Variable MeshBuilderConst
MeshBuilder: {
CreateBox: (
name: string,
options?: {
backUVs?: Vector4;
bottomBaseAt?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
topBaseAt?: number;
updatable?: boolean;
width?: number;
wrap?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateCapsule: (
name: string,
options?: ICreateCapsuleOptions,
scene?: Nullable<Scene>,
) => Mesh;
CreateCylinder: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
cap?: number;
diameter?: number;
diameterBottom?: number;
diameterTop?: number;
enclose?: boolean;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
hasRings?: boolean;
height?: number;
sideOrientation?: number;
subdivisions?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateDashedLines: (
name: string,
options: {
dashNb?: number;
dashSize?: number;
gapSize?: number;
instance?: LinesMesh;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreateDecal: (
name: string,
sourceMesh: AbstractMesh,
options: {
angle?: number;
captureUVS?: boolean;
cullBackFaces?: boolean;
localMode?: boolean;
normal?: Vector3;
position?: Vector3;
size?: Vector3;
},
) => Mesh;
CreateDisc: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
radius?: number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateGeodesic: (
name: string,
options: {
backUVs?: Vector4;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
m?: number;
n?: number;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateGoldberg: (
name: string,
options: GoldbergCreationOption,
scene?: Nullable<Scene>,
) => GoldbergMesh;
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;
CreateIcoSphere: (
name: string,
options?: {
backUVs?: Vector4;
flat?: boolean;
frontUVs?: Vector4;
radius?: number;
radiusX?: number;
radiusY?: number;
radiusZ?: number;
sideOrientation?: number;
subdivisions?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateLathe: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
clip?: number;
closed?: boolean;
frontUVs?: Vector4;
invertUV?: boolean;
radius?: number;
shape: Vector3[];
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateLines: (
name: string,
options: {
colors?: Color4[];
instance?: Nullable<LinesMesh>;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreateLineSystem: (
name: string,
options: {
colors?: Nullable<Color4[][]>;
instance?: Nullable<LinesMesh>;
lines: Vector3[][];
material?: Material;
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreatePlane: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
sourcePlane?: Plane;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
CreatePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh;
CreatePolyhedron: (
name: string,
options?: {
backUVs?: Vector4;
custom?: any;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
type?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateRibbon: (
name: string,
options: {
backUVs?: Vector4;
closeArray?: boolean;
closePath?: boolean;
colors?: Color4[];
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
offset?: number;
pathArray: Vector3[][];
sideOrientation?: number;
updatable?: boolean;
uvs?: Vector2[];
},
scene?: Nullable<Scene>,
) => Mesh;
CreateSphere: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
diameter?: number;
diameterX?: number;
diameterY?: number;
diameterZ?: number;
frontUVs?: Vector4;
segments?: number;
sideOrientation?: number;
slice?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateText: (
name: string,
text: string,
fontData: IFontData,
options?: {
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
perLetterFaceColors?: (letterIndex: number) => Color4[];
perLetterFaceUV?: (letterIndex: number) => Vector4[];
resolution?: number;
sideOrientation?: number;
size?: number;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Nullable<Mesh>;
CreateTiledBox: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
height?: number;
pattern?: number;
sideOrientation?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
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;
CreateTiledPlane: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
pattern?: number;
sideOrientation?: number;
size?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateTorus: (
name: string,
options?: {
backUVs?: Vector4;
diameter?: number;
frontUVs?: Vector4;
sideOrientation?: number;
tessellation?: number;
thickness?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh;
CreateTorusKnot: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
p?: number;
q?: number;
radialSegments?: number;
radius?: number;
sideOrientation?: number;
tube?: number;
tubularSegments?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh;
CreateTube: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
radius?: number;
radiusFunction?: (i: number, distance: number) => number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
ExtrudePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh;
ExtrudeShape: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
rotation?: number;
scale?: number;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
ExtrudeShapeCustom: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
ribbonCloseArray?: boolean;
ribbonClosePath?: boolean;
rotationFunction?: Nullable<(i: number, distance: number) => number>;
scaleFunction?: Nullable<(i: number, distance: number) => number>;
scaleVectorFunction?: Nullable<(i: number, distance: number) => Vector3>;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
} = ...
CreateBox: (
name: string,
options?: {
backUVs?: Vector4;
bottomBaseAt?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
topBaseAt?: number;
updatable?: boolean;
width?: number;
wrap?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateCapsule: (
name: string,
options?: ICreateCapsuleOptions,
scene?: Nullable<Scene>,
) => Mesh;
CreateCylinder: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
cap?: number;
diameter?: number;
diameterBottom?: number;
diameterTop?: number;
enclose?: boolean;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
hasRings?: boolean;
height?: number;
sideOrientation?: number;
subdivisions?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateDashedLines: (
name: string,
options: {
dashNb?: number;
dashSize?: number;
gapSize?: number;
instance?: LinesMesh;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreateDecal: (
name: string,
sourceMesh: AbstractMesh,
options: {
angle?: number;
captureUVS?: boolean;
cullBackFaces?: boolean;
localMode?: boolean;
normal?: Vector3;
position?: Vector3;
size?: Vector3;
},
) => Mesh;
CreateDisc: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
radius?: number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateGeodesic: (
name: string,
options: {
backUVs?: Vector4;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
m?: number;
n?: number;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateGoldberg: (
name: string,
options: GoldbergCreationOption,
scene?: Nullable<Scene>,
) => GoldbergMesh;
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;
CreateIcoSphere: (
name: string,
options?: {
backUVs?: Vector4;
flat?: boolean;
frontUVs?: Vector4;
radius?: number;
radiusX?: number;
radiusY?: number;
radiusZ?: number;
sideOrientation?: number;
subdivisions?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateLathe: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
clip?: number;
closed?: boolean;
frontUVs?: Vector4;
invertUV?: boolean;
radius?: number;
shape: Vector3[];
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateLines: (
name: string,
options: {
colors?: Color4[];
instance?: Nullable<LinesMesh>;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreateLineSystem: (
name: string,
options: {
colors?: Nullable<Color4[][]>;
instance?: Nullable<LinesMesh>;
lines: Vector3[][];
material?: Material;
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh;
CreatePlane: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
sourcePlane?: Plane;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
CreatePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh;
CreatePolyhedron: (
name: string,
options?: {
backUVs?: Vector4;
custom?: any;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
type?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateRibbon: (
name: string,
options: {
backUVs?: Vector4;
closeArray?: boolean;
closePath?: boolean;
colors?: Color4[];
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
offset?: number;
pathArray: Vector3[][];
sideOrientation?: number;
updatable?: boolean;
uvs?: Vector2[];
},
scene?: Nullable<Scene>,
) => Mesh;
CreateSphere: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
diameter?: number;
diameterX?: number;
diameterY?: number;
diameterZ?: number;
frontUVs?: Vector4;
segments?: number;
sideOrientation?: number;
slice?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateText: (
name: string,
text: string,
fontData: IFontData,
options?: {
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
perLetterFaceColors?: (letterIndex: number) => Color4[];
perLetterFaceUV?: (letterIndex: number) => Vector4[];
resolution?: number;
sideOrientation?: number;
size?: number;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Nullable<Mesh>;
CreateTiledBox: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
height?: number;
pattern?: number;
sideOrientation?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
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;
CreateTiledPlane: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
pattern?: number;
sideOrientation?: number;
size?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh;
CreateTorus: (
name: string,
options?: {
backUVs?: Vector4;
diameter?: number;
frontUVs?: Vector4;
sideOrientation?: number;
tessellation?: number;
thickness?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh;
CreateTorusKnot: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
p?: number;
q?: number;
radialSegments?: number;
radius?: number;
sideOrientation?: number;
tube?: number;
tubularSegments?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh;
CreateTube: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
radius?: number;
radiusFunction?: (i: number, distance: number) => number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
ExtrudePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh;
ExtrudeShape: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
rotation?: number;
scale?: number;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
ExtrudeShapeCustom: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
ribbonCloseArray?: boolean;
ribbonClosePath?: boolean;
rotationFunction?: Nullable<(i: number, distance: number) => number>;
scaleFunction?: Nullable<(i: number, distance: number) => number>;
scaleVectorFunction?: Nullable<(i: number, distance: number) => Vector3>;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh;
} = ...
Type Declaration
-
CreateBox: (
name: string,
options?: {
backUVs?: Vector4;
bottomBaseAt?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
topBaseAt?: number;
updatable?: boolean;
width?: number;
wrap?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateCapsule: (name: string, options?: ICreateCapsuleOptions, scene?: Nullable<Scene>) => Mesh
-
CreateCylinder: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
cap?: number;
diameter?: number;
diameterBottom?: number;
diameterTop?: number;
enclose?: boolean;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
hasRings?: boolean;
height?: number;
sideOrientation?: number;
subdivisions?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateDashedLines: (
name: string,
options: {
dashNb?: number;
dashSize?: number;
gapSize?: number;
instance?: LinesMesh;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh -
CreateDecal: (
name: string,
sourceMesh: AbstractMesh,
options: {
angle?: number;
captureUVS?: boolean;
cullBackFaces?: boolean;
localMode?: boolean;
normal?: Vector3;
position?: Vector3;
size?: Vector3;
},
) => Mesh -
CreateDisc: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
radius?: number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateGeodesic: (
name: string,
options: {
backUVs?: Vector4;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
m?: number;
n?: number;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateGoldberg: (
name: string,
options: GoldbergCreationOption,
scene?: Nullable<Scene>,
) => GoldbergMesh -
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 -
CreateIcoSphere: (
name: string,
options?: {
backUVs?: Vector4;
flat?: boolean;
frontUVs?: Vector4;
radius?: number;
radiusX?: number;
radiusY?: number;
radiusZ?: number;
sideOrientation?: number;
subdivisions?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateLathe: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
clip?: number;
closed?: boolean;
frontUVs?: Vector4;
invertUV?: boolean;
radius?: number;
shape: Vector3[];
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateLines: (
name: string,
options: {
colors?: Color4[];
instance?: Nullable<LinesMesh>;
material?: Material;
points: Vector3[];
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh -
CreateLineSystem: (
name: string,
options: {
colors?: Nullable<Color4[][]>;
instance?: Nullable<LinesMesh>;
lines: Vector3[][];
material?: Material;
updatable?: boolean;
useVertexAlpha?: boolean;
},
scene?: Nullable<Scene>,
) => LinesMesh -
CreatePlane: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
sideOrientation?: number;
size?: number;
sourcePlane?: Plane;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh -
CreatePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh -
CreatePolyhedron: (
name: string,
options?: {
backUVs?: Vector4;
custom?: any;
faceColors?: Color4[];
faceUV?: Vector4[];
flat?: boolean;
frontUVs?: Vector4;
sideOrientation?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
type?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateRibbon: (
name: string,
options: {
backUVs?: Vector4;
closeArray?: boolean;
closePath?: boolean;
colors?: Color4[];
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
offset?: number;
pathArray: Vector3[][];
sideOrientation?: number;
updatable?: boolean;
uvs?: Vector2[];
},
scene?: Nullable<Scene>,
) => Mesh -
CreateSphere: (
name: string,
options?: {
arc?: number;
backUVs?: Vector4;
diameter?: number;
diameterX?: number;
diameterY?: number;
diameterZ?: number;
frontUVs?: Vector4;
segments?: number;
sideOrientation?: number;
slice?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateText: (
name: string,
text: string,
fontData: IFontData,
options?: {
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
perLetterFaceColors?: (letterIndex: number) => Color4[];
perLetterFaceUV?: (letterIndex: number) => Vector4[];
resolution?: number;
sideOrientation?: number;
size?: number;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Nullable<Mesh> -
CreateTiledBox: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
height?: number;
pattern?: number;
sideOrientation?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh -
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 -
CreateTiledPlane: (
name: string,
options: {
alignHorizontal?: number;
alignVertical?: number;
backUVs?: Vector4;
frontUVs?: Vector4;
height?: number;
pattern?: number;
sideOrientation?: number;
size?: number;
tileHeight?: number;
tileSize?: number;
tileWidth?: number;
updatable?: boolean;
width?: number;
},
scene?: Nullable<Scene>,
) => Mesh -
CreateTorus: (
name: string,
options?: {
backUVs?: Vector4;
diameter?: number;
frontUVs?: Vector4;
sideOrientation?: number;
tessellation?: number;
thickness?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh -
CreateTorusKnot: (
name: string,
options?: {
backUVs?: Vector4;
frontUVs?: Vector4;
p?: number;
q?: number;
radialSegments?: number;
radius?: number;
sideOrientation?: number;
tube?: number;
tubularSegments?: number;
updatable?: boolean;
},
scene?: Scene,
) => Mesh -
CreateTube: (
name: string,
options: {
arc?: number;
backUVs?: Vector4;
cap?: number;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
radius?: number;
radiusFunction?: (i: number, distance: number) => number;
sideOrientation?: number;
tessellation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
ExtrudePolygon: (
name: string,
options: {
backUVs?: Vector4;
depth?: number;
faceColors?: Color4[];
faceUV?: Vector4[];
frontUVs?: Vector4;
holes?: Vector3[][];
shape: Vector3[];
sideOrientation?: number;
smoothingThreshold?: number;
updatable?: boolean;
wrap?: boolean;
},
scene?: Nullable<Scene>,
earcutInjection?: any,
) => Mesh -
ExtrudeShape: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
rotation?: number;
scale?: number;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh -
ExtrudeShapeCustom: (
name: string,
options: {
adjustFrame?: boolean;
backUVs?: Vector4;
cap?: number;
capFunction?: Nullable<(shapePath: Vector3[]) => Vector3[]>;
closePath?: boolean;
closeShape?: boolean;
firstNormal?: Vector3;
frontUVs?: Vector4;
instance?: Mesh;
invertUV?: boolean;
path: Vector3[];
ribbonCloseArray?: boolean;
ribbonClosePath?: boolean;
rotationFunction?: Nullable<(i: number, distance: number) => number>;
scaleFunction?: Nullable<(i: number, distance: number) => number>;
scaleVectorFunction?: Nullable<(i: number, distance: number) => Vector3>;
shape: Vector3[];
sideOrientation?: number;
updatable?: boolean;
},
scene?: Nullable<Scene>,
) => Mesh
Class containing static functions to help procedurally build meshes