The value used by scene.getMeshByName() to do a lookup.
The scene to add this mesh to.
The parent of this mesh, if it has one
An optional Mesh from which geometry is shared, cloned.
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.
When cloning, include cloning mesh physics impostor, default True.
Returns the current mesh absolute position. Retuns a Vector3.
Gets or sets the current action manager
Gets or sets the alpha index used to sort transparent meshes
True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
Gets or sets the animation properties override
Gets a list of Animations associated with the node
Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)
Boolean : true if the normals aren't to be recomputed on next mesh positions
array update.
This property is pertinent only for updatable parametric shapes.
Gets the list of attached behaviors
Gets or sets a boolean indicating that this mesh can be used in the collision engine
Gets Collider object used to compute collisions (not physics)
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
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
Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
Gets or sets the orientation for POV movement & rotation
Gets or sets a boolean used to define if the node must be serialized
Defines edge color used when edgesRenderer is enabled
Defines edge width used when edgesRenderer is enabled
Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
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
Gets the number of facets in the mesh
The forward direction of that transform in world space.
Returns the mesh internal Geometry object.
True if the mesh has some Levels Of Details (LOD). Returns a boolean.
Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values
Gets or sets the id of the node
Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
gets a boolean indicating if facetData is enabled
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
Flag to check the progress status of the query
Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
True if the World matrix has been frozen. Returns a boolean.
Gets or sets the current layer mask (default is 0x0FFFFFFF)
Gets or sets current material
Gets or sets an object used to store user defined information for the node
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
Gets or sets the name of the node
Gets or sets the number of allowed bone influences per vertex (4 by default)
This property determines the type of occlusion query algorithm to run in WebGl, you can use:
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
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:
An event triggered after rendering the mesh
An event triggered after the world matrix is updated
An event triggered before drawing the mesh
An event triggered before rendering the mesh
Set a function to call when this mesh collides with another one
An event triggered when this mesh collides with another one
Set a function to call when the collision's position changes
An event triggered when the collision's position changes
Sets a callback that will be raised when the node will be disposed
An event triggered when the mesh is disposed
An event triggered when material is changed
Callback raised when the node is ready to be used
Defines color to use when rendering outline
Define width to use when rendering outline
Defines alpha to use when rendering overlay
Defines color to use when rendering overlay
Overrides instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
Gets or sets the parent of the node
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
Gets or set the number (integer) of subdivisions per axis in the partioning space
Gets or sets impostor used for physic simulation
Gets or sets a boolean indicating that this mesh can receive realtime shadows
Gets or sets a boolean indicating if the outline must be rendered as well
Gets or sets a boolean indicating if the overlay must be rendered as well
Specifies the rendering group id for this mesh (0 by default)
The right direction of that transform in world space.
Rotation property : a Vector3 depicting the rotation value in radians around each local axis X, Y, Z. If rotation quaternion is set, this Vector3 will (almost always) be the Zero vector! Default : (0.0, 0.0, 0.0)
Rotation Quaternion property : this a Quaternion object depicting the mesh rotation by using a unit quaternion. It's null by default. If set, only the rotationQuaternion is then used to compute the mesh rotation and its property `.rotation\ is then ignored and set to (0.0, 0.0, 0.0)
Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)
Gets or sets a skeleton to apply skining transformations
Gets or sets a string used to store user defined state for the node
Gets or sets the list of subMeshes
Gets or sets the unique id of the node
The up direction of that transform in world space.
Gets a boolean indicating if this mesh has skinning data and an attached skeleton
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)
Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)
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)
Gets or sets mesh visibility between 0 and 1 (default is 1)
Returns directly the latest state of the mesh World matrix. A Matrix is returned.
Mesh side orientation : usually the internal or back surface
Billboard on all axes
No billboard
Billboard on X axis
Billboard on Y axis
Billboard on Z axis
Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
Mesh cap setting : one cap at the end of the mesh
Mesh cap setting : one cap at the beginning of the mesh
Mesh side orientation : by default, FRONTSIDE
Mesh side orientation : both internal and external or front and back surfaces
Mesh side orientation : usually the external or front surface
Mesh cap setting : no cap
Use an accurante occlusion algorithm
Use a conservative occlusion algorithm
No occlusion
Occlusion set to optimisitic
Occlusion set to strict
Adds the passed mesh as a child to the current mesh
defines the child mesh
the current mesh
Add a mesh as LOD level triggered at the given distance. tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
The distance from the center of the object to show this level
The mesh to be added as LOD level
This mesh (for chaining)
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.
Returns the TransformNode.
Align the mesh with a normal
defines the normal to use
can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
the current mesh
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.
This method returns nothing.
The parameter url
is a string, the URL from the image file is to be downloaded.
The parameters minHeight
and maxHeight
are the lower and upper limits of the displacement.
The parameter onSuccess
is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
The parameter uvOffset
is an optional vector2 used to offset UV.
The parameter uvScale
is an optional vector2 used to scale UV.
Returns the Mesh.
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.
This method returns nothing.
The parameter buffer
is a Uint8Array
buffer containing series of Uint8
lower than 255, the red, green, blue and alpha values of each successive pixel.
The parameters heightMapWidth
and heightMapHeight
are positive integers to set the width and height of the buffer image.
The parameters minHeight
and maxHeight
are the lower and upper limits of the displacement.
The parameter uvOffset
is an optional vector2 used to offset UV.
The parameter uvScale
is an optional vector2 used to scale UV.
Returns the Mesh.
Apply a physic impulse to the mesh
the current mesh
Attach the current TransformNode to another TransformNode associated with a bone
Bone affecting the TransformNode
TransformNode associated with the bone
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. tuto : tuto : http://doc.babylonjs.com/resources/baking_transformations Note that, under the hood, this method sets a new VertexBuffer each call. Returns the Mesh.
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 accordingly the same transformation. tuto : http://doc.babylonjs.com/tutorials/How_Rotations_and_Translations_Work#baking-transform Note that, under the hood, this method sets a new VertexBuffer each call. Returns the Mesh.
Will start the animation sequence
defines the range frames for animation sequence
defines if the animation should loop (false by default)
defines the speed factor in which to run the animation (1 by default)
defines a function to be executed when the animation ended (undefined by default)
the object created for this animation. If range does not exist, it will return null
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
defines the distance on the right axis
defines the distance on the up axis
defines the distance on the forward axis
the new displacement vector
Calculate relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward.
defines the flip
defines the twirl
defines the tilt
the new rotation vector
Returns a new Mesh object generated from the current mesh properties.
This method must not get confused with createInstance().
The parameter name
is a string, the name given to the new mesh.
The optional parameter newParent
can be any Node object (default null
).
The optional parameter doNotCloneChildren
(default false
) allows/denies the recursive cloning of the original mesh children if any.
The parameter clonePhysicsImpostor
(default true
) allows/denies the cloning in the same time of the original mesh body
used by the physics engine, if any.
Computes the mesh World matrix and returns it.
If the mesh world matrix is frozen, this computation does nothing more than returning the last frozen values.
If the parameter force
is let to false
(default), the current cached World matrix is returned.
If the parameter force
is set to true
, the actual computation is done.
Returns the mesh World Matrix.
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. This method returns the Mesh. Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
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 the Mesh.
Creates an animation range for this node
defines the name of the range
defines the starting key
defines the end key
Creates a new InstancedMesh object from the mesh model. An instance shares the same properties and the same material than its model. Only these properties of each instance can then be set individually :
Creates new normals data for the mesh
defines if the normal vertex buffer must be flagged as updatable
the current mesh
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
defines the maximum size of each block (64 by default)
defines the maximum depth to use (no more than 2 levels by default)
the new octree
Delete a specific animation range
defines the name of the range to delete
defines if animation frames from the range must be deleted as well
Disables the mesh edge rendering mode
the currentAbstractMesh
Disables the feature FacetData and frees the related memory
the current mesh
Releases resources associated with this mesh.
Set to true to not recurse into each children (recurse into each children by default)
Set to true to also dispose referenced materials and textures (false by default)
Enables the edge rendering mode on the mesh. This mode makes the mesh edges visible
defines the maximal distance between two angles to detect a face
indicates that we should check vertex list directly instead of faces
the currentAbstractMesh
Inverses facet orientations and inverts also the normals with flipNormals
(default false
) if true.
This method returns the Mesh.
Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
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 the Mesh.
Prevents the World matrix to be computed any longer. Returns the TransformNode.
Returns a new Vector3 set with the mesh pivot point World coordinates.
Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates. Returns the TransformNode.
Retuns the mesh absolute position in the World. Returns a Vector3.
Returns as a new array populated with the mesh material and/or skeleton, if any.
Get an animation range by name
defines the name of the animation range to look for
null if not found else the requested animation range
Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
a BoundingInfo
Get all child-meshes of this node
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
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
an array of {BABYLON.AbstractMesh}
Get all child-transformNodes of this node
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
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
an array of {BABYLON.TransformNode}
Get all direct children of this node
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
an array of {BABYLON.Node}
Returns the string "Mesh".
Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
defines x coordinate
defines y coordinate
defines z coordinate
sets as the (x,y,z) world projection on the facet
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
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
the face index if found (or null instead)
Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
defines x coordinate
defines y coordinate
defines z coordinate
sets as the (x,y,z) local projection on the facet
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
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
the face index if found (or null instead)
Will return all nodes that have this node as ascendant
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
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
all children nodes of all types
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. Returns the TransformNode.
Returns an array populated with ParticleSystem objects whose the mesh is the emitter.
Gets the engine of the node
a {BABYLON.Engine}
Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
the parameters
Returns the facetLocalNormals array. The normals are expressed in the mesh local spac
an array of Vector3
Returns the facetLocalPartioning array
an array of array of numbers
Returns the facetLocalPositions array. The facet positions are expressed in the mesh local space
an array of Vector3
Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call
defines the facet index
a new Vector3
Sets the reference Vector3 with the i-th facet normal in the world system
defines the facet index
defines the target vector
the current mesh
Returns the i-th facet position in the world system. This method allocates a new Vector3 per call
defines the facet index
a new Vector3
Sets the reference Vector3 with the i-th facet position in the world system
defines the facet index
defines the target vector
the current mesh
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)
defines x coordinate
defines y coordinate
defines z coordinate
the array of facet indexes
Returns an array populated with ParticleSystem objects whose the mesh or its children are the emitter.
Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
If the parameter copyWhenShared
is 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 an empty array if the mesh has no geometry.
Returns the registered LOD mesh distant from the parameter camera
position if any, else returns the current mesh.
tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
Returns the LOD level mesh at the passed distance or null if not found.
It is related to the method addLODLevel(distance, mesh)
.
tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
Returns an object Mesh or null
.
Gets the list of {BABYLON.MeshLODLevel} associated with the current mesh
an array of {BABYLON.MeshLODLevel}
Gets the current physics impostor
a physics impostor or null
Returns the mesh pivot matrix. Default : Identity. A Matrix is returned.
Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space. Returns the TransformNode.
Returns the mesh Pose matrix. Returned object : Matrix
Returns the mesh position in the local space from the current World matrix values. Returns a new Vector3.
Gets the scene of the node
a {BABYLON.Scene}
Returns a positive integer : the total number of indices in this mesh geometry. Returns zero if the mesh has no geometry.
Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
Returns the mesh VertexBuffer object from the requested kind
: positions, indices, normals, etc.
Returns null
if the mesh has no geometry.
Possible kind
values :
Returns an array of integers or floats, or a Float32Array, depending on the requested kind
(positions, indices, normals, etc).
If copywhenShared
is true (default false) and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
You can force the copy with forceCopy === true
Returns null if the mesh has no geometry or no vertex buffer.
Possible kind
values :
Returns a string : the list of existing kinds
of Vertex Data for this mesh.
Possible kind
values :
Gets the current world matrix
a Matrix
Checks if the passed Ray intersects with the mesh
defines the ray to use
defines if fast mode (but less precise) must be used (false by default)
the picking info
True if the mesh intersects another mesh or a SolidParticle object
defines a target mesh or SolidParticle to test
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)
Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
true if there is an intersection
Returns true if the passed point (Vector3) is inside the mesh bounding box
defines the point to test
true if there is an intersection
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.
defines the frustum to test
true if the mesh is completely in the frustum planes
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
defines the parent node to inspect
a boolean indicating if this node is a descendant of the given node
Gets a boolean indicating if the node has been disposed
true if the node was disposed
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
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
whether this node (and its parent) is enabled
Boolean, true is the mesh in the frustum defined by the Plane objects from the frustumPlanes
array parameter.
Determine if the current mesh is ready to be rendered
defines if a complete check (including materials and lights) has to be done (false by default)
will check if the mesh will be ready when used with instances (false by default)
true if all associated assets are ready (material, textures, shaders)
Returns a boolean defining if the vertex data for the requested kind
is updatable.
Possible kind
values :
Translates the mesh along the passed Vector3 in its local space. Returns the TransformNode.
Orients a mesh towards a target point. Mesh must be drawn facing user.
the position (must be in same space as current mesh) to look at
optional yaw (y-axis) correction in radians
optional pitch (x-axis) correction in radians
optional roll (z-axis) correction in radians
the choosen space of the target
the TransformNode.
Creates a un-shared specific occurence of the geometry for the mesh. Returns the Mesh.
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
defines the distance on the right axis
defines the distance on the up axis
defines the distance on the forward axis
the current mesh
Move the mesh using collision engine
defines the requested displacement vector
the current mesh
Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
Use the hierarchy's bounding box instead of the mesh's bounding box
the current mesh
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. Returns the Mesh.
an optional success callback to be called after the optimization finished.
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. Returns the Mesh.
Registers for this mesh a javascript function called just after the rendering is complete. This function is passed the current mesh. Returns the Mesh.
If you'd like to be called back after the mesh position, rotation or scaling has been updated.
Registers for this mesh a javascript function called just before the rendering process. This function is passed the current mesh. Return the Mesh.
Disposes all the submeshes of the current meshnp
the current mesh
Removes the passed mesh from the current mesh children list
defines the child mesh
the current mesh
Remove a mesh from the LOD array tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD
The mesh to be removed.
This mesh (for chaining)
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.
Returns the TransformNode.
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 property rotation
is set to (0,0,0) and no longer used.
The passed axis is also normalized.
Returns the TransformNode.
Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward
defines the flip
defines the twirl
defines the tilt
the current mesh
Serialize animation ranges into a JSON compatible object
serialization object
Sets the mesh absolute position in the World from a Vector3 or an Array(3). Returns the TransformNode.
Overwrite the current bounding info
defines the new bounding info
the current mesh
Set the enabled state of this node
defines the new enabled state
Sets the mesh material by the material or multiMaterial id
property.
The material id
is a string identifying the material or the multiMaterial.
This method returns the Mesh.
original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
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 Returns the TransformNode.
Creates a physic joint between two meshes
defines the other mesh to use
defines the pivot to use on this mesh
defines the pivot to use on the other mesh
defines additional options (can be plugin dependent)
the current mesh
Sets a new pivot matrix to the current node
defines the new pivot matrix to use
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
the current TransformNode
Sets a new pivot point to the current node
defines the new pivot point to use
defines if the point is in world or local space (local by default)
the current TransformNode
Sets the mesh position in its local space. Returns the TransformNode.
original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
Sets a new matrix to apply before all other transformation
defines the transform matrix
the current TransformNode
Sets the mesh VertexBuffer. Returns the Mesh.
Simplify the mesh according to the given array of settings. Function will return immediately and will simplify async. It returns the Mesh.
a collection of simplification settings.
should all levels calculate parallel or one after the other.
optional success callback to be called after the simplification finished processing all settings.
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. This method returns the Mesh.
Invert the geometry to move from a right handed system to a left handed one. Returns the Mesh.
Returns a string.
support for multiple levels of logging within scene loading
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. Returns the TransformNode.
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 the Mesh.
Allows back the World matrix computation. Returns the TransformNode.
Disposes a previously registered javascript function called after the rendering. This function is passed the current mesh. Return the Mesh.
Removes a registered callback function. Returns the TransformNode.
Disposes a previously registered javascript function called before the rendering. This function is passed the current mesh. Returns the Mesh.
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
the current mesh
Update the current index buffer Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array) Returns the Mesh.
This method updates the vertex positions of an updatable mesh according to the positionFunction
returned values.
tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
The parameter positionFunction
is a simple JS function what is passed the mesh positions
array. It doesn't need to return anything.
The parameter computeNormals
is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update.
Returns the Mesh.
Copies the paramater passed Matrix into the mesh Pose matrix. Returns the TransformNode.
Returns a Vector3, the center of the {min:
Vector3, max:
Vector3}
or the center of MinMax vector3 computed from a mesh array.
Creates a box mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter size
sets the size (float) of each box side (default 1).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a cylinder or a cone mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter height
sets the height size (float) of the cylinder/cone (float, default 2).
The parameter diameter
sets the diameter of the top and bottom cap at once (float, default 1).
The parameters diameterTop
and diameterBottom
overwrite the parameter diameter
and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
The parameter tessellation
sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
The parameter subdivisions
sets the number of rings along the cylinder height (positive integer, default 1).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a dashed line mesh.
Please consider using the same method from the MeshBuilder class instead.
A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.
Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
The parameter points
is an array successive Vector3.
The parameter dashNb
is the intended total number of dashes (positive integer, default 200).
The parameter dashSize
is the size of the dashes relatively the dash number (positive float, default 3).
The parameter gapSize
is the size of the gap between two successive dashes relatively the dash number (positive float, default 1).
The optional parameter instance
is an instance of an existing LineMesh object to be updated with the passed points
parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
When updating an instance, remember that only point positions can change, not the number of points.
The mesh can be set to updatable with the boolean parameter updatable
(default false) if its internal geometry is supposed to change once created.
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. So don't forget the parameter sourceMesh
depicting the decal.
The parameter position
(Vector3, default (0, 0, 0)
) sets the position of the decal in World coordinates.
The parameter normal
(Vector3, default Vector3.Up) sets the normal of the mesh where the decal is applied onto in World coordinates.
The parameter size
(Vector3, default (1, 1, 1)
) sets the decal scaling.
The parameter angle
(float in radian, default 0) sets the angle to rotate the decal.
Creates a plane polygonal mesh. By default, this is a disc.
Please consider using the same method from the MeshBuilder class instead.
The parameter radius
sets the radius size (float) of the polygon (default 0.5).
The parameter tessellation
sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc.
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a ground mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameters width
and height
(floats, default 1) set the width and height sizes of the ground.
The parameter subdivisions
(positive integer) sets the number of subdivisions per side.
The mesh can be set to updatable with the boolean parameter updatable
(default false) if its internal geometry is supposed to change once created.
Creates a ground mesh from a height map.
tuto : http://doc.babylonjs.com/tutorials/14._Height_Map
Please consider using the same method from the MeshBuilder class instead.
The parameter url
sets the URL of the height map image resource.
The parameters width
and height
(positive floats, default 10) set the ground width and height sizes.
The parameter subdivisions
(positive integer, default 1) sets the number of subdivision per side.
The parameter minHeight
(float, default 0) is the minimum altitude on the ground.
The parameter maxHeight
(float, default 1) is the maximum altitude on the ground.
The parameter onReady
is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
This function is passed the newly built mesh :
function(mesh) { // do things
return; }
The mesh can be set to updatable with the boolean parameter updatable
(default false) if its internal geometry is supposed to change once created.
Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided.
Please consider using the same method from the MeshBuilder class instead.
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
and radiusZ
(all by default have the same value than radius
).
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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
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.
The parameter shape
is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be
rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero.
The parameter radius
(positive float, default 1) is the radius value of the lathe.
The parameter tessellation
(positive integer, default 64) is the side number of the lathe.
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a line mesh.
Please consider using the same method from the MeshBuilder class instead.
A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.
Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.
The parameter points
is an array successive Vector3.
The optional parameter instance
is an instance of an existing LineMesh object to be updated with the passed points
parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines
When updating an instance, remember that only point positions can change, not the number of points.
The mesh can be set to updatable with the boolean parameter updatable
(default false) if its internal geometry is supposed to change once created.
Creates a plane mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter size
sets the size (float) of both sides of the plane at once (default 1).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
The mesh can be set to updatable with the boolean parameter updatable
(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.
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 parameters sizeX
, sizeY
or sizeZ
(positive floats, default to size
value).
You can build other polyhedron types than the 15 embbeded ones by setting the parameter custom
(polyhedronObject
, default null). If you set the parameter custom
, this overwrittes the parameter type
.
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
or faceColors
, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors
The parameter flat
(boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, faceColors
and faceUV
are ignored.
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead. The ribbon is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
Please read this full tutorial to understand how to design a ribbon : http://doc.babylonjs.com/tutorials/Ribbon_Tutorial
The parameter pathArray
is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
The parameter closeArray
(boolean, default false) creates a seam between the first and the last paths of the path array.
The parameter closePath
(boolean, default false) creates a seam between the first and the last points of each path of the path array.
The parameter offset
(positive integer, default : rounded half size of the pathArray length), is taken in account only if the pathArray
is containing a single path.
It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.
The optional parameter instance
is an instance of an existing Ribbon object to be updated with the passed pathArray
parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a sphere mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter diameter
sets the diameter size (float) of the sphere (default 1).
The parameter segments
sets the sphere number of horizontal stripes (positive integer, default 32).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a tiled ground mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameters xmin
and xmax
(floats, default -1 and 1) set the ground minimum and maximum X coordinates.
The parameters zmin
and zmax
(floats, default -1 and 1) set the ground minimum and maximum Z coordinates.
The parameter subdivisions
is a javascript object {w: positive integer, h: positive integer}
(default {w: 6, h: 6}
). w
and h
are the
numbers of subdivisions on the ground width and height. Each subdivision is called a tile.
The parameter precision
is a javascript object {w: positive integer, h: positive integer}
(default {w: 2, h: 2}
). w
and h
are the
numbers of subdivisions on the ground width and height of each tile.
The mesh can be set to updatable with the boolean parameter updatable
(default false) if its internal geometry is supposed to change once created.
Creates a torus mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter diameter
sets the diameter size (float) of the torus (default 1).
The parameter thickness
sets the diameter size of the tube of the torus (float, default 0.5).
The parameter tessellation
sets the number of torus sides (postive integer, default 16).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a torus knot mesh.
Please consider using the same method from the MeshBuilder class instead.
The parameter radius
sets the global radius size (float) of the torus knot (default 2).
The parameter radialSegments
sets the number of sides on each tube segments (positive integer, default 32).
The parameter tubularSegments
sets the number of tubes to decompose the knot into (positive integer, default 32).
The parameters p
and q
are the number of windings on each axis (positive integers, default 2 and 3).
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates a tube mesh.
The tube is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.
Please consider using the same method from the MeshBuilder class instead.
The parameter path
is a required array of successive Vector3. It is the curve used as the axis of the tube.
The parameter radius
(positive float, default 1) sets the tube radius size.
The parameter tessellation
(positive float, default 64) is the number of sides on the tubular surface.
The parameter radiusFunction
(javascript function, default null) is a vanilla javascript 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 index i
of the i-th point and the distance of this point from the first point of the path.
It must return a radius value (positive float) :
var radiusFunction = function(i, distance) {
// do things
return radius; }
The parameter cap
sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
The optional parameter instance
is an instance of an existing Tube object to be updated with the passed pathArray
parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
Creates an extruded shape mesh. The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead.
Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
The parameter shape
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.
The parameter path
is a required array of successive Vector3. This is the axis curve the shape is extruded along.
The parameter rotation
(float, default 0 radians) 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.
The parameter scale
(float, default 1) is the value to scale the shape.
The parameter cap
sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
The optional parameter instance
is an instance of an existing ExtrudedShape object to be updated with the passed shape
, path
, scale
or rotation
parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Creates an custom extruded shape mesh. The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead.
Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion
The parameter shape
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.
The parameter path
is a required array of successive Vector3. This is the axis curve the shape is extruded along.
The parameter rotationFunction
(JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path
and the distance of this point from the begining of the path :
var rotationFunction = function(i, distance) {
// do things
return rotationValue; }
It must returns a float value that will be the rotation in radians applied to the shape on each path point.
The parameter scaleFunction
(JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path
and the distance of this point from the begining of the path :
var scaleFunction = function(i, distance) {
// do things
return scaleValue;}
It must returns a float value that will be the scale value applied to the shape on each path point.
The parameter ribbonClosePath
(boolean, default false) forces the extrusion underlying ribbon to close all the paths in its pathArray
.
The parameter ribbonCloseArray
(boolean, default false) forces the extrusion underlying ribbon to close its pathArray
.
The parameter cap
sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
The optional parameter instance
is an instance of an existing ExtrudedShape object to be updated with the passed shape
, path
, scale
or rotation
parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape
Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
Detail here : http://doc.babylonjs.com/tutorials/02._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.
Merge the array of meshes into a single mesh for performance reasons.
The vertices source. They should all be of the same material. Entries can empty
When true (default), dispose of the vertices from the source meshes
When the sum of the vertices > 64k, this must be set to true.
When set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
When true (false default), subdivide mesh to his subMesh array with meshes source.
Returns an object {min:
Vector3, max:
Vector3}
This min and max Vector3 are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system
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