InstancedMesh

Creates an instance based on a source mesh.

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

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Properties

absolutePosition

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absolutePosition: Vector3

Returns the current mesh absolute position. Returns a Vector3.

actionManager

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actionManager: Nullable<ActionManager>

Gets or sets the current action manager

see

http://doc.babylonjs.com/how_to/how_to_use_actions

alphaIndex

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alphaIndex: number

Gets or sets the alpha index used to sort transparent meshes

see

http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index

alwaysSelectAsActiveMesh

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alwaysSelectAsActiveMesh: boolean

True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)

animationPropertiesOverride

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animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

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animations: Animation[]

Gets a list of Animations associated with the node

applyFog

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applyFog: boolean

Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)

behaviors

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behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

http://doc.babylonjs.com/features/behaviour

billboardMode

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billboardMode: number

Set the billboard mode. Default is 0.

Value Type Description
0 BILLBOARDMODE_NONE
1 BILLBOARDMODE_X
2 BILLBOARDMODE_Y
4 BILLBOARDMODE_Z
7 BILLBOARDMODE_ALL

checkCollisions

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checkCollisions: boolean

Gets or sets a boolean indicating that this mesh can be used in the collision engine

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

collider

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collider: Collider

Gets Collider object used to compute collisions (not physics)

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

collisionGroup

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collisionGroup: 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

collisionMask

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collisionMask: 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

computeBonesUsingShaders

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computeBonesUsingShaders: boolean

Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)

cullingStrategy

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cullingStrategy: number

Gets ot sets the culling strategy to use to find visible meshes

definedFacingForward

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definedFacingForward: boolean

Gets or sets the orientation for POV movement & rotation

doNotSerialize

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doNotSerialize: boolean

Gets or sets a boolean used to define if the node must be serialized

edgesColor

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edgesColor: Color4

Defines edge color used when edgesRenderer is enabled

see

https://www.babylonjs-playground.com/#10OJSG#13

edgesRenderer

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edgesRenderer: Nullable<EdgesRenderer>

Gets the edgesRenderer associated with the mesh

edgesWidth

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edgesWidth: number

Defines edge width used when edgesRenderer is enabled

see

https://www.babylonjs-playground.com/#10OJSG#13

ellipsoid

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ellipsoid: Vector3

Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

ellipsoidOffset

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ellipsoidOffset: Vector3

Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

enablePointerMoveEvents

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enablePointerMoveEvents: boolean

Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)

facetDepthSortFrom

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facetDepthSortFrom: 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

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort

facetNb

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facetNb: number

forward

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forward: Vector3

The forward direction of that transform in world space.

hasVertexAlpha

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hasVertexAlpha: boolean

Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values

id

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id: string

Gets or sets the id of the node

ignoreNonUniformScaling

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ignoreNonUniformScaling: boolean

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

infiniteDistance

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infiniteDistance: boolean

Sets the distance of the object to max, often used by skybox

isBlocked

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isBlocked: boolean

Returns true if the mesh is blocked. Implemented by child classes

isBlocker

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isBlocker: boolean

Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)

see

http://doc.babylonjs.com/how_to/how_to_use_lens_flares

isFacetDataEnabled

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isFacetDataEnabled: boolean

gets a boolean indicating if facetData is enabled

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet

isOccluded

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isOccluded: boolean

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

see

http://doc.babylonjs.com/features/occlusionquery

isOcclusionQueryInProgress

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isOcclusionQueryInProgress: boolean

Flag to check the progress status of the query

see

http://doc.babylonjs.com/features/occlusionquery

isPickable

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isPickable: boolean

Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true

isVisible

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isVisible: boolean

Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true

isWorldMatrixFrozen

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isWorldMatrixFrozen: boolean

True if the World matrix has been frozen.

layerMask

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layerMask: number

Gets or sets the current layer mask (default is 0x0FFFFFFF)

see

http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures

material

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material: Nullable<Material>

The material of the source mesh

metadata

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metadata: any

Gets or sets an object used to store user defined information for the node

mustDepthSortFacets

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mustDepthSortFacets: 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-materials

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort

name

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name: string

Gets or sets the name of the node

nonUniformScaling

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nonUniformScaling: boolean

True if the scaling property of this object is non uniform eg. (1,2,1)

numBoneInfluencers

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numBoneInfluencers: number

Gets or sets the number of allowed bone influences per vertex (4 by default)

occlusionQueryAlgorithmType

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occlusionQueryAlgorithmType: number

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.
see

http://doc.babylonjs.com/features/occlusionquery

occlusionRetryCount

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occlusionRetryCount: number

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

see

http://doc.babylonjs.com/features/occlusionquery

occlusionType

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occlusionType: number

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.
see

http://doc.babylonjs.com/features/occlusionquery

onAfterWorldMatrixUpdateObservable

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onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

onCollide

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onCollide: function

Set a function to call when this mesh collides with another one

Type declaration

    • (): void
    • Returns void

onCollideObservable

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onCollideObservable: Observable<AbstractMesh>

An event triggered when this mesh collides with another one

onCollisionPositionChange

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onCollisionPositionChange: function

Set a function to call when the collision's position changes

Type declaration

    • (): void
    • Returns void

onCollisionPositionChangeObservable

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onCollisionPositionChangeObservable: Observable<Vector3>

An event triggered when the collision's position changes

onDispose

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onDispose: function

Sets a callback that will be raised when the node will be disposed

Type declaration

    • (): void
    • Returns void

onDisposeObservable

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onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onMaterialChangedObservable

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onMaterialChangedObservable: Observable<AbstractMesh>

An event triggered when material is changed

onReady

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onReady: function

Callback raised when the node is ready to be used

Type declaration

    • (node: Node): void
    • Parameters

      Returns void

onRebuildObservable

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onRebuildObservable: Observable<AbstractMesh>

An event triggered when the mesh is rebuilt.

outlineColor

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outlineColor: Color3

Defines color to use when rendering outline

outlineWidth

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outlineWidth: number

Define width to use when rendering outline

overlayAlpha

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overlayAlpha: number

Defines alpha to use when rendering overlay

overlayColor

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overlayColor: Color3

Defines color to use when rendering overlay

parent

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parent: Nullable<Node>

Gets or sets the parent of the node

partitioningBBoxRatio

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partitioningBBoxRatio: 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

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning

partitioningSubdivisions

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partitioningSubdivisions: number

Gets or set the number (integer) of subdivisions per axis in the partioning space

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning

physicsImpostor

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physicsImpostor: Nullable<PhysicsImpostor>

Gets or sets impostor used for physic simulation

see

http://doc.babylonjs.com/features/physics_engine

position

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position: Vector3

Gets or set the node position (default is (0.0, 0.0, 0.0))

receiveShadows

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receiveShadows: boolean

If the source mesh receives shadows

renderOutline

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renderOutline: boolean

Gets or sets a boolean indicating if the outline must be rendered as well

see

https://www.babylonjs-playground.com/#10WJ5S#3

renderOverlay

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renderOverlay: boolean

Gets or sets a boolean indicating if the overlay must be rendered as well

see

https://www.babylonjs-playground.com/#10WJ5S#2

renderingGroupId

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renderingGroupId: number

Rendering ground id of the source mesh

right

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right: Vector3

The right direction of that transform in world space.

rotation

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rotation: 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

rotationQuaternion

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rotationQuaternion: Nullable<Quaternion>

Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

scaling

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scaling: Vector3

Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)

scalingDeterminant

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scalingDeterminant: number

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

showBoundingBox

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showBoundingBox: boolean

Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)

showSubMeshesBoundingBox

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showSubMeshesBoundingBox: boolean

Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)

skeleton

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skeleton: Nullable<Skeleton>

Skeleton of the source mesh

sourceMesh

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sourceMesh: Mesh

The source mesh of the instance

state

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state: string

Gets or sets a string used to store user defined state for the node

subMeshes

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subMeshes: SubMesh[]

Gets or sets the list of subMeshes

see

http://doc.babylonjs.com/how_to/multi_materials

uniqueId

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uniqueId: number

Gets or sets the unique id of the node

up

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The up direction of that transform in world space.

useBones

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useBones: boolean

Gets a boolean indicating if this mesh has skinning data and an attached skeleton

useOctreeForCollisions

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useOctreeForCollisions: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)

useOctreeForPicking

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useOctreeForPicking: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)

useOctreeForRenderingSelection

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useOctreeForRenderingSelection: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)

useVertexColors

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useVertexColors: 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)

visibility

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visibility: number

Visibility of the source mesh

worldMatrixFromCache

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worldMatrixFromCache: Matrix

Returns directly the latest state of the mesh World matrix. A Matrix is returned.

Static BILLBOARDMODE_ALL

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BILLBOARDMODE_ALL: number

Billboard on all axes

Static BILLBOARDMODE_NONE

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BILLBOARDMODE_NONE: number

No billboard

Static BILLBOARDMODE_X

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BILLBOARDMODE_X: number

Billboard on X axis

Static BILLBOARDMODE_Y

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BILLBOARDMODE_Y: number

Billboard on Y axis

Static BILLBOARDMODE_Z

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BILLBOARDMODE_Z: number

Billboard on Z axis

Static CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY

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CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number

Culling strategy with bounding sphere only and then frustum culling

Static CULLINGSTRATEGY_STANDARD

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CULLINGSTRATEGY_STANDARD: number

Default culling strategy with bounding box and bounding sphere and then frustum culling

Static OCCLUSION_ALGORITHM_TYPE_ACCURATE

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OCCLUSION_ALGORITHM_TYPE_ACCURATE: number

Use an accurante occlusion algorithm

Static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE

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OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number

Use a conservative occlusion algorithm

Static OCCLUSION_TYPE_NONE

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OCCLUSION_TYPE_NONE: number

No occlusion

Static OCCLUSION_TYPE_OPTIMISTIC

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OCCLUSION_TYPE_OPTIMISTIC: number

Occlusion set to optimisitic

Static OCCLUSION_TYPE_STRICT

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OCCLUSION_TYPE_STRICT: number

Occlusion set to strict

Methods

addBehavior

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addChild

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addRotation

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  • 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.

alignWithNormal

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  • 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

applyImpulse

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attachToBone

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  • 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

beginAnimation

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  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: function): Nullable<Animatable>
  • 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: function

      defines a function to be executed when the animation ended (undefined by default)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

    the object created for this animation. If range does not exist, it will return null

calcMovePOV

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  • calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3
  • 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

calcRotatePOV

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  • calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3
  • 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

clone

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  • Creates a new InstancedMesh from the current mesh.

    • name (string) : the cloned mesh name
    • newParent (optional Node) : the optional Node to parent the clone to.
    • doNotCloneChildren (optional boolean, default false) : if true the model children aren't cloned.

    Returns the clone.

    Parameters

    • name: string
    • newParent: Node
    • Optional doNotCloneChildren: boolean

    Returns InstancedMesh

computeWorldMatrix

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  • computeWorldMatrix(force?: boolean): Matrix

createAnimationRange

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  • createAnimationRange(name: string, from: number, to: number): void
  • 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

createNormals

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  • 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

createOrUpdateSubmeshesOctree

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  • createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>

deleteAnimationRange

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  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • 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

detachFromBone

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disableEdgesRendering

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disableFacetData

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dispose

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  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • Disposes the InstancedMesh. Returns nothing.

    Parameters

    • Optional doNotRecurse: boolean
    • Optional disposeMaterialAndTextures: boolean

    Returns void

enableEdgesRendering

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  • enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh

freezeWorldMatrix

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getAbsolutePivotPoint

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getAbsolutePivotPointToRef

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getAbsolutePosition

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getAnimationByName

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  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

getAnimationRange

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  • 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

getBehaviorByName

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getBoundingInfo

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getChildMeshes

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  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: function): AbstractMesh[]
  • 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

    • Optional predicate: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns AbstractMesh[]

    an array of AbstractMesh

getChildTransformNodes

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  • getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: function): TransformNode[]
  • 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: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns TransformNode[]

    an array of TransformNode

getChildren

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  • getChildren(predicate?: function): Node[]
  • Get all direct children of this node

    Parameters

    • Optional predicate: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    an array of Node

getClassName

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  • getClassName(): string

getClosestFacetAtCoordinates

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  • getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>
  • Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found

    see

    http://doc.babylonjs.com/how_to/how_to_use_facetdata

    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)

getClosestFacetAtLocalCoordinates

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  • getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>
  • Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found

    see

    http://doc.babylonjs.com/how_to/how_to_use_facetdata

    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)

getDescendants

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  • getDescendants(directDescendantsOnly?: boolean, predicate?: function): Node[]
  • 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: function

      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

        • (node: Node): boolean
        • Parameters

          Returns boolean

    Returns Node[]

    all children nodes of all types

getDirection

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  • 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.

getDirectionToRef

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  • 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

    • localAxis: Vector3

      axis to rotate

    • result: Vector3

      the resulting transformnode

    Returns TransformNode

    this TransformNode.

getDistanceToCamera

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getEngine

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getFacetDataParameters

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  • getFacetDataParameters(): any

getFacetLocalNormals

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  • getFacetLocalNormals(): Vector3[]

getFacetLocalPartitioning

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  • getFacetLocalPartitioning(): number[][]

getFacetLocalPositions

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  • getFacetLocalPositions(): Vector3[]

getFacetNormal

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  • getFacetNormal(i: number): Vector3

getFacetNormalToRef

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  • getFacetNormalToRef(i: number, ref: Vector3): this

getFacetPosition

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  • getFacetPosition(i: number): Vector3

getFacetPositionToRef

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getFacetsAtLocalCoordinates

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  • getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>

getHierarchyBoundingVectors

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  • getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<function>): object
  • Return the minimum and maximum world vectors of the entire hierarchy under current mesh

    Parameters

    • Optional includeDescendants: boolean

      Include bounding info from descendants as well (true by default)

    • Optional predicate: Nullable<function>

      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 object

    the new bounding vectors

getIndices

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getLOD

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getPhysicsImpostor

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getPivotMatrix

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getPivotPoint

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getPivotPointToRef

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getPoseMatrix

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getPositionExpressedInLocalSpace

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  • getPositionExpressedInLocalSpace(): Vector3

getPositionInCameraSpace

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getScene

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getTotalVertices

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  • getTotalVertices(): number

getVerticesData

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  • Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.

    Parameters

    • kind: string

      kind of verticies to retreive (eg. positons, normals, uvs, etc.)

    • 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.

    Returns Nullable<FloatArray>

    a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.

getWorldMatrix

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intersects

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intersectsMesh

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  • 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 to true 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

intersectsPoint

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  • intersectsPoint(point: Vector3): boolean
  • 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

isCompletelyInFrustum

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  • isCompletelyInFrustum(frustumPlanes: Plane[]): boolean
  • 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

isDescendantOf

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  • isDescendantOf(ancestor: Node): boolean
  • 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

isDisposed

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  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

isEnabled

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  • isEnabled(checkAncestors?: boolean): boolean
  • 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

isInFrustum

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  • isInFrustum(frustumPlanes: Plane[]): boolean
  • 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 frustum

    Parameters

    • frustumPlanes: Plane[]

      defines the frustum to test

    Returns boolean

    true if the mesh is in the frustum planes

isReady

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  • isReady(completeCheck?: boolean): boolean
  • Is this node ready to be used/rendered

    Parameters

    • Optional completeCheck: boolean

      defines if a complete check (including materials and lights) has to be done (false by default)

    Returns boolean

    is it ready

isVerticesDataPresent

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  • isVerticesDataPresent(kind: string): boolean

locallyTranslate

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lookAt

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  • 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.

markAsDirty

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  • 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

movePOV

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  • movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh
  • 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

moveWithCollisions

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normalizeToUnitCube

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  • normalizeToUnitCube(includeDescendants?: boolean): AbstractMesh
  • 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

    Returns AbstractMesh

    the current mesh

refreshBoundingInfo

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  • Sets a new updated BoundingInfo to the mesh.

    Returns InstancedMesh

    the mesh.

registerAfterWorldMatrixUpdate

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releaseSubMeshes

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removeBehavior

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removeChild

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rotate

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  • 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 BABYLON.Space.LOCAL, either BABYLON.Space.WORLD. Note that the property rotationQuaternion is then automatically updated and the property rotation 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.

rotateAround

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rotatePOV

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  • rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh
  • 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

serialize

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  • serialize(currentSerializationObject?: any): any
  • Serializes the objects information.

    Parameters

    • Optional currentSerializationObject: any

      defines the object to serialize in

    Returns any

    the serialized object

serializeAnimationRanges

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  • serializeAnimationRanges(): any

setAbsolutePosition

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setBoundingInfo

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setEnabled

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  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

setIndices

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  • Sets the mesh indices. Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array). If the mesh has no geometry, a new Geometry object is created and set to the mesh. This method creates a new index buffer each call. Returns the Mesh.

    Parameters

    Returns Mesh

setParent

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  • 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.

setPhysicsLinkWith

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setPivotMatrix

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  • Sets a new pivot matrix to the current node

    Parameters

    • matrix: 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

setPivotPoint

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  • 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

setPositionWithLocalVector

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setPreTransformMatrix

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setVerticesData

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  • setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh
  • Sets the vertex data of the mesh geometry for the requested kind. If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data. The data are either a numeric array either a Float32Array. The parameter updatable is passed as is to the underlying Geometry object constructor (if initianilly none) or updater. The parameter stride is an optional positive integer, it is usually automatically deducted from the kind (3 for positions or normals, 2 for UV, etc). Note that a new underlying VertexBuffer object is created each call. If the kind is the PositionKind, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.

    Possible kind values :

    • BABYLON.VertexBuffer.PositionKind
    • BABYLON.VertexBuffer.UVKind
    • BABYLON.VertexBuffer.UV2Kind
    • BABYLON.VertexBuffer.UV3Kind
    • BABYLON.VertexBuffer.UV4Kind
    • BABYLON.VertexBuffer.UV5Kind
    • BABYLON.VertexBuffer.UV6Kind
    • BABYLON.VertexBuffer.ColorKind
    • BABYLON.VertexBuffer.MatricesIndicesKind
    • BABYLON.VertexBuffer.MatricesIndicesExtraKind
    • BABYLON.VertexBuffer.MatricesWeightsKind
    • BABYLON.VertexBuffer.MatricesWeightsExtraKind

    Returns the Mesh.

    Parameters

    • kind: string
    • data: FloatArray
    • Optional updatable: boolean
    • Optional stride: number

    Returns Mesh

toString

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  • toString(fullDetails?: boolean): string
  • Gets a string representation of the current mesh

    Parameters

    • Optional fullDetails: boolean

      defines a boolean indicating if full details must be included

    Returns string

    a string representation of the current mesh

translate

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  • Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.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.

unfreezeWorldMatrix

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  • unfreezeWorldMatrix(): this

unregisterAfterWorldMatrixUpdate

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  • unregisterAfterWorldMatrixUpdate(func: function): TransformNode

updateFacetData

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  • 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

    see

    http://doc.babylonjs.com/how_to/how_to_use_facetdata

    Returns AbstractMesh

    the current mesh

updateIndices

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updatePoseMatrix

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updateVerticesData

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  • updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh
  • Updates the existing vertex data of the mesh geometry for the requested kind. If the mesh has no geometry, it is simply returned as it is. The data are either a numeric array either a Float32Array. No new underlying VertexBuffer object is created. If the kind is the PositionKind and if updateExtends is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed. If the parameter makeItUnique is true, a new global geometry is created from this positions and is set to the mesh.

    Possible kind values :

    • BABYLON.VertexBuffer.PositionKind
    • BABYLON.VertexBuffer.UVKind
    • BABYLON.VertexBuffer.UV2Kind
    • BABYLON.VertexBuffer.UV3Kind
    • BABYLON.VertexBuffer.UV4Kind
    • BABYLON.VertexBuffer.UV5Kind
    • BABYLON.VertexBuffer.UV6Kind
    • BABYLON.VertexBuffer.ColorKind
    • BABYLON.VertexBuffer.MatricesIndicesKind
    • BABYLON.VertexBuffer.MatricesIndicesExtraKind
    • BABYLON.VertexBuffer.MatricesWeightsKind
    • BABYLON.VertexBuffer.MatricesWeightsExtraKind

    Returns the Mesh.

    Parameters

    • kind: string
    • data: FloatArray
    • Optional updateExtends: boolean
    • Optional makeItUnique: boolean

    Returns Mesh

Static AddNodeConstructor

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  • 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 Construct

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  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<function>
  • 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<function>

    the new constructor or null

Static Parse

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  • Returns a new TransformNode object parsed from the source provided.

    Parameters

    • parsedTransformNode: any

      is the source.

    • scene: Scene

      the scne the object belongs to

    • rootUrl: string

      is a string, it's the root URL to prefix the delayLoadingFile property with

    Returns TransformNode

    a new TransformNode object parsed from the source provided.

Static ParseAnimationRanges

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  • ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void
  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • scene: Scene

      defines the hosting scene

    Returns void

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