API

Variable GroundBuilderConst

GroundBuilder: {
    CreateGround: (
        name: string,
        options?: {
            height?: number;
            subdivisions?: number;
            subdivisionsX?: number;
            subdivisionsY?: number;
            updatable?: boolean;
            width?: number;
        },
        scene?: Scene,
    ) => GroundMesh;
    CreateGroundFromHeightMap: (
        name: string,
        url: string | { data: Uint8Array; height: number; width: number },
        options?: {
            alphaFilter?: number;
            colorFilter?: Color3;
            height?: number;
            maxHeight?: number;
            minHeight?: number;
            onError?: (message?: string, exception?: any) => void;
            onReady?: (
                mesh: GroundMesh,
                heightBuffer?: Float32Array<ArrayBufferLike>,
            ) => void;
            passHeightBufferInCallback?: boolean;
            subdivisions?: number;
            updatable?: boolean;
            width?: number;
        },
        scene?: Nullable<Scene>,
    ) => GroundMesh;
    CreateTiledGround: (
        name: string,
        options: {
            precision?: { h: number; w: number };
            subdivisions?: { h: number; w: number };
            updatable?: boolean;
            xmax: number;
            xmin: number;
            zmax: number;
            zmin: number;
        },
        scene?: Nullable<Scene>,
    ) => Mesh;
} = ...

Class containing static functions to help procedurally build meshes

Type Declaration

  • CreateGround: (
        name: string,
        options?: {
            height?: number;
            subdivisions?: number;
            subdivisionsX?: number;
            subdivisionsY?: number;
            updatable?: boolean;
            width?: number;
        },
        scene?: Scene,
    ) => GroundMesh
  • CreateGroundFromHeightMap: (
        name: string,
        url: string | { data: Uint8Array; height: number; width: number },
        options?: {
            alphaFilter?: number;
            colorFilter?: Color3;
            height?: number;
            maxHeight?: number;
            minHeight?: number;
            onError?: (message?: string, exception?: any) => void;
            onReady?: (
                mesh: GroundMesh,
                heightBuffer?: Float32Array<ArrayBufferLike>,
            ) => void;
            passHeightBufferInCallback?: boolean;
            subdivisions?: number;
            updatable?: boolean;
            width?: number;
        },
        scene?: Nullable<Scene>,
    ) => GroundMesh
  • CreateTiledGround: (
        name: string,
        options: {
            precision?: { h: number; w: number };
            subdivisions?: { h: number; w: number };
            updatable?: boolean;
            xmax: number;
            xmin: number;
            zmax: number;
            zmin: number;
        },
        scene?: Nullable<Scene>,
    ) => Mesh

use the functions directly from the module