Vector3
the distance to translate in localspace
Returns TransformNode
the TransformNode.
-
look AtSearch playground for lookAt
-
Orients a mesh towards a target point. Mesh must be drawn facing user.
Parameters
-
targetPoint: Vector3
the position (must be in same space as current mesh) to look at
-
Optional yawCor: number
optional yaw (y-axis) correction in radians
-
Optional pitchCor: number
optional pitch (x-axis) correction in radians
-
Optional rollCor: number
optional roll (z-axis) correction in radians
-
Optional space: Space
the choosen space of the target
Returns TransformNode
the TransformNode.
-
make Geometry UniqueSearch playground for makeGeometryUnique
-
Creates a un-shared specific occurence of the geometry for the mesh.
Returns Mesh
the current mesh
mark AsDirtySearch playground for markAsDirty
-
Flag the transform node as dirty (Forcing it to update everything)
Parameters
-
property: string
if set to "rotation" the objects rotationQuaternion will be set to null
Returns TransformNode
this transform node
-
mark Vertices Data AsUpdatableSearch playground for markVerticesDataAsUpdatable
-
Flags an associated vertex buffer as updatable
Parameters
-
kind: string
defines which buffer to use (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
Optional updatable: boolean
defines if the updated vertex buffer must be flagged as updatable
Returns void
-
movePOVSearch playground for movePOV
-
Perform relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward
Parameters
-
amountRight: number
defines the distance on the right axis
-
amountUp: number
defines the distance on the up axis
-
amountForward: number
defines the distance on the forward axis
Returns AbstractMesh
the current mesh
-
move With CollisionsSearch playground for moveWithCollisions
-
Move the mesh using collision engine
Parameters
-
displacement: Vector3
defines the requested displacement vector
Returns AbstractMesh
the current mesh
-
normalize ToUnit CubeSearch playground for normalizeToUnitCube
-
Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
Parameters
-
Optional includeDescendants: boolean
Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
-
Optional ignoreRotation: boolean
ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
-
Optional predicate: Nullable<(node: AbstractMesh) => boolean>
predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
Returns AbstractMesh
the current mesh
-
optimize IndicesSearch playground for optimizeIndices
-
Optimization of the mesh's indices, in case a mesh has duplicated vertices. The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes. This should be used together with the simplification to avoid disappearing triangles.
Parameters
-
Optional successCallback: (mesh?: Mesh) => void
an optional success callback to be called after the optimization finished.
-
-
Parameters
-
Optional mesh: Mesh
Returns void
-
-
-
Returns Mesh
the current mesh
-
refresh Bounding InfoSearch playground for refreshBoundingInfo
-
This method recomputes and sets a new BoundingInfo to the mesh unless it is locked. This means the mesh underlying bounding box and sphere are recomputed.
Parameters
-
Optional applySkeleton: boolean
defines whether to apply the skeleton before computing the bounding info
Returns Mesh
the current mesh
-
register After RenderSearch playground for registerAfterRender
-
Registers for this mesh a javascript function called just after the rendering is complete
Parameters
-
func: (mesh: AbstractMesh) => void
defines the function to call after rendering this mesh
-
-
Parameters
-
mesh: AbstractMesh
Returns void
-
-
-
Returns Mesh
the current mesh
-
register After World Matrix UpdateSearch playground for registerAfterWorldMatrixUpdate
-
If you'd like to be called back after the mesh position, rotation or scaling has been updated.
Parameters
-
func: (mesh: TransformNode) => void
callback function to add
-
-
Parameters
-
mesh: TransformNode
Returns void
-
-
-
Returns TransformNode
the TransformNode.
-
register Before RenderSearch playground for registerBeforeRender
-
Registers for this mesh a javascript function called just before the rendering process
Parameters
-
func: (mesh: AbstractMesh) => void
defines the function to call before rendering this mesh
-
-
Parameters
-
mesh: AbstractMesh
Returns void
-
-
-
Returns Mesh
the current mesh
-
register Instanced BufferSearch playground for registerInstancedBuffer
-
Register a custom buffer that will be instanced
Parameters
-
kind: string
defines the buffer kind
-
stride: number
defines the stride in floats
Returns void
-
release Sub MeshesSearch playground for releaseSubMeshes
-
Disposes all the submeshes of the current meshnp
Returns AbstractMesh
the current mesh
remove BehaviorSearch playground for removeBehavior
remove ChildSearch playground for removeChild
-
Removes the passed mesh from the current mesh children list
Parameters
-
mesh: AbstractMesh
defines the child mesh
Returns AbstractMesh
the current mesh
-
removeLODLevelSearch playground for removeLODLevel
remove Vertices DataSearch playground for removeVerticesData
-
Delete a vertex buffer associated with this mesh
Parameters
-
kind: string
defines which buffer to delete (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
Returns void
-
renderSearch playground for render
-
Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
Parameters
-
subMesh: SubMesh
defines the subMesh to render
-
enableAlphaMode: boolean
defines if alpha mode can be changed
-
Optional effectiveMeshReplacement: AbstractMesh
defines an optional mesh used to provide info for the rendering
Returns Mesh
the current mesh
-
reset Local MatrixSearch playground for resetLocalMatrix
-
Resets this nodeTransform's local matrix to Matrix.Identity().
Parameters
-
Optional independentOfChildren: boolean
indicates if all child nodeTransform's world-space transform should be preserved.
Returns void
-
rotateSearch playground for rotate
-
Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD. Note that the property
rotationQuaternion
is then automatically updated and the propertyrotation
is set to (0,0,0) and no longer used. The passed axis is also normalized.Parameters
-
axis: Vector3
the axis to rotate around
-
amount: number
the amount to rotate in radians
-
Optional space: Space
Space to rotate in (Default: local)
Returns TransformNode
the TransformNode.
-
rotate AroundSearch playground for rotateAround
-
Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space. Note that the property
rotationQuaternion
is then automatically updated and the propertyrotation
is set to (0,0,0) and no longer used. The passed axis is also normalized. . Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htmParameters
-
point: Vector3
the point to rotate around
-
axis: Vector3
the axis to rotate around
-
amount: number
the amount to rotate in radians
Returns TransformNode
the TransformNode
-
rotatePOVSearch playground for rotatePOV
-
Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward
Parameters
-
flipBack: number
defines the flip
-
twirlClockwise: number
defines the twirl
-
tiltRight: number
defines the tilt
Returns AbstractMesh
the current mesh
-
serializeSearch playground for serialize
-
Serialize current mesh
Parameters
-
serializationObject: any
defines the object which will receive the serialization data
Returns void
-
serialize Animation RangesSearch playground for serializeAnimationRanges
-
Serialize animation ranges into a JSON compatible object
Returns any
serialization object
set Absolute PositionSearch playground for setAbsolutePosition
-
Sets the mesh absolute position in the World from a Vector3 or an Array(3).
Parameters
-
absolutePosition: Vector3
the absolute position to set
Returns TransformNode
the TransformNode.
-
set Bounding InfoSearch playground for setBoundingInfo
-
Overwrite the current bounding info
Parameters
-
boundingInfo: BoundingInfo
defines the new bounding info
Returns AbstractMesh
the current mesh
-
set DirectionSearch playground for setDirection
-
Sets this transform node rotation to the given local axis.
Parameters
-
localAxis: Vector3
the axis in local space
-
Optional yawCor: number
optional yaw (y-axis) correction in radians
-
Optional pitchCor: number
optional pitch (x-axis) correction in radians
-
Optional rollCor: number
optional roll (z-axis) correction in radians
Returns TransformNode
this TransformNode
-
set EnabledSearch playground for setEnabled
-
Set the enabled state of this node
Parameters
-
value: boolean
defines the new enabled state
Returns void
-
set IndicesSearch playground for setIndices
-
Set the index buffer of this mesh
Parameters
-
indices: IndicesArray
defines the source data
-
Optional totalVertices: Nullable<number>
defines the total number of vertices referenced by this index data (can be null)
-
Optional updatable: boolean
defines if the updated index buffer must be flagged as updatable (default is false)
Returns AbstractMesh
the current mesh
-
set Material ByIDSearch playground for setMaterialByID
-
Sets the mesh material by the material or multiMaterial
id
propertyParameters
-
id: string
is a string identifying the material or the multiMaterial
Returns Mesh
the current mesh
-
set Normals ForCPUSkinningSearch playground for setNormalsForCPUSkinning
-
Prepare internal normal array for software CPU skinning
Returns Float32Array
original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
set ParentSearch playground for setParent
-
Defines the passed node as the parent of the current node. The node will remain exactly where it is and its position / rotation will be updated accordingly
Parameters
Returns TransformNode
this TransformNode.
set Physics Link WithSearch playground for setPhysicsLinkWith
-
Creates a physic joint between two meshes
Parameters
-
otherMesh: Mesh
defines the other mesh to use
-
pivot1: Vector3
defines the pivot to use on this mesh
-
pivot2: Vector3
defines the pivot to use on the other mesh
-
Optional options: any
defines additional options (can be plugin dependent)
Returns AbstractMesh
the current mesh
-
set Pivot MatrixSearch playground for setPivotMatrix
-
Sets a new pivot matrix to the current node
Parameters
-
matrix: DeepImmutable<Matrix>
defines the new pivot matrix to use
-
Optional postMultiplyPivotMatrix: boolean
defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect
Returns TransformNode
the current TransformNode
-
set Pivot PointSearch playground for setPivotPoint
-
Sets a new pivot point to the current node
Parameters
-
point: Vector3
defines the new pivot point to use
-
Optional space: Space
defines if the point is in world or local space (local by default)
Returns TransformNode
the current TransformNode
-
set Position With Local VectorSearch playground for setPositionWithLocalVector
-
Sets the mesh position in its local space.
Parameters
-
vector3: Vector3
the position to set in localspace
Returns TransformNode
the TransformNode.
-
set Positions ForCPUSkinningSearch playground for setPositionsForCPUSkinning
-
Prepare internal position array for software CPU skinning
Returns Float32Array
original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
set Pre Transform MatrixSearch playground for setPreTransformMatrix
-
Sets a new matrix to apply before all other transformation
Parameters
-
matrix: Matrix
defines the transform matrix
Returns TransformNode
the current TransformNode
-
set Vertices BufferSearch playground for setVerticesBuffer
-
Sets the mesh global Vertex Buffer
Parameters
-
buffer: VertexBuffer
defines the buffer to use
Returns Mesh
the current mesh
-
set Vertices DataSearch playground for setVerticesData
-
Copy a FloatArray into a specific associated vertex buffer
Parameters
-
kind: string
defines which buffer to write to (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
data: FloatArray
defines the data source
-
Optional updatable: boolean
defines if the updated vertex buffer must be flagged as updatable
-
Optional stride: number
defines the data stride size (can be null)
Returns AbstractMesh
the current mesh
-
simplifySearch playground for simplify
-
Simplify the mesh according to the given array of settings. Function will return immediately and will simplify async
Parameters
-
settings: Array<ISimplificationSettings>
a collection of simplification settings
-
Optional parallelProcessing: boolean
should all levels calculate parallel or one after the other
-
Optional simplificationType: SimplificationType
the type of simplification to run
-
Optional successCallback: (mesh?: Mesh, submeshIndex?: number) => void
optional success callback to be called after the simplification finished processing all settings
-
-
Parameters
-
Optional mesh: Mesh
-
Optional submeshIndex: number
Returns void
-
-
-
Returns Mesh
the current mesh
-
subdivideSearch playground for subdivide
-
This function will subdivide the mesh into multiple submeshes
Parameters
-
count: number
defines the expected number of submeshes
Returns void
-
synchronize InstancesSearch playground for synchronizeInstances
-
Synchronises all the mesh instance submeshes to the current mesh submeshes, if any. After this call, all the mesh instances have the same submeshes than the current mesh.
Returns Mesh
the current mesh
thin Instance AddSearch playground for thinInstanceAdd
-
Creates a new thin instance
Parameters
-
matrix: DeepImmutableObject<Matrix> | Array<DeepImmutableObject<Matrix>>
the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create
-
refresh: boolean
true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
Returns number
the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc
-
thin Instance Add SelfSearch playground for thinInstanceAddSelf
-
Adds the transformation (matrix) of the current mesh as a thin instance
Parameters
-
refresh: boolean
true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
Returns number
the thin instance index number
-
thin Instance Buffer UpdatedSearch playground for thinInstanceBufferUpdated
-
Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer
Parameters
-
kind: string
name of the attribute to update. Use "matrix" to update the buffer of matrices
Returns void
-
thin Instance Get World MatricesSearch playground for thinInstanceGetWorldMatrices
-
Gets the list of world matrices
Returns Matrix[]
an array containing all the world matrices from the thin instances
thin Instance Partial Buffer UpdateSearch playground for thinInstancePartialBufferUpdate
-
Applies a partial update to a buffer directly on the GPU Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method
Parameters
-
kind: string
name of the attribute to update. Use "matrix" to update the buffer of matrices
-
data: Float32Array
the data to set in the GPU buffer
-
offset: number
the offset in the GPU buffer where to update the data
Returns void
-
thin Instance Refresh Bounding InfoSearch playground for thinInstanceRefreshBoundingInfo
-
Refreshes the bounding info, taking into account all the thin instances defined
Parameters
-
forceRefreshParentInfo: boolean
true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info
Returns void
-
thin Instance Register AttributeSearch playground for thinInstanceRegisterAttribute
-
Registers a custom attribute to be used with thin instances
Parameters
-
kind: string
name of the attribute
-
stride: number
size in floats of the attribute
Returns void
-
thin Instance Set Attribute AtSearch playground for thinInstanceSetAttributeAt
-
Sets the value of a custom attribute for a thin instance
Parameters
-
kind: string
name of the attribute
-
index: number
index of the thin instance
-
value: Array<number>
value to set
-
refresh: boolean
true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
Returns void
-
thin Instance Set BufferSearch playground for thinInstanceSetBuffer
-
Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly
Parameters
-
kind: string
name of the attribute. Use "matrix" to setup the buffer of matrices
-
buffer: Nullable<Float32Array>
buffer to set
-
stride: number
size in floats of each value of the buffer
-
staticBuffer: boolean
indicates that the buffer is static, so that you won't change it after it is set (better performances - false by default)
Returns void
-
thin Instance Set Matrix AtSearch playground for thinInstanceSetMatrixAt
-
Sets the matrix of a thin instance
Parameters
-
index: number
index of the thin instance
-
matrix: DeepImmutableObject<Matrix>
matrix to set
-
refresh: boolean
true to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance
Returns void
-
to Left HandedSearch playground for toLeftHanded
-
Invert the geometry to move from a right handed system to a left handed one.
Returns Mesh
the current mesh
to StringSearch playground for toString
-
Returns a description of this mesh
Parameters
-
Optional fullDetails: boolean
define if full details about this mesh must be used
Returns string
a descriptive string representing this mesh
-
transfer ToEffectSearch playground for transferToEffect
-
Transfer the mesh values to its UBO.
Parameters
-
world: Matrix
The world matrix associated with the mesh
Returns void
-
translateSearch playground for translate
-
Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
Parameters
-
axis: Vector3
the axis to translate in
-
distance: number
the distance to translate
-
Optional space: Space
Space to rotate in (Default: local)
Returns TransformNode
the TransformNode.
-
unfreeze NormalsSearch playground for unfreezeNormals
-
This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
Returns Mesh
the current mesh
unfreeze World MatrixSearch playground for unfreezeWorldMatrix
-
Allows back the World matrix computation.
Returns this
the TransformNode.
unregister After RenderSearch playground for unregisterAfterRender
-
Disposes a previously registered javascript function called after the rendering.
Parameters
-
func: (mesh: AbstractMesh) => void
defines the function to remove
-
-
Parameters
-
mesh: AbstractMesh
Returns void
-
-
-
Returns Mesh
the current mesh
-
unregister After World Matrix UpdateSearch playground for unregisterAfterWorldMatrixUpdate
-
Removes a registered callback function.
Parameters
-
func: (mesh: TransformNode) => void
callback function to remove
-
-
Parameters
-
mesh: TransformNode
Returns void
-
-
-
Returns TransformNode
the TransformNode.
-
unregister Before RenderSearch playground for unregisterBeforeRender
-
Disposes a previously registered javascript function called before the rendering
Parameters
-
func: (mesh: AbstractMesh) => void
defines the function to remove
-
-
Parameters
-
mesh: AbstractMesh
Returns void
-
-
-
Returns Mesh
the current mesh
-
update Facet DataSearch playground for updateFacetData
-
Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated. This method can be called within the render loop. You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation
Returns AbstractMesh
the current mesh
update IndicesSearch playground for updateIndices
-
Update the current index buffer
Parameters
-
indices: IndicesArray
defines the source data
-
Optional offset: number
defines the offset in the index buffer where to store the new data (can be null)
-
Optional gpuMemoryOnly: boolean
defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)
Returns AbstractMesh
the current mesh
-
update Mesh PositionsSearch playground for updateMeshPositions
-
This method updates the vertex positions of an updatable mesh according to the
positionFunction
returned values.Parameters
-
positionFunction: (data: FloatArray) => void
is a simple JS function what is passed the mesh
positions
array. It doesn't need to return anything-
-
Parameters
-
data: FloatArray
Returns void
-
-
-
-
Optional computeNormals: boolean
is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
Returns Mesh
the current mesh
-
update Pose MatrixSearch playground for updatePoseMatrix
-
Copies the parameter passed Matrix into the mesh Pose matrix.
Parameters
-
matrix: Matrix
the matrix to copy the pose from
Returns TransformNode
this TransformNode.
-
update Vertices DataSearch playground for updateVerticesData
-
Update a specific associated vertex buffer
Parameters
-
kind: string
defines which buffer to write to (positions, indices, normals, etc). Possible
kind
values :- VertexBuffer.PositionKind
- VertexBuffer.UVKind
- VertexBuffer.UV2Kind
- VertexBuffer.UV3Kind
- VertexBuffer.UV4Kind
- VertexBuffer.UV5Kind
- VertexBuffer.UV6Kind
- VertexBuffer.ColorKind
- VertexBuffer.MatricesIndicesKind
- VertexBuffer.MatricesIndicesExtraKind
- VertexBuffer.MatricesWeightsKind
- VertexBuffer.MatricesWeightsExtraKind
-
data: FloatArray
defines the data source
-
Optional updateExtends: boolean
defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
-
Optional makeItUnique: boolean
defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
Returns AbstractMesh
the current mesh
-
validate SkinningSearch playground for validateSkinning
-
ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights, or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let the user know there was an issue with importing the mesh
Returns { report: string; skinned: boolean; valid: boolean }
a validation object with skinned, valid and report string
-
report: string
-
skinned: boolean
-
valid: boolean
-
Static Add Node ConstructorSearch playground for AddNodeConstructor
-
Add a new node constructor
Parameters
-
type: string
defines the type name of the node to construct
-
constructorFunc: NodeConstructor
defines the constructor function
Returns void
-
Static CenterSearch playground for Center
-
Returns the center of the
{min:
Vector3, max:
Vector3}
or the center of MinMax vector3 computed from a mesh arrayParameters
-
meshesOrMinMaxVector: { max: Vector3; min: Vector3 } | AbstractMesh[]
could be an array of meshes or a
{min:
Vector3, max:
Vector3}
object
Returns Vector3
a vector3
-
Static ConstructSearch playground for Construct
-
Returns a node constructor based on type name
Parameters
-
type: string
defines the type name
-
name: string
defines the new node name
-
scene: Scene
defines the hosting scene
-
Optional options: any
defines optional options to transmit to constructors
Returns Nullable<() => Node>
the new constructor or null
-
Static Create BoxSearch playground for CreateBox
-
Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
size: number
sets the size (float) of each box side (default 1)
-
Optional scene: Nullable<Scene>
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create CapsuleSearch playground for CreateCapsule
-
Creates a Capsule Mesh
Parameters
-
name: string
defines the name of the mesh.
-
options: ICreateCapsuleOptions
the constructors options used to shape the mesh.
-
scene: Scene
defines the scene the mesh is scoped to.
Returns Mesh
the capsule mesh
-
Static Create CylinderSearch playground for CreateCylinder
-
Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
height: number
sets the height size (float) of the cylinder/cone (float, default 2)
-
diameterTop: number
set the top cap diameter (floats, default 1)
-
diameterBottom: number
set the bottom cap diameter (floats, default 1). This value can't be zero
-
tessellation: number
sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
-
subdivisions: any
sets the number of rings along the cylinder height (positive integer, default 1)
-
Optional scene: Scene
defines the hosting scene
-
Optional updatable: any
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create Dashed LinesSearch playground for CreateDashedLines
-
Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
points: Vector3[]
is an array successive Vector3
-
dashSize: number
is the size of the dashes relatively the dash number (positive float, default 3)
-
gapSize: number
is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
-
dashNb: number
is the intended total number of dashes (positive integer, default 200)
-
Optional scene: Nullable<Scene>
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional instance: LinesMesh
is an instance of an existing LineMesh object to be updated with the passed
points
parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
Returns LinesMesh
a new Mesh
-
Static Create DecalSearch playground for CreateDecal
-
Creates a decal mesh. Please consider using the same method from the MeshBuilder class instead. A decal is a mesh usually applied as a model onto the surface of another mesh
Parameters
-
name: string
defines the name of the mesh
-
sourceMesh: AbstractMesh
defines the mesh receiving the decal
-
position: Vector3
sets the position of the decal in world coordinates
-
normal: Vector3
sets the normal of the mesh where the decal is applied onto in world coordinates
-
size: Vector3
sets the decal scaling
-
angle: number
sets the angle to rotate the decal
Returns Mesh
a new Mesh
-
Static Create DiscSearch playground for CreateDisc
-
Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
radius: number
sets the radius size (float) of the polygon (default 0.5)
-
tessellation: number
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
-
Optional scene: Nullable<Scene>
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create GroundSearch playground for CreateGround
-
Creates a ground mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
width: number
set the width of the ground
-
height: number
set the height of the ground
-
subdivisions: number
sets the number of subdivisions per side
-
Optional scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
Returns Mesh
a new Mesh
-
Static Create Ground From Height MapSearch playground for CreateGroundFromHeightMap
-
Creates a ground mesh from a height map. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
url: string
sets the URL of the height map image resource
-
width: number
set the ground width size
-
height: number
set the ground height size
-
subdivisions: number
sets the number of subdivision per side
-
minHeight: number
is the minimum altitude on the ground
-
maxHeight: number
is the maximum altitude on the ground
-
scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional onReady: (mesh: GroundMesh) => void
is a callback function that will be called once the mesh is built (the height map download can last some time)
-
-
Parameters
-
mesh: GroundMesh
Returns void
-
-
-
-
Optional alphaFilter: number
will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
Returns GroundMesh
a new Mesh
-
Static Create HemisphereSearch playground for CreateHemisphere
-
Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
segments: number
sets the sphere number of horizontal stripes (positive integer, default 32)
-
diameter: number
sets the diameter size (float) of the sphere (default 1)
-
Optional scene: Scene
defines the hosting scene
Returns Mesh
a new Mesh
-
Static Create Ico SphereSearch playground for CreateIcoSphere
-
Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
- The parameter
radius
sets the radius size (float) of the icosphere (default 1) - You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters
radiusX
,radiusY
andradiusZ
(all by default have the same value thanradius
) - The parameter
subdivisions
sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size - The parameter
flat
(boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface - You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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
andbackUVs
(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
Parameters
-
name: string
defines the name of the mesh
-
options: { flat?: boolean; radius?: number; sideOrientation?: number; subdivisions?: number; updatable?: boolean }
defines the options used to create the mesh
-
Optional flat?: boolean
-
Optional radius?: number
-
Optional side
Orientation?: number -
Optional subdivisions?: number
-
Optional updatable?: boolean
-
-
scene: Scene
defines the hosting scene
Returns Mesh
a new Mesh
- The parameter
Static Create LatheSearch playground for CreateLathe
-
Creates lathe mesh. The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
shape: Vector3[]
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 rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
-
radius: number
is the radius value of the lathe
-
tessellation: number
is the side number of the lathe.
-
scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create LinesSearch playground for CreateLines
-
Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
Parameters
-
name: string
defines the name of the mesh to create
-
points: Vector3[]
is an array successive Vector3
-
Optional scene: Nullable<Scene>
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional instance: Nullable<LinesMesh>
is an instance of an existing LineMesh object to be updated with the passed
points
parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
Returns LinesMesh
a new Mesh
-
Static Create PlaneSearch playground for CreatePlane
-
Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
size: number
sets the size (float) of both sides of the plane at once (default 1)
-
scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create PolygonSearch playground for CreatePolygon
-
Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh. The parameter
shape
is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors. You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE The mesh can be set to updatable with the boolean parameterupdatable
(default false) if its internal geometry is supposed to change once created. Remember you can only change the shape positions, not their number when updating a polygon.Parameters
-
name: string
defines the name of the mesh to create
-
shape: Vector3[]
is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
-
scene: Scene
defines the hosting scene
-
Optional holes: Vector3[][]
is a required array of arrays of successive Vector3 used to defines holes in the polygon
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
-
Optional earcutInjection: any
can be used to inject your own earcut reference
Returns Mesh
a new Mesh
-
Static Create PolyhedronSearch playground for CreatePolyhedron
-
Creates a polyhedron mesh. Please consider using the same method from the MeshBuilder class instead.
- 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 to choose the wanted type - The parameter
size
(positive float, default 1) sets the polygon size - You can overwrite the
size
on each dimension bu using the parameterssizeX
,sizeY
orsizeZ
(positive floats, default tosize
value) - You can build other polyhedron types than the 15 embbeded ones by setting the parameter
custom
(polyhedronObject
, default null). If you set the parametercustom
, this overwrittes the parametertype
- A
polyhedronObject
is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron - You can set the color and the UV of each side of the polyhedron with the parameters
faceColors
(Color4, default(1, 1, 1, 1)
) and faceUV (Vector4, default(0, 0, 1, 1)
) - To understand how to set
faceUV
orfaceColors
, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/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
andfaceUV
are ignored - You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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
andbackUVs
(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
Parameters
-
name: string
defines the name of the mesh to create
-
options: { custom?: any; faceColors?: Color4[]; faceUV?: Vector4[]; sideOrientation?: number; size?: number; sizeX?: number; sizeY?: number; sizeZ?: number; type?: number; updatable?: boolean }
defines the options used to create the mesh
-
scene: Scene
defines the hosting scene
Returns Mesh
a new Mesh
- The parameter
Static Create RibbonSearch playground for CreateRibbon
-
Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
pathArray: Vector3[][]
is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
-
closeArray: boolean
creates a seam between the first and the last paths of the path array (default is false)
-
closePath: boolean
creates a seam between the first and the last points of each path of the path array
-
offset: number
is taken in account only if the
pathArray
is containing a single path -
Optional scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
-
Optional instance: Mesh
defines an instance of an existing Ribbon object to be updated with the passed
pathArray
parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
Returns Mesh
a new Mesh
-
Static Create SphereSearch playground for CreateSphere
-
Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
segments: number
sets the sphere number of horizontal stripes (positive integer, default 32)
-
diameter: number
sets the diameter size (float) of the sphere (default 1)
-
Optional scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
-
Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
-
Static Create Tiled GroundSearch playground for CreateTiledGround
-
Creates a tiled ground mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
-
xmin: number
set the ground minimum X coordinate
-
zmin: number
set the ground minimum Y coordinate
-
xmax: number
set the ground maximum X coordinate
-
zmax: number
set the ground maximum Z coordinate
-
subdivisions: { h: number; w: number }
is an object
{w: positive integer, h: positive integer}
(default{w: 6, h: 6}
).w
andh
are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile-
h: number
-
w: number
-
-
precision: { h: number; w: number }
is an object
{w: positive integer, h: positive integer}
(default{w: 2, h: 2}
).w
andh
are the numbers of subdivisions on the ground width and height of each tile-
h: number
-
w: number
-
-
scene: Scene
defines the hosting scene
-
Optional updatable: boolean
defines if the mesh must be flagged as updatable
Returns Mesh
a new Mesh
-
Static Create TorusSearch playground for CreateTorus
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Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
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name: string
defines the name of the mesh to create
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diameter: number
sets the diameter size (float) of the torus (default 1)
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thickness: number
sets the diameter size of the tube of the torus (float, default 0.5)
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tessellation: number
sets the number of torus sides (postive integer, default 16)
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Optional scene: Scene
defines the hosting scene
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
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Static Create Torus KnotSearch playground for CreateTorusKnot
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Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
Parameters
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name: string
defines the name of the mesh to create
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radius: number
sets the global radius size (float) of the torus knot (default 2)
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tube: number
sets the diameter size of the tube of the torus (float, default 0.5)
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radialSegments: number
sets the number of sides on each tube segments (positive integer, default 32)
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tubularSegments: number
sets the number of tubes to decompose the knot into (positive integer, default 32)
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p: number
the number of windings on X axis (positive integers, default 2)
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q: number
the number of windings on Y axis (positive integers, default 3)
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Optional scene: Scene
defines the hosting scene
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
Returns Mesh
a new Mesh
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Static Create TubeSearch playground for CreateTube
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Creates a tube mesh. The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
Parameters
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name: string
defines the name of the mesh to create
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path: Vector3[]
is a required array of successive Vector3. It is the curve used as the axis of the tube
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radius: number
sets the tube radius size
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tessellation: number
is the number of sides on the tubular surface
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radiusFunction: (i: number, distance: number) => number
is a custom function. If it is not null, it overwrittes the parameter
radius
. This function is called on each point of the tube path and is passed the indexi
of the i-th point and the distance of this point from the first point of the path-
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Parameters
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i: number
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distance: number
Returns number
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cap: number
sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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scene: Scene
defines the hosting scene
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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Optional instance: Mesh
is an instance of an existing Tube object to be updated with the passed
pathArray
parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
Returns Mesh
a new Mesh
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Static Extrude PolygonSearch playground for ExtrudePolygon
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Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
Parameters
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name: string
defines the name of the mesh to create
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shape: Vector3[]
is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
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depth: number
defines the height of extrusion
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scene: Scene
defines the hosting scene
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Optional holes: Vector3[][]
is a required array of arrays of successive Vector3 used to defines holes in the polygon
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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Optional earcutInjection: any
can be used to inject your own earcut reference
Returns Mesh
a new Mesh
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Static Extrude ShapeSearch playground for ExtrudeShape
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Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
Parameters
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name: string
defines the name of the mesh to create
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shape: Vector3[]
is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
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path: Vector3[]
is a required array of successive Vector3. This is the axis curve the shape is extruded along
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scale: number
is the value to scale the shape
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rotation: number
is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
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cap: number
sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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Optional scene: Nullable<Scene>
defines the hosting scene
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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Optional instance: Mesh
is an instance of an existing ExtrudedShape object to be updated with the passed
shape
,path
,scale
orrotation
parameters (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
Returns Mesh
a new Mesh
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Static Extrude Shape CustomSearch playground for ExtrudeShapeCustom
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Creates an custom extruded shape mesh. The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
Parameters
-
name: string
defines the name of the mesh to create
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shape: Vector3[]
is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
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path: Vector3[]
is a required array of successive Vector3. This is the axis curve the shape is extruded along
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scaleFunction: Function
is a custom Javascript function called on each path point
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rotationFunction: Function
is a custom Javascript function called on each path point
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ribbonCloseArray: boolean
forces the extrusion underlying ribbon to close all the paths in its
pathArray
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ribbonClosePath: boolean
forces the extrusion underlying ribbon to close its
pathArray
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cap: number
sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
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scene: Scene
defines the hosting scene
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Optional updatable: boolean
defines if the mesh must be flagged as updatable
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Optional sideOrientation: number
defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
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Optional instance: Mesh
is an instance of an existing ExtrudedShape object to be updated with the passed
shape
,path
,scale
orrotation
parameters (https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
Returns Mesh
a new Mesh
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Static Merge MeshesSearch playground for MergeMeshes
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Merge the array of meshes into a single mesh for performance reasons.
Parameters
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meshes: Array<Mesh>
defines he vertices source. They should all be of the same material. Entries can empty
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Optional disposeSource: boolean
when true (default), dispose of the vertices from the source meshes
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Optional allow32BitsIndices: boolean
when the sum of the vertices > 64k, this must be set to true
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Optional meshSubclass: Mesh
when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
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Optional subdivideWithSubMeshes: boolean
when true (false default), subdivide mesh to his subMesh array with meshes source.
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Optional multiMultiMaterials: boolean
when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
Returns Nullable<Mesh>
a new mesh
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Static Min MaxSearch playground for MinMax
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Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
Parameters
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meshes: AbstractMesh[]
defines the list of meshes to scan
Returns { max: Vector3; min: Vector3 }
an object
{min:
Vector3, max:
Vector3}
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Class used to represent renderable models