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;
} = ...
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;
} = ...
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
Class containing static functions to help procedurally build meshes