GroundMesh

Mesh representing the gorund

Hierarchy

Implements

Index

Constructors

Properties

Methods

Constructors

constructor

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Properties

areNormalsFrozen

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areNormalsFrozen: boolean

Gets a boolean indicating if the normals aren't to be recomputed on next mesh positions array update. This property is pertinent only for updatable parametric shapes.

delayLoadState

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delayLoadState: number

Gets the delay loading state of the mesh (when delay loading is turned on)

see

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

delayLoadingFile

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delayLoadingFile: string

Gets the file containing delay loading data for this mesh

generateOctree

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generateOctree: boolean

If octree should be generated

geometry

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geometry: Nullable<Geometry>

Gets the mesh internal Geometry object

hasInstances

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hasInstances: boolean

hasLODLevels

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hasLODLevels: boolean

Gets a boolean indicating if this mesh has LOD

instancedBuffers

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instancedBuffers: object

Object used to store instanced buffers defined by user

see

https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers

Type declaration

  • [key: string]: any

instances

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instances: InstancedMesh[]

Gets the list of instances created from this mesh it is not supposed to be modified manually. Note also that the order of the InstancedMesh wihin the array is not significant and might change.

see

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

isBlocked

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isBlocked: boolean

isUnIndexed

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isUnIndexed: boolean

Gets or sets a boolean indicating that this mesh does not use index buffer

manualUpdateOfWorldMatrixInstancedBuffer

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manualUpdateOfWorldMatrixInstancedBuffer: boolean

Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual

morphTargetManager

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morphTargetManager: Nullable<MorphTargetManager>

Gets or sets the morph target manager

see

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

onAfterRenderObservable

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onAfterRenderObservable: Observable<Mesh>

An event triggered after rendering the mesh

onBeforeBindObservable

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onBeforeBindObservable: Observable<Mesh>

An event triggered before binding the mesh

onBeforeDraw

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onBeforeDraw: function

Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead

Type declaration

    • (): void
    • Returns void

onBeforeDrawObservable

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onBeforeDrawObservable: Observable<Mesh>

An event triggered before drawing the mesh

onBeforeRenderObservable

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onBeforeRenderObservable: Observable<Mesh>

An event triggered before rendering the mesh

onLODLevelSelection

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onLODLevelSelection: function

User defined function used to change how LOD level selection is done

see

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

Type declaration

overrideMaterialSideOrientation

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overrideMaterialSideOrientation: Nullable<number>

Use this property to change the original side orientation defined at construction time

overridenInstanceCount

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overridenInstanceCount: number

Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs

source

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source: Nullable<Mesh>

Gets the source mesh (the one used to clone this one from)

subdivisions

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subdivisions: number

The minimum of x and y subdivisions

subdivisionsX

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subdivisionsX: number

X subdivisions

subdivisionsY

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subdivisionsY: number

Y subdivisions

worldMatrixInstancedBuffer

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worldMatrixInstancedBuffer: Float32Array

Gets the array buffer used to store the instanced buffer used for instances' world matrices

Static BACKSIDE

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BACKSIDE: number

Mesh side orientation : usually the internal or back surface

Static BOTTOM

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BOTTOM: number

Mesh tile positioning : part tiles on bottom

Static CAP_ALL

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CAP_ALL: number

Mesh cap setting : two caps, one at the beginning and one at the end of the mesh

Static CAP_END

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CAP_END: number

Mesh cap setting : one cap at the end of the mesh

Static CAP_START

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CAP_START: number

Mesh cap setting : one cap at the beginning of the mesh

Static CENTER

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CENTER: number

Mesh tile positioning : part tiles same on left/right or top/bottom

Static DEFAULTSIDE

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DEFAULTSIDE: number

Mesh side orientation : by default, FRONTSIDE

Static DOUBLESIDE

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DOUBLESIDE: number

Mesh side orientation : both internal and external or front and back surfaces

Static FLIP_N_ROTATE_ROW

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FLIP_N_ROTATE_ROW: number

Mesh pattern setting : rotate pattern and rotate

Static FLIP_N_ROTATE_TILE

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FLIP_N_ROTATE_TILE: number

Mesh pattern setting : flip and rotate alternate tiles on each row or column

Static FLIP_ROW

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FLIP_ROW: number

Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows

Static FLIP_TILE

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FLIP_TILE: number

Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column

Static FRONTSIDE

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FRONTSIDE: number

Mesh side orientation : usually the external or front surface

Static LEFT

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LEFT: number

Mesh tile positioning : part tiles on left

Static NO_CAP

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NO_CAP: number

Mesh cap setting : no cap

Static NO_FLIP

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NO_FLIP: number

Mesh pattern setting : no flip or rotate

Static RIGHT

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RIGHT: number

Mesh tile positioning : part tiles on right

Static ROTATE_ROW

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ROTATE_ROW: number

Mesh pattern setting : rotate (180degs) all tiles on alternate rows

Static ROTATE_TILE

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ROTATE_TILE: number

Mesh pattern setting : rotate (180degs) alternate tiles on each row or column

Static TOP

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TOP: number

Mesh tile positioning : part tiles on top

Methods

addLODLevel

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applyDisplacementMap

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  • applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: function, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): 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.

    Parameters

    • url: string

      is a string, the URL from the image file is to be downloaded.

    • minHeight: number

      is the lower limit of the displacement.

    • maxHeight: number

      is the upper limit of the displacement.

    • Optional onSuccess: function

      is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.

        • (mesh: Mesh): void
        • Parameters

          Returns void

    • Optional uvOffset: Vector2

      is an optional vector2 used to offset UV.

    • Optional uvScale: Vector2

      is an optional vector2 used to scale UV.

    • Optional forceUpdate: boolean

      defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.

    Returns Mesh

    the Mesh.

applyDisplacementMapFromBuffer

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  • applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): 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.

    Parameters

    • buffer: Uint8Array

      is a Uint8Array buffer containing series of Uint8 lower than 255, the red, green, blue and alpha values of each successive pixel.

    • heightMapWidth: number

      is the width of the buffer image.

    • heightMapHeight: number

      is the height of the buffer image.

    • minHeight: number

      is the lower limit of the displacement.

    • maxHeight: number

      is the upper limit of the displacement.

    • Optional uvOffset: Vector2

      is an optional vector2 used to offset UV.

    • Optional uvScale: Vector2

      is an optional vector2 used to scale UV.

    • Optional forceUpdate: boolean

      defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.

    Returns Mesh

    the Mesh.

applySkeleton

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  • Updates the vertex buffer by applying transformation from the bones

    Parameters

    • skeleton: Skeleton

      defines the skeleton to apply to current mesh

    Returns Mesh

    the current mesh

bakeCurrentTransformIntoVertices

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  • bakeCurrentTransformIntoVertices(): Mesh

bakeTransformIntoVertices

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  • bakeTransformIntoVertices(transform: Matrix): 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 using the same transformation. Note that, under the hood, this method sets a new VertexBuffer each call.

    see

    http://doc.babylonjs.com/resources/baking_transformations

    Parameters

    • transform: Matrix

      defines the transform matrix to use

    Returns Mesh

    the current mesh

cleanMatrixWeights

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  • cleanMatrixWeights(): void
  • Renormalize the mesh and patch it up if there are no weights Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1. However in the case of zero weights then we set just a single influence to 1. We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.

    Returns void

clone

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  • Returns a new Mesh object generated from the current mesh properties. This method must not get confused with createInstance()

    Parameters

    • Optional name: string

      is a string, the name given to the new mesh

    • Optional newParent: Nullable<Node>

      can be any Node object (default null)

    • Optional doNotCloneChildren: boolean

      allows/denies the recursive cloning of the original mesh children if any (default false)

    • Optional clonePhysicsImpostor: boolean

      allows/denies the cloning in the same time of the original mesh body used by the physics engine, if any (default true)

    Returns Nullable<AbstractMesh>

    a new mesh

convertToFlatShadedMesh

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  • convertToFlatShadedMesh(): Mesh
  • Modify the mesh to get a flat shading rendering. This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result. Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.

    Returns Mesh

    current mesh

convertToUnIndexedMesh

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  • convertToUnIndexedMesh(): Mesh
  • This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers. In other words, more vertices, no more indices and a single bigger VBO. The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.

    Returns Mesh

    current mesh

createInstance

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dispose

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  • dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void
  • Releases resources associated with this mesh.

    Parameters

    • Optional doNotRecurse: boolean

      Set to true to not recurse into each children (recurse into each children by default)

    • Optional disposeMaterialAndTextures: boolean

      Set to true to also dispose referenced materials and textures (false by default)

    Returns void

flipFaces

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  • flipFaces(flipNormals?: boolean): Mesh
  • Inverses facet orientations. Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

    Parameters

    • Optional flipNormals: boolean

      will also inverts the normals

    Returns Mesh

    current mesh

forceSharedVertices

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  • forceSharedVertices(): void
  • Force adjacent facets to share vertices and remove any facets that have all vertices in a line This will undo any application of covertToFlatShadedMesh Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

    Returns void

freezeNormals

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  • freezeNormals(): Mesh
  • This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next positions array update.

    Returns Mesh

    the current mesh

getAnimatables

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  • Returns as a new array populated with the mesh material and/or skeleton, if any.

    Returns IAnimatable[]

    an array of IAnimatable

getClassName

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  • getClassName(): string

getEmittedParticleSystems

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getHeightAtCoordinates

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  • getHeightAtCoordinates(x: number, z: number): number
  • Returns a height (y) value in the Worl system : the ground altitude at the coordinates (x, z) expressed in the World system.

    Parameters

    • x: number

      x coordinate

    • z: number

      z coordinate

    Returns number

    the ground y position if (x, z) are outside the ground surface.

getHierarchyEmittedParticleSystems

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getIndices

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

    Parameters

    • Optional copyWhenShared: boolean

      If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.

    • Optional forceCopy: boolean

      defines a boolean indicating that the returned array must be cloned upon returning it

    Returns Nullable<IndicesArray>

    the indices array or an empty array if the mesh has no geometry

getLOD

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getLODLevelAtDistance

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getLODLevels

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  • Gets the list of MeshLODLevel associated with the current mesh

    Returns MeshLODLevel[]

    an array of MeshLODLevel

getNormalAtCoordinates

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  • getNormalAtCoordinates(x: number, z: number): Vector3
  • Returns a normalized vector (Vector3) orthogonal to the ground at the ground coordinates (x, z) expressed in the World system.

    Parameters

    • x: number

      x coordinate

    • z: number

      z coordinate

    Returns Vector3

    Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.

getNormalAtCoordinatesToRef

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  • Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground at the ground coordinates (x, z) expressed in the World system. Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.

    Parameters

    • x: number

      x coordinate

    • z: number

      z coordinate

    • ref: Vector3

      vector to store the result

    Returns GroundMesh

    the GroundMesh.

getTotalIndices

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  • getTotalIndices(): number
  • Returns a positive integer : the total number of indices in this mesh geometry.

    Returns number

    the numner of indices or zero if the mesh has no geometry.

getTotalVertices

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  • getTotalVertices(): number
  • Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.

    Returns number

    the total number of vertices

getVertexBuffer

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  • Returns the mesh VertexBuffer object from the requested kind

    Parameters

    • kind: string

      defines which buffer to read from (positions, indices, normals, etc). Possible kind values :

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

    Returns Nullable<VertexBuffer>

    a FloatArray or null if the mesh has no vertex buffer for this kind.

getVerticesData

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  • getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>
  • Returns the content of an associated vertex buffer

    Parameters

    • kind: string

      defines which buffer to read from (positions, indices, normals, etc). Possible kind values :

      • VertexBuffer.PositionKind
      • VertexBuffer.UVKind
      • VertexBuffer.UV2Kind
      • VertexBuffer.UV3Kind
      • VertexBuffer.UV4Kind
      • VertexBuffer.UV5Kind
      • VertexBuffer.UV6Kind
      • VertexBuffer.ColorKind
      • VertexBuffer.MatricesIndicesKind
      • VertexBuffer.MatricesIndicesExtraKind
      • VertexBuffer.MatricesWeightsKind
      • VertexBuffer.MatricesWeightsExtraKind
    • Optional copyWhenShared: boolean

      defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one

    • Optional forceCopy: boolean

      defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is

    Returns Nullable<FloatArray>

    a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.

getVerticesDataKinds

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  • getVerticesDataKinds(): string[]
  • Returns a string which contains the list of existing kinds of Vertex Data associated with this mesh.

    Returns string[]

    an array of strings

increaseVertices

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  • increaseVertices(numberPerEdge: number): void
  • Increase the number of facets and hence vertices in a mesh Vertex normals are interpolated from existing vertex normals Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

    Parameters

    • numberPerEdge: number

      the number of new vertices to add to each edge of a facet, optional default 1

    Returns void

instantiateHierarchy

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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, forceInstanceSupport?: boolean): boolean
  • Determine if the current mesh is ready to be rendered

    Parameters

    • Optional completeCheck: boolean

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

    • Optional forceInstanceSupport: boolean

      will check if the mesh will be ready when used with instances (false by default)

    Returns boolean

    true if all associated assets are ready (material, textures, shaders)

isVertexBufferUpdatable

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  • isVertexBufferUpdatable(kind: string): boolean
  • Returns a boolean defining if the vertex data for the requested kind is updatable.

    Parameters

    • kind: string

      defines which buffer to check (positions, indices, normals, etc). Possible kind values :

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

    Returns boolean

    a boolean

isVerticesDataPresent

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  • isVerticesDataPresent(kind: string): boolean
  • Tests if a specific vertex buffer is associated with this mesh

    Parameters

    • kind: string

      defines which buffer to check (positions, indices, normals, etc). Possible kind values :

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

    Returns boolean

    a boolean

makeGeometryUnique

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  • makeGeometryUnique(): Mesh
  • Creates a un-shared specific occurence of the geometry for the mesh.

    Returns Mesh

    the current mesh

markVerticesDataAsUpdatable

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  • markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void
  • Flags an associated vertex buffer as updatable

    Parameters

    • kind: string

      defines which buffer to use (positions, indices, normals, etc). Possible kind values :

      • VertexBuffer.PositionKind
      • VertexBuffer.UVKind
      • VertexBuffer.UV2Kind
      • VertexBuffer.UV3Kind
      • VertexBuffer.UV4Kind
      • VertexBuffer.UV5Kind
      • VertexBuffer.UV6Kind
      • VertexBuffer.ColorKind
      • VertexBuffer.MatricesIndicesKind
      • VertexBuffer.MatricesIndicesExtraKind
      • VertexBuffer.MatricesWeightsKind
      • VertexBuffer.MatricesWeightsExtraKind
    • Optional updatable: boolean

      defines if the updated vertex buffer must be flagged as updatable

    Returns void

optimize

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  • optimize(chunksCount: number, octreeBlocksSize?: number): void
  • This function will update an octree to help to select the right submeshes for rendering, picking and collision computations. Please note that you must have a decent number of submeshes to get performance improvements when using an octree

    Parameters

    • chunksCount: number

      the number of subdivisions for x and y

    • Optional octreeBlocksSize: number

      (Default: 32)

    Returns void

optimizeIndices

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  • optimizeIndices(successCallback?: function): 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.

    Parameters

    • Optional successCallback: function

      an optional success callback to be called after the optimization finished.

        • (mesh?: Mesh): void
        • Parameters

          • Optional mesh: Mesh

          Returns void

    Returns Mesh

    the current mesh

refreshBoundingInfo

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  • refreshBoundingInfo(applySkeleton?: boolean): Mesh
  • This method recomputes and sets a new BoundingInfo to the mesh unless it is locked. This means the mesh underlying bounding box and sphere are recomputed.

    Parameters

    • Optional applySkeleton: boolean

      defines whether to apply the skeleton before computing the bounding info

    Returns Mesh

    the current mesh

registerAfterRender

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  • registerAfterRender(func: function): Mesh
  • Registers for this mesh a javascript function called just after the rendering is complete

    Parameters

    • func: function

      defines the function to call after rendering this mesh

    Returns Mesh

    the current mesh

registerBeforeRender

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  • registerBeforeRender(func: function): Mesh
  • Registers for this mesh a javascript function called just before the rendering process

    Parameters

    • func: function

      defines the function to call before rendering this mesh

    Returns Mesh

    the current mesh

registerInstancedBuffer

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  • registerInstancedBuffer(kind: string, stride: number): void

removeLODLevel

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removeVerticesData

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  • removeVerticesData(kind: string): void
  • Delete a vertex buffer associated with this mesh

    Parameters

    • kind: string

      defines which buffer to delete (positions, indices, normals, etc). Possible kind values :

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

    Returns void

render

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  • Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager

    Parameters

    • subMesh: SubMesh

      defines the subMesh to render

    • enableAlphaMode: boolean

      defines if alpha mode can be changed

    • Optional effectiveMeshReplacement: AbstractMesh

      defines an optional mesh used to provide info for the rendering

    Returns Mesh

    the current mesh

serialize

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  • serialize(serializationObject: any): void
  • Serializes this ground mesh

    Parameters

    • serializationObject: any

      object to write serialization to

    Returns void

setIndices

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  • Set the index buffer of this mesh

    Parameters

    • indices: IndicesArray

      defines the source data

    • Optional totalVertices: Nullable<number>

      defines the total number of vertices referenced by this index data (can be null)

    • Optional updatable: boolean

      defines if the updated index buffer must be flagged as updatable (default is false)

    Returns AbstractMesh

    the current mesh

setMaterialByID

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  • setMaterialByID(id: string): Mesh
  • Sets the mesh material by the material or multiMaterial id property

    Parameters

    • id: string

      is a string identifying the material or the multiMaterial

    Returns Mesh

    the current mesh

setNormalsForCPUSkinning

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  • setNormalsForCPUSkinning(): Float32Array
  • Prepare internal normal array for software CPU skinning

    Returns Float32Array

    original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.

setPositionsForCPUSkinning

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  • setPositionsForCPUSkinning(): Float32Array
  • Prepare internal position array for software CPU skinning

    Returns Float32Array

    original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh

setVerticesBuffer

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setVerticesData

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  • Copy a FloatArray into a specific associated vertex buffer

    Parameters

    • kind: string

      defines which buffer to write to (positions, indices, normals, etc). Possible kind values :

      • VertexBuffer.PositionKind
      • VertexBuffer.UVKind
      • VertexBuffer.UV2Kind
      • VertexBuffer.UV3Kind
      • VertexBuffer.UV4Kind
      • VertexBuffer.UV5Kind
      • VertexBuffer.UV6Kind
      • VertexBuffer.ColorKind
      • VertexBuffer.MatricesIndicesKind
      • VertexBuffer.MatricesIndicesExtraKind
      • VertexBuffer.MatricesWeightsKind
      • VertexBuffer.MatricesWeightsExtraKind
    • data: FloatArray

      defines the data source

    • Optional updatable: boolean

      defines if the updated vertex buffer must be flagged as updatable

    • Optional stride: number

      defines the data stride size (can be null)

    Returns AbstractMesh

    the current mesh

simplify

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  • Simplify the mesh according to the given array of settings. Function will return immediately and will simplify async

    Parameters

    • settings: Array<ISimplificationSettings>

      a collection of simplification settings

    • Optional parallelProcessing: boolean

      should all levels calculate parallel or one after the other

    • Optional simplificationType: SimplificationType

      the type of simplification to run

    • Optional successCallback: function

      optional success callback to be called after the simplification finished processing all settings

        • (mesh?: Mesh, submeshIndex?: number): void
        • Parameters

          • Optional mesh: Mesh
          • Optional submeshIndex: number

          Returns void

    Returns Mesh

    the current mesh

subdivide

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  • subdivide(count: number): void
  • This function will subdivide the mesh into multiple submeshes

    Parameters

    • count: number

      defines the expected number of submeshes

    Returns void

synchronizeInstances

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  • synchronizeInstances(): Mesh
  • Synchronises all the mesh instance submeshes to the current mesh submeshes, if any. After this call, all the mesh instances have the same submeshes than the current mesh.

    Returns Mesh

    the current mesh

toLeftHanded

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  • toLeftHanded(): Mesh
  • Invert the geometry to move from a right handed system to a left handed one.

    Returns Mesh

    the current mesh

toString

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  • toString(fullDetails?: boolean): string
  • Returns a description of this mesh

    Parameters

    • Optional fullDetails: boolean

      define if full details about this mesh must be used

    Returns string

    a descriptive string representing this mesh

unfreezeNormals

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  • unfreezeNormals(): Mesh
  • This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen

    Returns Mesh

    the current mesh

unregisterAfterRender

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  • unregisterAfterRender(func: function): Mesh
  • Disposes a previously registered javascript function called after the rendering.

    Parameters

    Returns Mesh

    the current mesh

unregisterBeforeRender

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  • unregisterBeforeRender(func: function): Mesh
  • Disposes a previously registered javascript function called before the rendering

    Parameters

    Returns Mesh

    the current mesh

updateCoordinateHeights

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  • Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates() if the ground has been updated. This can be used in the render loop.

    Returns GroundMesh

    the GroundMesh.

updateIndices

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  • Update the current index buffer

    Parameters

    • indices: IndicesArray

      defines the source data

    • Optional offset: number

      defines the offset in the index buffer where to store the new data (can be null)

    • Optional gpuMemoryOnly: boolean

      defines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)

    Returns AbstractMesh

    the current mesh

updateMeshPositions

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  • updateMeshPositions(positionFunction: function, computeNormals?: boolean): Mesh

updateVerticesData

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  • updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh
  • Update a specific associated vertex buffer

    Parameters

    • kind: string

      defines which buffer to write to (positions, indices, normals, etc). Possible kind values :

      • VertexBuffer.PositionKind
      • VertexBuffer.UVKind
      • VertexBuffer.UV2Kind
      • VertexBuffer.UV3Kind
      • VertexBuffer.UV4Kind
      • VertexBuffer.UV5Kind
      • VertexBuffer.UV6Kind
      • VertexBuffer.ColorKind
      • VertexBuffer.MatricesIndicesKind
      • VertexBuffer.MatricesIndicesExtraKind
      • VertexBuffer.MatricesWeightsKind
      • VertexBuffer.MatricesWeightsExtraKind
    • data: FloatArray

      defines the data source

    • Optional updateExtends: boolean

      defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind

    • Optional makeItUnique: boolean

      defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)

    Returns AbstractMesh

    the current mesh

validateSkinning

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  • validateSkinning(): object
  • ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights, or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let the user know there was an issue with importing the mesh

    Returns object

    a validation object with skinned, valid and report string

    • report: string
    • skinned: boolean
    • valid: boolean

Static Center

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  • Returns the center of the {min: Vector3, max: Vector3} or the center of MinMax vector3 computed from a mesh array

    Parameters

    • meshesOrMinMaxVector: object | AbstractMesh[]

      could be an array of meshes or a {min: Vector3, max: Vector3} object

    Returns Vector3

    a vector3

Static CreateBox

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  • CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a box mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    Returns Mesh

    a new Mesh

Static CreateCylinder

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  • CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh
  • Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • height: number

      sets the height size (float) of the cylinder/cone (float, default 2)

    • diameterTop: number

      set the top cap diameter (floats, default 1)

    • diameterBottom: number

      set the bottom cap diameter (floats, default 1). This value can't be zero

    • tessellation: number

      sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance

    • subdivisions: any

      sets the number of rings along the cylinder height (positive integer, default 1)

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: any

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateDashedLines

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  • Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • points: Vector3[]

      is an array successive Vector3

    • dashSize: number

      is the size of the dashes relatively the dash number (positive float, default 3)

    • gapSize: number

      is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)

    • dashNb: number

      is the intended total number of dashes (positive integer, default 200)

    • Optional scene: Nullable<Scene>

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional instance: LinesMesh

      is an instance of an existing LineMesh object to be updated with the passed points parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)

    Returns LinesMesh

    a new Mesh

Static CreateDecal

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  • Creates a decal mesh. Please consider using the same method from the MeshBuilder class instead. A decal is a mesh usually applied as a model onto the surface of another mesh

    Parameters

    • name: string

      defines the name of the mesh

    • sourceMesh: AbstractMesh

      defines the mesh receiving the decal

    • position: Vector3

      sets the position of the decal in world coordinates

    • normal: Vector3

      sets the normal of the mesh where the decal is applied onto in world coordinates

    • size: Vector3

      sets the decal scaling

    • angle: number

      sets the angle to rotate the decal

    Returns Mesh

    a new Mesh

Static CreateDisc

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  • CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • radius: number

      sets the radius size (float) of the polygon (default 0.5)

    • tessellation: number

      sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc

    • Optional scene: Nullable<Scene>

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateGround

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  • CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh
  • Creates a ground mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • width: number

      set the width of the ground

    • height: number

      set the height of the ground

    • subdivisions: number

      sets the number of subdivisions per side

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    Returns Mesh

    a new Mesh

Static CreateGroundFromHeightMap

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  • CreateGroundFromHeightMap(name: string, url: string, width: number, height: number, subdivisions: number, minHeight: number, maxHeight: number, scene: Scene, updatable?: boolean, onReady?: function, alphaFilter?: number): GroundMesh
  • Creates a ground mesh from a height map. Please consider using the same method from the MeshBuilder class instead

    see

    http://doc.babylonjs.com/babylon101/height_map

    Parameters

    • name: string

      defines the name of the mesh to create

    • url: string

      sets the URL of the height map image resource

    • width: number

      set the ground width size

    • height: number

      set the ground height size

    • subdivisions: number

      sets the number of subdivision per side

    • minHeight: number

      is the minimum altitude on the ground

    • maxHeight: number

      is the maximum altitude on the ground

    • scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional onReady: function

      is a callback function that will be called once the mesh is built (the height map download can last some time)

    • Optional alphaFilter: number

      will filter any data where the alpha channel is below this value, defaults 0 (all data visible)

    Returns GroundMesh

    a new Mesh

Static CreateHemisphere

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  • CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh
  • Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • segments: number

      sets the sphere number of horizontal stripes (positive integer, default 32)

    • diameter: number

      sets the diameter size (float) of the sphere (default 1)

    • Optional scene: Scene

      defines the hosting scene

    Returns Mesh

    a new Mesh

Static CreateIcoSphere

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  • CreateIcoSphere(name: string, options: object, scene: Scene): Mesh
  • Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided

    • The parameter radius sets the radius size (float) of the icosphere (default 1)
    • You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters radiusX, radiusY 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 : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
    • If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters frontUVs and backUVs (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
    • The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created
    see

    http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere

    Parameters

    • name: string

      defines the name of the mesh

    • options: object

      defines the options used to create the mesh

      • Optional flat?: boolean
      • Optional radius?: number
      • Optional sideOrientation?: number
      • Optional subdivisions?: number
      • Optional updatable?: boolean
    • scene: Scene

      defines the hosting scene

    Returns Mesh

    a new Mesh

Static CreateLathe

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  • CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates lathe mesh. The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • shape: Vector3[]

      is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero

    • radius: number

      is the radius value of the lathe

    • tessellation: number

      is the side number of the lathe.

    • scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateLines

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Static CreatePlane

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  • CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    Returns Mesh

    a new Mesh

Static CreatePolygon

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  • CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh
  • Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh. The parameter shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors. You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE The mesh can be set to updatable with the boolean 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.

    see

    http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon

    Parameters

    • name: string

      defines the name of the mesh to create

    • shape: Vector3[]

      is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors

    • scene: Scene

      defines the hosting scene

    • Optional holes: Vector3[][]

      is a required array of arrays of successive Vector3 used to defines holes in the polygon

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional earcutInjection: any

      can be used to inject your own earcut reference

    Returns Mesh

    a new Mesh

Static CreatePolyhedron

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  • CreatePolyhedron(name: string, options: object, scene: Scene): Mesh
  • 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 : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
    • The parameter flat (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, faceColors and faceUV are ignored
    • You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
    • If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters frontUVs and backUVs (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
    • The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created

    Parameters

    • name: string

      defines the name of the mesh to create

    • options: object

      defines the options used to create the mesh

      • Optional custom?: any
      • Optional faceColors?: Color4[]
      • Optional faceUV?: Vector4[]
      • Optional sideOrientation?: number
      • Optional size?: number
      • Optional sizeX?: number
      • Optional sizeY?: number
      • Optional sizeZ?: number
      • Optional type?: number
      • Optional updatable?: boolean
    • scene: Scene

      defines the hosting scene

    Returns Mesh

    a new Mesh

Static CreateRibbon

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  • CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh
  • Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead

    see

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

    Parameters

    • name: string

      defines the name of the mesh to create

    • pathArray: Vector3[][]

      is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.

    • closeArray: boolean

      creates a seam between the first and the last paths of the path array (default is false)

    • closePath: boolean

      creates a seam between the first and the last points of each path of the path array

    • offset: number

      is taken in account only if the pathArray is containing a single path

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional instance: Mesh

      defines an instance of an existing Ribbon object to be updated with the passed pathArray parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)

    Returns Mesh

    a new Mesh

Static CreateSphere

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  • CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • segments: number

      sets the sphere number of horizontal stripes (positive integer, default 32)

    • diameter: number

      sets the diameter size (float) of the sphere (default 1)

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateTiledGround

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  • CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: object, precision: object, scene: Scene, updatable?: boolean): Mesh
  • Creates a tiled ground mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • xmin: number

      set the ground minimum X coordinate

    • zmin: number

      set the ground minimum Y coordinate

    • xmax: number

      set the ground maximum X coordinate

    • zmax: number

      set the ground maximum Z coordinate

    • subdivisions: object

      is an 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

      • h: number
      • w: number
    • precision: object

      is an 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

      • h: number
      • w: number
    • scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    Returns Mesh

    a new Mesh

Static CreateTorus

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  • CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • diameter: number

      sets the diameter size (float) of the torus (default 1)

    • thickness: number

      sets the diameter size of the tube of the torus (float, default 0.5)

    • tessellation: number

      sets the number of torus sides (postive integer, default 16)

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateTorusKnot

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  • CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh
  • Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead

    Parameters

    • name: string

      defines the name of the mesh to create

    • radius: number

      sets the global radius size (float) of the torus knot (default 2)

    • tube: number

      sets the diameter size of the tube of the torus (float, default 0.5)

    • radialSegments: number

      sets the number of sides on each tube segments (positive integer, default 32)

    • tubularSegments: number

      sets the number of tubes to decompose the knot into (positive integer, default 32)

    • p: number

      the number of windings on X axis (positive integers, default 2)

    • q: number

      the number of windings on Y axis (positive integers, default 3)

    • Optional scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number

    Returns Mesh

    a new Mesh

Static CreateTube

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  • CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: function, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh
  • Creates a tube mesh. The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead

    see

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

    Parameters

    • name: string

      defines the name of the mesh to create

    • path: Vector3[]

      is a required array of successive Vector3. It is the curve used as the axis of the tube

    • radius: number

      sets the tube radius size

    • tessellation: number

      is the number of sides on the tubular surface

    • radiusFunction: function

      is a custom function. If it is not null, it overwrittes the parameter radius. This function is called on each point of the tube path and is passed the index i of the i-th point and the distance of this point from the first point of the path

        • (i: number, distance: number): number
        • Parameters

          • i: number
          • distance: number

          Returns number

    • cap: number

      sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL

    • scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional instance: Mesh

      is an instance of an existing Tube object to be updated with the passed pathArray parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)

    Returns Mesh

    a new Mesh

Static ExtrudePolygon

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  • ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh
  • Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.

    see

    http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon

    Parameters

    • name: string

      defines the name of the mesh to create

    • shape: Vector3[]

      is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors

    • depth: number

      defines the height of extrusion

    • scene: Scene

      defines the hosting scene

    • Optional holes: Vector3[][]

      is a required array of arrays of successive Vector3 used to defines holes in the polygon

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional earcutInjection: any

      can be used to inject your own earcut reference

    Returns Mesh

    a new Mesh

Static ExtrudeShape

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  • ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh
  • Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead

    see

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

    see

    http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes

    Parameters

    • name: string

      defines the name of the mesh to create

    • shape: Vector3[]

      is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis

    • path: Vector3[]

      is a required array of successive Vector3. This is the axis curve the shape is extruded along

    • scale: number

      is the value to scale the shape

    • rotation: number

      is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve

    • cap: number

      sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL

    • Optional scene: Nullable<Scene>

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional instance: Mesh

      is an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)

    Returns Mesh

    a new Mesh

Static ExtrudeShapeCustom

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  • ExtrudeShapeCustom(name: string, shape: Vector3[], path: Vector3[], scaleFunction: Function, rotationFunction: Function, ribbonCloseArray: boolean, ribbonClosePath: boolean, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh
  • Creates an custom extruded shape mesh. The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead

    see

    http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes

    Parameters

    • name: string

      defines the name of the mesh to create

    • shape: Vector3[]

      is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis

    • path: Vector3[]

      is a required array of successive Vector3. This is the axis curve the shape is extruded along

    • scaleFunction: Function

      is a custom Javascript function called on each path point

    • rotationFunction: Function

      is a custom Javascript function called on each path point

    • ribbonCloseArray: boolean

      forces the extrusion underlying ribbon to close all the paths in its pathArray

    • ribbonClosePath: boolean

      forces the extrusion underlying ribbon to close its pathArray

    • cap: number

      sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL

    • scene: Scene

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional sideOrientation: number
    • Optional instance: Mesh

      is an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)

    Returns Mesh

    a new Mesh

Static MergeMeshes

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  • MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>
  • Merge the array of meshes into a single mesh for performance reasons.

    Parameters

    • meshes: Array<Mesh>

      defines he vertices source. They should all be of the same material. Entries can empty

    • Optional disposeSource: boolean

      when true (default), dispose of the vertices from the source meshes

    • Optional allow32BitsIndices: boolean

      when the sum of the vertices > 64k, this must be set to true

    • Optional meshSubclass: Mesh

      when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.

    • Optional subdivideWithSubMeshes: boolean

      when true (false default), subdivide mesh to his subMesh array with meshes source.

    • Optional multiMultiMaterials: boolean

      when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.

    Returns Nullable<Mesh>

    a new mesh

Static MinMax

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  • Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates

    Parameters

    Returns object

    an object {min: Vector3, max: Vector3}

Static Parse

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  • Parses a serialized ground mesh

    Parameters

    • parsedMesh: any

      the serialized mesh

    • scene: Scene

      the scene to create the ground mesh in

    Returns GroundMesh

    the created ground mesh

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