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Hierarchy

  • Mesh
    • pearlMesh

Implements

  • IBehaviorAware<Node>
  • IDisposable
  • ICullable
  • IGetSetVerticesData
  • IGetSetVerticesData

Index

Constructors

Properties

Methods

Constructors

constructor

  • new pearlMesh(scene: Scene, positions?: Array<number>): pearlMesh

Properties

absolutePosition

absolutePosition: Vector3

Returns the current mesh absolute position. Returns a Vector3.

actionManager

actionManager: Nullable<AbstractActionManager>

Gets or sets the current action manager

see

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

alphaIndex

alphaIndex: number

Gets or sets the alpha index used to sort transparent meshes

see

http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index

alwaysSelectAsActiveMesh

alwaysSelectAsActiveMesh: boolean

True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)

animationPropertiesOverride

animationPropertiesOverride: Nullable<AnimationPropertiesOverride>

Gets or sets the animation properties override

animations

animations: Animation[]

Gets a list of Animations associated with the node

applyFog

applyFog: boolean

Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)

areNormalsFrozen

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.

behaviors

behaviors: Behavior<Node>[]

Gets the list of attached behaviors

see

http://doc.babylonjs.com/features/behaviour

billboardMode

billboardMode: number

Gets or sets the billboard mode. Default is 0.

Value Type Description
0 BILLBOARDMODE_NONE
1 BILLBOARDMODE_X
2 BILLBOARDMODE_Y
4 BILLBOARDMODE_Z
7 BILLBOARDMODE_ALL

checkCollisions

checkCollisions: boolean

Gets or sets a boolean indicating that this mesh can be used in the collision engine

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

collider

collider: Nullable<Collider>

Gets Collider object used to compute collisions (not physics)

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

collisionGroup

collisionGroup: number

Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0

collisionMask

collisionMask: number

Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0

computeBonesUsingShaders

computeBonesUsingShaders: boolean

Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)

cullingStrategy

cullingStrategy: number

The culling strategy to use to check whether the mesh must be rendered or not. This value can be changed at any time and will be used on the next render mesh selection. The possible values are :

  • AbstractMesh.CULLINGSTRATEGY_STANDARD
  • AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  • AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  • AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY Please read each static variable documentation to get details about the culling process.

definedFacingForward

definedFacingForward: boolean

Gets or sets the orientation for POV movement & rotation

delayLoadState

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

delayLoadingFile: string

Gets the file containing delay loading data for this mesh

doNotSerialize

doNotSerialize: boolean

Gets or sets a boolean used to define if the node must be serialized

doNotSyncBoundingInfo

doNotSyncBoundingInfo: boolean

Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)

edgesColor

edgesColor: Color4

Defines edge color used when edgesRenderer is enabled

see

https://www.babylonjs-playground.com/#10OJSG#13

edgesRenderer

edgesRenderer: Nullable<EdgesRenderer>

Gets the edgesRenderer associated with the mesh

edgesWidth

edgesWidth: number

Defines edge width used when edgesRenderer is enabled

see

https://www.babylonjs-playground.com/#10OJSG#13

ellipsoid

ellipsoid: Vector3

Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

ellipsoidOffset

ellipsoidOffset: Vector3

Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))

see

http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity

enablePointerMoveEvents

enablePointerMoveEvents: boolean

Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)

facetDepthSortFrom

facetDepthSortFrom: Vector3

The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort

facetNb

facetNb: number

forward

forward: Vector3

The forward direction of that transform in world space.

geometry

geometry: Nullable<Geometry>

Gets the mesh internal Geometry object

hasLODLevels

hasLODLevels: boolean

Gets a boolean indicating if this mesh has LOD

hasVertexAlpha

hasVertexAlpha: boolean

Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values

id

id: string

Gets or sets the id of the node

ignoreNonUniformScaling

ignoreNonUniformScaling: boolean

Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored. By default the system will update normals to compensate

infiniteDistance

infiniteDistance: boolean

Gets or sets the distance of the object to max, often used by skybox

inspectableCustomProperties

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

instances

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

isAnInstance

isAnInstance: boolean

Gets a boolean indicating if this mesh is an instance or a regular mesh

isBlocked

isBlocked: boolean

isBlocker

isBlocker: boolean

Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)

see

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

isFacetDataEnabled

isFacetDataEnabled: boolean

gets a boolean indicating if facetData is enabled

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet

isPickable

isPickable: boolean

Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true

isUnIndexed

isUnIndexed: boolean

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

isVisible

isVisible: boolean

Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true

isWorldMatrixFrozen

isWorldMatrixFrozen: boolean

True if the World matrix has been frozen.

layerMask

layerMask: number

Gets or sets the current layer mask (default is 0x0FFFFFFF)

see

http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures

lightSources

lightSources: Light[]

Gets the list of lights affecting that mesh

material

material: Nullable<Material>

Gets or sets current material

metadata

metadata: any

Gets or sets an object used to store user defined information for the node

morphTargetManager

morphTargetManager: Nullable<MorphTargetManager>

Gets or sets the morph target manager

see

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

mustDepthSortFacets

mustDepthSortFacets: boolean

Gets or sets a boolean indicating that the facets must be depth sorted on next call to updateFacetData(). Works only for updatable meshes. Doesn't work with multi-materials

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort

name

name: string

Gets or sets the name of the node

nonUniformScaling

nonUniformScaling: boolean

True if the scaling property of this object is non uniform eg. (1,2,1)

numBoneInfluencers

numBoneInfluencers: number

Gets or sets the number of allowed bone influences per vertex (4 by default)

onAfterRenderObservable

onAfterRenderObservable: Observable<Mesh>

An event triggered after rendering the mesh

onAfterWorldMatrixUpdateObservable

onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

onBeforeBindObservable

onBeforeBindObservable: Observable<Mesh>

An event triggered before binding the mesh

onBeforeDraw

onBeforeDraw: function

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

Type declaration

    • (): void
    • Returns void

onBeforeDrawObservable

onBeforeDrawObservable: Observable<Mesh>

An event triggered before drawing the mesh

onBeforeRenderObservable

onBeforeRenderObservable: Observable<Mesh>

An event triggered before rendering the mesh

onCollide

onCollide: function

Set a function to call when this mesh collides with another one

Type declaration

    • (): void
    • Returns void

onCollideObservable

onCollideObservable: Observable<AbstractMesh>

An event triggered when this mesh collides with another one

onCollisionPositionChange

onCollisionPositionChange: function

Set a function to call when the collision's position changes

Type declaration

    • (): void
    • Returns void

onCollisionPositionChangeObservable

onCollisionPositionChangeObservable: Observable<Vector3>

An event triggered when the collision's position changes

onDispose

onDispose: function

Sets a callback that will be raised when the node will be disposed

Type declaration

    • (): void
    • Returns void

onDisposeObservable

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

onLODLevelSelection

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

    • (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>): void
    • Parameters

      • distance: number
      • mesh: Mesh
      • selectedLevel: Nullable<Mesh>

      Returns void

onMaterialChangedObservable

onMaterialChangedObservable: Observable<AbstractMesh>

An event triggered when material is changed

onReady

onReady: Nullable<function>

Callback raised when the node is ready to be used

onRebuildObservable

onRebuildObservable: Observable<AbstractMesh>

An event triggered when the mesh is rebuilt.

outlineColor

outlineColor: Color3

Defines color to use when rendering outline

outlineWidth

outlineWidth: number

Define width to use when rendering outline

overlayAlpha

overlayAlpha: number

Defines alpha to use when rendering overlay

overlayColor

overlayColor: Color3

Defines color to use when rendering overlay

overrideMaterialSideOrientation

overrideMaterialSideOrientation: Nullable<number>

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

overridenInstanceCount

overridenInstanceCount: number

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

parent

parent: Nullable<Node>

Gets or sets the parent of the node (without keeping the current position in the scene)

see

https://doc.babylonjs.com/how_to/parenting

partitioningBBoxRatio

partitioningBBoxRatio: number

The ratio (float) to apply to the bouding box size to set to the partioning space. Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning

partitioningSubdivisions

partitioningSubdivisions: number

Gets or set the number (integer) of subdivisions per axis in the partioning space

see

http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning

pearlPositions

pearlPositions: FloatArray

position

position: Vector3

Gets or set the node position (default is (0.0, 0.0, 0.0))

preserveParentRotationForBillboard

preserveParentRotationForBillboard: boolean

Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed

reIntegrateRotationIntoRotationQuaternion

reIntegrateRotationIntoRotationQuaternion: boolean

Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both

receiveShadows

receiveShadows: boolean

Gets or sets a boolean indicating that this mesh can receive realtime shadows

see

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

renderingGroupId

renderingGroupId: number

Specifies the rendering group id for this mesh (0 by default)

see

http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups

reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

right

right: Vector3

The right direction of that transform in world space.

rotation

rotation: Vector3

Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion

rotationQuaternion

rotationQuaternion: Nullable<Quaternion>

Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

scaling

scaling: Vector3

Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)

scalingDeterminant

scalingDeterminant: number

Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube

showSubMeshesBoundingBox

showSubMeshesBoundingBox: boolean

Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)

skeleton

skeleton: Nullable<Skeleton>

Gets or sets a skeleton to apply skining transformations

see

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

source

source: Nullable<Mesh>

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

state

state: string

Gets or sets a string used to store user defined state for the node

subMeshes

subMeshes: SubMesh[]

Gets or sets the list of subMeshes

see

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

uniqueId

uniqueId: number

Gets or sets the unique id of the node

up

up: Vector3

The up direction of that transform in world space.

useBones

useBones: boolean

Gets a boolean indicating if this mesh has skinning data and an attached skeleton

useOctreeForCollisions

useOctreeForCollisions: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)

useOctreeForPicking

useOctreeForPicking: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)

useOctreeForRenderingSelection

useOctreeForRenderingSelection: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)

useVertexColors

useVertexColors: boolean

Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)

visibility

visibility: number

Gets or sets mesh visibility between 0 and 1 (default is 1)

worldMatrixFromCache

worldMatrixFromCache: Matrix

Returns directly the latest state of the mesh World matrix. A Matrix is returned.

Static BACKSIDE

BACKSIDE: 1 = 1

Mesh side orientation : usually the internal or back surface

Static BILLBOARDMODE_ALL

BILLBOARDMODE_ALL: number

Billboard on all axes

Static BILLBOARDMODE_NONE

BILLBOARDMODE_NONE: number

No billboard

Static BILLBOARDMODE_X

BILLBOARDMODE_X: number

Billboard on X axis

Static BILLBOARDMODE_Y

BILLBOARDMODE_Y: number

Billboard on Y axis

Static BILLBOARDMODE_Z

BILLBOARDMODE_Z: number

Billboard on Z axis

Static BOTTOM

BOTTOM: 4 = 4

Mesh tile positioning : part tiles on bottom

Static CAP_ALL

CAP_ALL: 3 = 3

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

Static CAP_END

CAP_END: 2 = 2

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

Static CAP_START

CAP_START: 1 = 1

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

Static CENTER

CENTER: 0 = 0

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

Static CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY

CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: 1 = 1

Culling strategy : Bounding Sphere Only. This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested. It's also less accurate than the standard because some not visible objects can still be selected. Test : is the bounding sphere outside the frustum ? If not, then the cullable object is in the frustum.

Static CULLINGSTRATEGY_OPTIMISTIC_INCLUSION

CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: 2 = 2

Culling strategy : Optimistic Inclusion. This in an inclusion test first, then the standard exclusion test. This can be faster when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside. Anyway, it's as accurate as the standard strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the default culling strategy.

Static CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY

CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: 3 = 3

Culling strategy : Optimistic Inclusion then Bounding Sphere Only. This in an inclusion test first, then the bounding sphere only exclusion test. This can be the fastest test when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it. It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.

Static CULLINGSTRATEGY_STANDARD

CULLINGSTRATEGY_STANDARD: 0 = 0

Default culling strategy : this is an exclusion test and it's the more accurate. Test order : Is the bounding sphere outside the frustum ? If not, are the bounding box vertices outside the frustum ? It not, then the cullable object is in the frustum.

Static DEFAULTSIDE

DEFAULTSIDE: 0 = 0

Mesh side orientation : by default, FRONTSIDE

Static DOUBLESIDE

DOUBLESIDE: 2 = 2

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

Static FLIP_N_ROTATE_ROW

FLIP_N_ROTATE_ROW: 6 = 6

Mesh pattern setting : rotate pattern and rotate

Static FLIP_N_ROTATE_TILE

FLIP_N_ROTATE_TILE: 5 = 5

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

Static FLIP_ROW

FLIP_ROW: 3 = 3

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

Static FLIP_TILE

FLIP_TILE: 1 = 1

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

Static FRONTSIDE

FRONTSIDE: 0 = 0

Mesh side orientation : usually the external or front surface

Static LEFT

LEFT: 1 = 1

Mesh tile positioning : part tiles on left

Static NO_CAP

NO_CAP: 0 = 0

Mesh cap setting : no cap

Static NO_FLIP

NO_FLIP: 0 = 0

Mesh pattern setting : no flip or rotate

Static OCCLUSION_ALGORITHM_TYPE_ACCURATE

OCCLUSION_ALGORITHM_TYPE_ACCURATE: number

Use an accurante occlusion algorithm

Static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE

OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number

Use a conservative occlusion algorithm

Static OCCLUSION_TYPE_NONE

OCCLUSION_TYPE_NONE: number

No occlusion

Static OCCLUSION_TYPE_OPTIMISTIC

OCCLUSION_TYPE_OPTIMISTIC: number

Occlusion set to optimisitic

Static OCCLUSION_TYPE_STRICT

OCCLUSION_TYPE_STRICT: number

Occlusion set to strict

Static RIGHT

RIGHT: 2 = 2

Mesh tile positioning : part tiles on right

Static ROTATE_ROW

ROTATE_ROW: 4 = 4

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

Static ROTATE_TILE

ROTATE_TILE: 2 = 2

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

Static TOP

TOP: 3 = 3

Mesh tile positioning : part tiles on top

Methods

_getPositions

  • _getPositions(): number[] | Float32Array

_setPositions

  • _setPositions(newpositions: FloatArray): void

_update

  • _update(pearlSize: number): number[] | Float32Array

addBehavior

  • addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node
  • Attach a behavior to the node

    see

    http://doc.babylonjs.com/features/behaviour

    Parameters

    • behavior: Behavior<Node>

      defines the behavior to attach

    • Optional attachImmediately: boolean

      defines that the behavior must be attached even if the scene is still loading

    Returns Node

    the current Node

addChild

  • addChild(mesh: AbstractMesh): AbstractMesh
  • Adds the passed mesh as a child to the current mesh

    Parameters

    • mesh: AbstractMesh

      defines the child mesh

    Returns AbstractMesh

    the current mesh

addLODLevel

  • addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh
  • Add a mesh as LOD level triggered at the given distance.

    see

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

    Parameters

    • distance: number

      The distance from the center of the object to show this level

    • mesh: Nullable<Mesh>

      The mesh to be added as LOD level (can be null)

    Returns Mesh

    This mesh (for chaining)

addRotation

  • addRotation(x: number, y: number, z: number): TransformNode
  • Adds a rotation step to the mesh current rotation. x, y, z are Euler angles expressed in radians. This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set. This means this rotation is made in the mesh local space only. It's useful to set a custom rotation order different from the BJS standard one YXZ. Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.

    mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);

    Note that addRotation() accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values. Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.

    Parameters

    • x: number

      Rotation to add

    • y: number

      Rotation to add

    • z: number

      Rotation to add

    Returns TransformNode

    the TransformNode.

alignWithNormal

  • alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh
  • Align the mesh with a normal

    Parameters

    • normal: Vector3

      defines the normal to use

    • Optional upDirection: Vector3

      can be used to redefined the up vector to use (will use the (0, 1, 0) by default)

    Returns AbstractMesh

    the current mesh

applyDisplacementMap

  • 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

          • mesh: Mesh

          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

  • 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

  • applySkeleton(skeleton: Skeleton): Mesh
  • 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

attachToBone

  • attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode
  • Attach the current TransformNode to another TransformNode associated with a bone

    Parameters

    • bone: Bone

      Bone affecting the TransformNode

    • affectedTransformNode: TransformNode

      TransformNode associated with the bone

    Returns TransformNode

    this object

bakeCurrentTransformIntoVertices

  • bakeCurrentTransformIntoVertices(): Mesh
  • Modifies the mesh geometry according to its own current World Matrix. The mesh World Matrix is then reset. This method returns nothing but really modifies the mesh even if it's originally not set as updatable. Note that, under the hood, this method sets a new VertexBuffer each call.

    see

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

    Returns Mesh

    the current mesh

bakeTransformIntoVertices

  • 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

beginAnimation

  • beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: function): Nullable<Animatable>
  • Will start the animation sequence

    Parameters

    • name: string

      defines the range frames for animation sequence

    • Optional loop: boolean

      defines if the animation should loop (false by default)

    • Optional speedRatio: number

      defines the speed factor in which to run the animation (1 by default)

    • Optional onAnimationEnd: function

      defines a function to be executed when the animation ended (undefined by default)

        • (): void
        • Returns void

    Returns Nullable<Animatable>

    the object created for this animation. If range does not exist, it will return null

calcMovePOV

  • calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3
  • Calculate relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward

    Parameters

    • amountRight: number

      defines the distance on the right axis

    • amountUp: number

      defines the distance on the up axis

    • amountForward: number

      defines the distance on the forward axis

    Returns Vector3

    the new displacement vector

calcRotatePOV

  • calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3
  • Calculate relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward.

    Parameters

    • flipBack: number

      defines the flip

    • twirlClockwise: number

      defines the twirl

    • tiltRight: number

      defines the tilt

    Returns Vector3

    the new rotation vector

cleanMatrixWeights

  • 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

  • clone(name?: string, newParent?: Node, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh
  • 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: 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 Mesh

    a new mesh

computeWorldMatrix

  • computeWorldMatrix(force?: boolean): Matrix
  • Computes the world matrix of the node

    Parameters

    • Optional force: boolean

      defines if the cache version should be invalidated forcing the world matrix to be created from scratch

    Returns Matrix

    the world matrix

convertToFlatShadedMesh

  • 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

  • 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

createAnimationRange

  • createAnimationRange(name: string, from: number, to: number): void
  • Creates an animation range for this node

    Parameters

    • name: string

      defines the name of the range

    • from: number

      defines the starting key

    • to: number

      defines the end key

    Returns void

createInstance

  • createInstance(name: string): InstancedMesh
  • Creates a new InstancedMesh object from the mesh model.

    see

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

    Parameters

    • name: string

      defines the name of the new instance

    Returns InstancedMesh

    a new InstancedMesh

createNormals

  • createNormals(updatable: boolean): AbstractMesh
  • Creates new normals data for the mesh

    Parameters

    • updatable: boolean

      defines if the normal vertex buffer must be flagged as updatable

    Returns AbstractMesh

    the current mesh

deleteAnimationRange

  • deleteAnimationRange(name: string, deleteFrames?: boolean): void
  • Delete a specific animation range

    Parameters

    • name: string

      defines the name of the range to delete

    • Optional deleteFrames: boolean

      defines if animation frames from the range must be deleted as well

    Returns void

detachFromBone

  • detachFromBone(): TransformNode
  • Detach the transform node if its associated with a bone

    Returns TransformNode

    this object

disableEdgesRendering

  • disableEdgesRendering(): AbstractMesh
  • Disables the mesh edge rendering mode

    Returns AbstractMesh

    the currentAbstractMesh

disableFacetData

  • disableFacetData(): AbstractMesh
  • Disables the feature FacetData and frees the related memory

    see

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

    Returns AbstractMesh

    the current mesh

dispose

  • 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

enableEdgesRendering

  • enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh
  • Enables the edge rendering mode on the mesh. This mode makes the mesh edges visible

    see

    https://www.babylonjs-playground.com/#19O9TU#0

    Parameters

    • Optional epsilon: number

      defines the maximal distance between two angles to detect a face

    • Optional checkVerticesInsteadOfIndices: boolean

      indicates that we should check vertex list directly instead of faces

    Returns AbstractMesh

    the currentAbstractMesh

flipFaces

  • 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

  • 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

  • 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

freezeWorldMatrix

  • freezeWorldMatrix(): TransformNode
  • Prevents the World matrix to be computed any longer.

    Returns TransformNode

    the TransformNode.

getAbsolutePivotPoint

  • getAbsolutePivotPoint(): Vector3
  • Returns a new Vector3 set with the mesh pivot point World coordinates.

    Returns Vector3

    a new Vector3 set with the mesh pivot point World coordinates.

getAbsolutePivotPointToRef

  • getAbsolutePivotPointToRef(result: Vector3): TransformNode
  • Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.

    Parameters

    • result: Vector3

      vector3 to store the result

    Returns TransformNode

    this TransformNode.

getAbsolutePosition

  • getAbsolutePosition(): Vector3
  • Retuns the mesh absolute position in the World.

    Returns Vector3

    a Vector3.

getAnimatables

  • getAnimatables(): IAnimatable[]
  • Returns as a new array populated with the mesh material and/or skeleton, if any.

    Returns IAnimatable[]

    an array of IAnimatable

getAnimationByName

  • getAnimationByName(name: string): Nullable<Animation>
  • Get an animation by name

    Parameters

    • name: string

      defines the name of the animation to look for

    Returns Nullable<Animation>

    null if not found else the requested animation

getAnimationRange

  • getAnimationRange(name: string): Nullable<AnimationRange>
  • Get an animation range by name

    Parameters

    • name: string

      defines the name of the animation range to look for

    Returns Nullable<AnimationRange>

    null if not found else the requested animation range

getAnimationRanges

  • getAnimationRanges(): Nullable<AnimationRange>[]
  • Gets the list of all animation ranges defined on this node

    Returns Nullable<AnimationRange>[]

    an array

getBehaviorByName

  • getBehaviorByName(name: string): Nullable<Behavior<Node>>
  • Gets an attached behavior by name

    see

    http://doc.babylonjs.com/features/behaviour

    Parameters

    • name: string

      defines the name of the behavior to look for

    Returns Nullable<Behavior<Node>>

    null if behavior was not found else the requested behavior

getBoundingInfo

  • getBoundingInfo(): BoundingInfo
  • Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined

    Returns BoundingInfo

    a BoundingInfo

getChildMeshes

  • getChildMeshes(directDescendantsOnly?: boolean, predicate?: function): AbstractMesh[]
  • Get all child-meshes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          • node: Node

          Returns boolean

    Returns AbstractMesh[]

    an array of AbstractMesh

getChildTransformNodes

  • getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: function): TransformNode[]
  • Get all child-transformNodes of this node

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          • node: Node

          Returns boolean

    Returns TransformNode[]

    an array of TransformNode

getChildren

  • getChildren(predicate?: function, directDescendantsOnly?: boolean): Node[]
  • Get all direct children of this node

    Parameters

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          • node: Node

          Returns boolean

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

    Returns Node[]

    an array of Node

getClassName

  • getClassName(): string
  • Gets the class name

    Returns string

    the string "Mesh".

getClosestFacetAtCoordinates

  • getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>
  • Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found

    see

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

    Parameters

    • x: number

      defines x coordinate

    • y: number

      defines y coordinate

    • z: number

      defines z coordinate

    • Optional projected: Vector3

      sets as the (x,y,z) world projection on the facet

    • Optional checkFace: boolean

      if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned

    • Optional facing: boolean

      if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position

    Returns Nullable<number>

    the face index if found (or null instead)

getClosestFacetAtLocalCoordinates

  • getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>
  • Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found

    see

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

    Parameters

    • x: number

      defines x coordinate

    • y: number

      defines y coordinate

    • z: number

      defines z coordinate

    • Optional projected: Vector3

      sets as the (x,y,z) local projection on the facet

    • Optional checkFace: boolean

      if true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned

    • Optional facing: boolean

      if facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position

    Returns Nullable<number>

    the face index if found (or null instead)

getDescendants

  • getDescendants(directDescendantsOnly?: boolean, predicate?: function): Node[]
  • Will return all nodes that have this node as ascendant

    Parameters

    • Optional directDescendantsOnly: boolean

      defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered

    • Optional predicate: function

      defines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

        • (node: Node): boolean
        • Parameters

          • node: Node

          Returns boolean

    Returns Node[]

    all children nodes of all types

getDirection

  • getDirection(localAxis: Vector3): Vector3
  • Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh. This Vector3 is expressed in the World space.

    Parameters

    • localAxis: Vector3

      axis to rotate

    Returns Vector3

    a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.

getDirectionToRef

  • getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode
  • Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh. localAxis is expressed in the mesh local space. result is computed in the Wordl space from the mesh World matrix.

    Parameters

    • localAxis: Vector3

      axis to rotate

    • result: Vector3

      the resulting transformnode

    Returns TransformNode

    this TransformNode.

getDistanceToCamera

  • getDistanceToCamera(camera?: Nullable<Camera>): number
  • Returns the distance from the mesh to the active camera

    Parameters

    • Optional camera: Nullable<Camera>

      defines the camera to use

    Returns number

    the distance

getEngine

  • getEngine(): Engine
  • Gets the engine of the node

    Returns Engine

    a Engine

getFacetDataParameters

  • getFacetDataParameters(): any
  • Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()

    see

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

    Returns any

    the parameters

getFacetLocalNormals

  • getFacetLocalNormals(): Vector3[]
  • Returns the facetLocalNormals array. The normals are expressed in the mesh local spac

    see

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

    Returns Vector3[]

    an array of Vector3

getFacetLocalPartitioning

  • getFacetLocalPartitioning(): number[][]
  • Returns the facetLocalPartioning array

    see

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

    Returns number[][]

    an array of array of numbers

getFacetLocalPositions

  • getFacetLocalPositions(): Vector3[]
  • Returns the facetLocalPositions array. The facet positions are expressed in the mesh local space

    see

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

    Returns Vector3[]

    an array of Vector3

getFacetNormal

  • getFacetNormal(i: number): Vector3
  • Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call

    see

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

    Parameters

    • i: number

      defines the facet index

    Returns Vector3

    a new Vector3

getFacetNormalToRef

  • getFacetNormalToRef(i: number, ref: Vector3): this
  • Sets the reference Vector3 with the i-th facet normal in the world system

    see

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

    Parameters

    • i: number

      defines the facet index

    • ref: Vector3

      defines the target vector

    Returns this

    the current mesh

getFacetPosition

  • getFacetPosition(i: number): Vector3
  • Returns the i-th facet position in the world system. This method allocates a new Vector3 per call

    see

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

    Parameters

    • i: number

      defines the facet index

    Returns Vector3

    a new Vector3

getFacetPositionToRef

  • getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh
  • Sets the reference Vector3 with the i-th facet position in the world system

    see

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

    Parameters

    • i: number

      defines the facet index

    • ref: Vector3

      defines the target vector

    Returns AbstractMesh

    the current mesh

getFacetsAtLocalCoordinates

  • getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>
  • Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)

    see

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

    Parameters

    • x: number

      defines x coordinate

    • y: number

      defines y coordinate

    • z: number

      defines z coordinate

    Returns Nullable<number[]>

    the array of facet indexes

getHierarchyBoundingVectors

  • getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<function>): object
  • Return the minimum and maximum world vectors of the entire hierarchy under current node

    Parameters

    • Optional includeDescendants: boolean

      Include bounding info from descendants as well (true by default)

    • Optional predicate: Nullable<function>

      defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors

    Returns object

    the new bounding vectors

    • max: Vector3
    • min: Vector3

getIndices

  • getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>
  • 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

  • getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>
  • Returns the registered LOD mesh distant from the parameter camera position if any, else returns the current mesh.

    see

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

    Parameters

    • camera: Camera

      defines the camera to use to compute distance

    • Optional boundingSphere: BoundingSphere

      defines a custom bounding sphere to use instead of the one from this mesh

    Returns Nullable<AbstractMesh>

    This mesh (for chaining)

getLODLevelAtDistance

  • getLODLevelAtDistance(distance: number): Nullable<Mesh>
  • Returns the LOD level mesh at the passed distance or null if not found.

    see

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

    Parameters

    • distance: number

      The distance from the center of the object to show this level

    Returns Nullable<Mesh>

    a Mesh or null

getLODLevels

  • getLODLevels(): MeshLODLevel[]
  • Gets the list of MeshLODLevel associated with the current mesh

    Returns MeshLODLevel[]

    an array of MeshLODLevel

getPivotMatrix

  • getPivotMatrix(): Matrix
  • Returns the mesh pivot matrix. Default : Identity.

    Returns Matrix

    the matrix

getPivotPoint

  • getPivotPoint(): Vector3
  • Returns a new Vector3 set with the mesh pivot point coordinates in the local space.

    Returns Vector3

    the pivot point

getPivotPointToRef

  • getPivotPointToRef(result: Vector3): TransformNode
  • Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.

    Parameters

    • result: Vector3

      the vector3 to store the result

    Returns TransformNode

    this TransformNode.

getPoseMatrix

  • getPoseMatrix(): Matrix
  • Returns the mesh Pose matrix.

    Returns Matrix

    the pose matrix

getPositionExpressedInLocalSpace

  • getPositionExpressedInLocalSpace(): Vector3
  • Returns the mesh position in the local space from the current World matrix values.

    Returns Vector3

    a new Vector3.

getPositionInCameraSpace

  • getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3
  • Gets the position of the current mesh in camera space

    Parameters

    • Optional camera: Nullable<Camera>

      defines the camera to use

    Returns Vector3

    a position

getScene

  • getScene(): Scene
  • Gets the scene of the node

    Returns Scene

    a scene

getTotalIndices

  • 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

  • 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

  • getVertexBuffer(kind: string): Nullable<VertexBuffer>
  • 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

  • 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

  • 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

getWorldMatrix

  • getWorldMatrix(): Matrix
  • Gets the current world matrix

    Returns Matrix

    a Matrix

increaseVertices

  • 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

intersects

  • intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo
  • Checks if the passed Ray intersects with the mesh

    see

    http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh

    Parameters

    • ray: Ray

      defines the ray to use

    • Optional fastCheck: boolean

      defines if fast mode (but less precise) must be used (false by default)

    • Optional trianglePredicate: TrianglePickingPredicate

      defines an optional predicate used to select faces when a mesh intersection is detected

    Returns PickingInfo

    the picking info

intersectsMesh

  • intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean
  • True if the mesh intersects another mesh or a SolidParticle object

    Parameters

    • mesh: AbstractMesh | SolidParticle

      defines a target mesh or SolidParticle to test

    • Optional precise: boolean

      Unless the parameter precise is set to true the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)

    • Optional includeDescendants: boolean

      Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes

    Returns boolean

    true if there is an intersection

intersectsPoint

  • intersectsPoint(point: Vector3): boolean
  • Returns true if the passed point (Vector3) is inside the mesh bounding box

    Parameters

    • point: Vector3

      defines the point to test

    Returns boolean

    true if there is an intersection

isCompletelyInFrustum

  • isCompletelyInFrustum(frustumPlanes: Plane[]): boolean
  • Returns true if the mesh is completely in the frustum defined be the passed array of planes. A mesh is completely in the frustum if its bounding box it completely inside the frustum.

    Parameters

    • frustumPlanes: Plane[]

      defines the frustum to test

    Returns boolean

    true if the mesh is completely in the frustum planes

isDescendantOf

  • isDescendantOf(ancestor: Node): boolean
  • Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined

    Parameters

    • ancestor: Node

      defines the parent node to inspect

    Returns boolean

    a boolean indicating if this node is a descendant of the given node

isDisposed

  • isDisposed(): boolean
  • Gets a boolean indicating if the node has been disposed

    Returns boolean

    true if the node was disposed

isEnabled

  • isEnabled(checkAncestors?: boolean): boolean
  • Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true

    Parameters

    • Optional checkAncestors: boolean

      indicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors

    Returns boolean

    whether this node (and its parent) is enabled

isInFrustum

  • 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

  • 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

  • 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

  • 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

locallyTranslate

  • locallyTranslate(vector3: Vector3): TransformNode
  • Translates the mesh along the passed Vector3 in its local space.

    Parameters

    • vector3: Vector3

      the distance to translate in localspace

    Returns TransformNode

    the TransformNode.

lookAt

  • lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode
  • Orients a mesh towards a target point. Mesh must be drawn facing user.

    Parameters

    • targetPoint: Vector3

      the position (must be in same space as current mesh) to look at

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    • Optional space: Space

      the choosen space of the target

    Returns TransformNode

    the TransformNode.

makeGeometryUnique

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

    Returns Mesh

    the current mesh

markAsDirty

  • markAsDirty(property: string): TransformNode
  • Flag the transform node as dirty (Forcing it to update everything)

    Parameters

    • property: string

      if set to "rotation" the objects rotationQuaternion will be set to null

    Returns TransformNode

    this transform node

markVerticesDataAsUpdatable

  • 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

movePOV

  • movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh
  • Perform relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward

    Parameters

    • amountRight: number

      defines the distance on the right axis

    • amountUp: number

      defines the distance on the up axis

    • amountForward: number

      defines the distance on the forward axis

    Returns AbstractMesh

    the current mesh

moveWithCollisions

  • moveWithCollisions(displacement: Vector3): AbstractMesh
  • Parameters

    • displacement: Vector3

      defines the requested displacement vector

    Returns AbstractMesh

    the current mesh

normalizeToUnitCube

  • normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean): AbstractMesh
  • Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)

    Parameters

    • Optional includeDescendants: boolean

      Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false

    • Optional ignoreRotation: boolean

      ignore rotation when computing the scale (ie. object will be axis aligned). Default is false

    Returns AbstractMesh

    the current mesh

optimizeIndices

  • 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

  • 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

  • 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

        • (mesh: AbstractMesh): void
        • Parameters

          • mesh: AbstractMesh

          Returns void

    Returns Mesh

    the current mesh

registerAfterWorldMatrixUpdate

  • registerAfterWorldMatrixUpdate(func: function): TransformNode
  • If you'd like to be called back after the mesh position, rotation or scaling has been updated.

    Parameters

    • func: function

      callback function to add

        • (mesh: TransformNode): void
        • Parameters

          • mesh: TransformNode

          Returns void

    Returns TransformNode

    the TransformNode.

registerBeforeRender

  • 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

        • (mesh: AbstractMesh): void
        • Parameters

          • mesh: AbstractMesh

          Returns void

    Returns Mesh

    the current mesh

releaseSubMeshes

  • releaseSubMeshes(): AbstractMesh
  • Disposes all the submeshes of the current meshnp

    Returns AbstractMesh

    the current mesh

removeBehavior

  • removeBehavior(behavior: Behavior<Node>): Node
  • Remove an attached behavior

    see

    http://doc.babylonjs.com/features/behaviour

    Parameters

    • behavior: Behavior<Node>

      defines the behavior to attach

    Returns Node

    the current Node

removeChild

  • removeChild(mesh: AbstractMesh): AbstractMesh
  • Removes the passed mesh from the current mesh children list

    Parameters

    • mesh: AbstractMesh

      defines the child mesh

    Returns AbstractMesh

    the current mesh

removeLODLevel

  • removeLODLevel(mesh: Mesh): Mesh
  • Remove a mesh from the LOD array

    see

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

    Parameters

    • mesh: Mesh

      defines the mesh to be removed

    Returns Mesh

    This mesh (for chaining)

render

  • render(subMesh: SubMesh, enableAlphaMode: boolean): Mesh
  • 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

    Returns Mesh

    the current mesh

rotate

  • rotate(axis: Vector3, amount: number, space?: Space): TransformNode
  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized.

    Parameters

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

    the TransformNode.

rotateAround

  • rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode
  • Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized. . Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm

    Parameters

    • point: Vector3

      the point to rotate around

    • axis: Vector3

      the axis to rotate around

    • amount: number

      the amount to rotate in radians

    Returns TransformNode

    the TransformNode

rotatePOV

  • rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh
  • Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward

    Parameters

    • flipBack: number

      defines the flip

    • twirlClockwise: number

      defines the twirl

    • tiltRight: number

      defines the tilt

    Returns AbstractMesh

    the current mesh

serialize

  • serialize(serializationObject: any): void
  • Serialize current mesh

    Parameters

    • serializationObject: any

      defines the object which will receive the serialization data

    Returns void

serializeAnimationRanges

  • serializeAnimationRanges(): any
  • Serialize animation ranges into a JSON compatible object

    Returns any

    serialization object

setAbsolutePosition

  • setAbsolutePosition(absolutePosition: Vector3): TransformNode
  • Sets the mesh absolute position in the World from a Vector3 or an Array(3).

    Parameters

    • absolutePosition: Vector3

      the absolute position to set

    Returns TransformNode

    the TransformNode.

setBoundingInfo

  • setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh
  • Overwrite the current bounding info

    Parameters

    • boundingInfo: BoundingInfo

      defines the new bounding info

    Returns AbstractMesh

    the current mesh

setDirection

  • setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode
  • Sets this transform node rotation to the given local axis.

    Parameters

    • localAxis: Vector3

      the axis in local space

    • Optional yawCor: number

      optional yaw (y-axis) correction in radians

    • Optional pitchCor: number

      optional pitch (x-axis) correction in radians

    • Optional rollCor: number

      optional roll (z-axis) correction in radians

    Returns TransformNode

    this TransformNode

setEnabled

  • setEnabled(value: boolean): void
  • Set the enabled state of this node

    Parameters

    • value: boolean

      defines the new enabled state

    Returns void

setIndices

  • setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): Mesh
  • 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 Mesh

    the current mesh

setMaterialByID

  • 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

  • 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.

setParent

  • setParent(node: Nullable<Node>): TransformNode
  • Defines the passed node as the parent of the current node. The node will remain exactly where it is and its position / rotation will be updated accordingly

    see

    https://doc.babylonjs.com/how_to/parenting

    Parameters

    • node: Nullable<Node>

      the node ot set as the parent

    Returns TransformNode

    this TransformNode.

setPivotMatrix

  • setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode
  • Sets a new pivot matrix to the current node

    Parameters

    • matrix: DeepImmutable<Matrix>

      defines the new pivot matrix to use

    • Optional postMultiplyPivotMatrix: boolean

      defines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect

    Returns TransformNode

    the current TransformNode

setPivotPoint

  • setPivotPoint(point: Vector3, space?: Space): TransformNode
  • Sets a new pivot point to the current node

    Parameters

    • point: Vector3

      defines the new pivot point to use

    • Optional space: Space

      defines if the point is in world or local space (local by default)

    Returns TransformNode

    the current TransformNode

setPositionWithLocalVector

  • setPositionWithLocalVector(vector3: Vector3): TransformNode
  • Sets the mesh position in its local space.

    Parameters

    • vector3: Vector3

      the position to set in localspace

    Returns TransformNode

    the TransformNode.

setPositionsForCPUSkinning

  • 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

setPreTransformMatrix

  • setPreTransformMatrix(matrix: Matrix): TransformNode
  • Sets a new matrix to apply before all other transformation

    Parameters

    • matrix: Matrix

      defines the transform matrix

    Returns TransformNode

    the current TransformNode

setVerticesBuffer

  • setVerticesBuffer(buffer: VertexBuffer): Mesh
  • Sets the mesh global Vertex Buffer

    Parameters

    • buffer: VertexBuffer

      defines the buffer to use

    Returns Mesh

    the current mesh

setVerticesData

  • setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): Mesh
  • 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 Mesh

    the current mesh

subdivide

  • 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

  • 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

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

    Returns Mesh

    the current mesh

toString

  • 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

translate

  • translate(axis: Vector3, distance: number, space?: Space): TransformNode
  • Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.

    Parameters

    • axis: Vector3

      the axis to translate in

    • distance: number

      the distance to translate

    • Optional space: Space

      Space to rotate in (Default: local)

    Returns TransformNode

    the TransformNode.

unfreezeNormals

  • 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

unfreezeWorldMatrix

  • unfreezeWorldMatrix(): this
  • Allows back the World matrix computation.

    Returns this

    the TransformNode.

unregisterAfterRender

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

    Parameters

    • func: function

      defines the function to remove

        • (mesh: AbstractMesh): void
        • Parameters

          • mesh: AbstractMesh

          Returns void

    Returns Mesh

    the current mesh

unregisterAfterWorldMatrixUpdate

  • unregisterAfterWorldMatrixUpdate(func: function): TransformNode
  • Removes a registered callback function.

    Parameters

    • func: function

      callback function to remove

        • (mesh: TransformNode): void
        • Parameters

          • mesh: TransformNode

          Returns void

    Returns TransformNode

    the TransformNode.

unregisterBeforeRender

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

    Parameters

    • func: function

      defines the function to remove

        • (mesh: AbstractMesh): void
        • Parameters

          • mesh: AbstractMesh

          Returns void

    Returns Mesh

    the current mesh

updateFacetData

  • updateFacetData(): AbstractMesh
  • Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated. This method can be called within the render loop. You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation

    see

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

    Returns AbstractMesh

    the current mesh

updateIndices

  • updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): Mesh
  • 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 Mesh

    the current mesh

updateMeshPositions

  • updateMeshPositions(positionFunction: function, computeNormals?: boolean): Mesh
  • This method updates the vertex positions of an updatable mesh according to the positionFunction returned values.

    see

    http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions

    Parameters

    • positionFunction: function

      is a simple JS function what is passed the mesh positions array. It doesn't need to return anything

        • (data: FloatArray): void
        • Parameters

          • data: FloatArray

          Returns void

    • Optional computeNormals: boolean

      is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update

    Returns Mesh

    the current mesh

updatePoseMatrix

  • updatePoseMatrix(matrix: Matrix): TransformNode
  • Copies the parameter passed Matrix into the mesh Pose matrix.

    Parameters

    • matrix: Matrix

      the matrix to copy the pose from

    Returns TransformNode

    this TransformNode.

updateVerticesData

  • updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh
  • 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 Mesh

    the current mesh

validateSkinning

  • 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 AddNodeConstructor

  • AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void
  • Add a new node constructor

    Parameters

    • type: string

      defines the type name of the node to construct

    • constructorFunc: NodeConstructor

      defines the constructor function

    Returns void

Static Center

  • Center(meshesOrMinMaxVector: object | AbstractMesh[]): Vector3
  • 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 Construct

  • Construct(type: string, name: string, scene: Scene, options?: any): Nullable<function>
  • Returns a node constructor based on type name

    Parameters

    • type: string

      defines the type name

    • name: string

      defines the new node name

    • scene: Scene

      defines the hosting scene

    • Optional options: any

      defines optional options to transmit to constructors

    Returns Nullable<function>

    the new constructor or null

Static CreateBox

  • 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

    • name: string

      defines the name of the mesh to create

    • size: number

      sets the size (float) of each box side (default 1)

    • 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 CreateCylinder

  • 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

  • CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh
  • 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

  • CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh
  • 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

  • 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

  • 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

  • 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)

        • (mesh: GroundMesh): void
        • Parameters

          • mesh: GroundMesh

          Returns void

    • 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

  • 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

  • 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

  • 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

  • CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh
  • Creates a 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

    • Optional scene: Nullable<Scene>

      defines the hosting scene

    • Optional updatable: boolean

      defines if the mesh must be flagged as updatable

    • Optional instance: Nullable<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 CreatePlane

  • 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

    • name: string

      defines the name of the mesh to create

    • size: number

      sets the size (float) of both sides of the plane at once (default 1)

    • 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 CreatePolygon

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • 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

  • MinMax(meshes: AbstractMesh[]): object
  • 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

    • meshes: AbstractMesh[]

      defines the list of meshes to scan

    Returns object

    an object {min: Vector3, max: Vector3}

    • max: Vector3
    • min: Vector3

Static Parse

  • Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh
  • Returns a new Mesh object parsed from the source provided.

    Parameters

    • parsedMesh: any

      is the source

    • scene: Scene

      defines the hosting scene

    • rootUrl: string

      is the root URL to prefix the delayLoadingFile property with

    Returns Mesh

    a new Mesh

Static ParseAnimationRanges

  • ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void
  • Parse animation range data from a serialization object and store them into a given node

    Parameters

    • node: Node

      defines where to store the animation ranges

    • parsedNode: any

      defines the serialization object to read data from

    • scene: Scene

      defines the hosting scene

    Returns void

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