@babylonjs/core 5.0.0-alpha.48 → 5.0.0-alpha.51

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1305) hide show
  1. package/Actions/action.js +5 -5
  2. package/Actions/action.js.map +1 -1
  3. package/Actions/actionManager.js +11 -11
  4. package/Actions/actionManager.js.map +1 -1
  5. package/Actions/condition.js +5 -5
  6. package/Actions/condition.js.map +1 -1
  7. package/Actions/directActions.js +13 -13
  8. package/Actions/directActions.js.map +1 -1
  9. package/Actions/directAudioActions.js +4 -4
  10. package/Actions/directAudioActions.js.map +1 -1
  11. package/Actions/index.js +8 -8
  12. package/Actions/interpolateValueAction.js +8 -8
  13. package/Actions/interpolateValueAction.js.map +1 -1
  14. package/Animations/animatable.js +12 -7
  15. package/Animations/animatable.js.map +1 -1
  16. package/Animations/animation.js +11 -11
  17. package/Animations/animation.js.map +1 -1
  18. package/Animations/animationGroup.js +4 -14
  19. package/Animations/animationGroup.js.map +1 -1
  20. package/Animations/animationPropertiesOverride.js +1 -1
  21. package/Animations/easing.js +1 -1
  22. package/Animations/index.js +12 -12
  23. package/Animations/pathCursor.js +1 -1
  24. package/Animations/runtimeAnimation.js +12 -7
  25. package/Animations/runtimeAnimation.js.map +1 -1
  26. package/Audio/analyser.js +2 -2
  27. package/Audio/audioEngine.js +5 -5
  28. package/Audio/audioEngine.js.map +1 -1
  29. package/Audio/audioSceneComponent.js +9 -9
  30. package/Audio/index.js +8 -8
  31. package/Audio/sound.js +7 -7
  32. package/Audio/sound.js.map +1 -1
  33. package/Audio/soundTrack.js +1 -1
  34. package/Audio/weightedsound.js +1 -1
  35. package/Behaviors/Cameras/autoRotationBehavior.js +2 -2
  36. package/Behaviors/Cameras/bouncingBehavior.js +2 -2
  37. package/Behaviors/Cameras/framingBehavior.js +5 -5
  38. package/Behaviors/Cameras/index.js +3 -3
  39. package/Behaviors/Meshes/attachToBoxBehavior.js +1 -1
  40. package/Behaviors/Meshes/baseSixDofDragBehavior.d.ts +9 -1
  41. package/Behaviors/Meshes/baseSixDofDragBehavior.js +119 -62
  42. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  43. package/Behaviors/Meshes/followBehavior.js +3 -3
  44. package/Behaviors/Meshes/handConstraintBehavior.js +2 -2
  45. package/Behaviors/Meshes/index.js +9 -9
  46. package/Behaviors/Meshes/multiPointerScaleBehavior.js +2 -2
  47. package/Behaviors/Meshes/pointerDragBehavior.js +10 -9
  48. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  49. package/Behaviors/Meshes/sixDofDragBehavior.d.ts +4 -0
  50. package/Behaviors/Meshes/sixDofDragBehavior.js +24 -13
  51. package/Behaviors/Meshes/sixDofDragBehavior.js.map +1 -1
  52. package/Behaviors/Meshes/surfaceMagnetismBehavior.js +2 -2
  53. package/Behaviors/index.js +3 -3
  54. package/Bones/bone.js +4 -4
  55. package/Bones/boneIKController.js +2 -2
  56. package/Bones/boneLookController.js +3 -3
  57. package/Bones/index.js +4 -4
  58. package/Bones/skeleton.js +9 -9
  59. package/Buffers/buffer.js +2 -5
  60. package/Buffers/buffer.js.map +1 -1
  61. package/Buffers/index.js +3 -3
  62. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +5 -5
  63. package/Cameras/Inputs/BaseCameraPointersInput.js +3 -3
  64. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +3 -3
  65. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +4 -4
  66. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +9 -9
  67. package/Cameras/Inputs/arcRotateCameraPointersInput.js +3 -3
  68. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +3 -3
  69. package/Cameras/Inputs/flyCameraKeyboardInput.js +5 -5
  70. package/Cameras/Inputs/flyCameraMouseInput.js +6 -6
  71. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +4 -4
  72. package/Cameras/Inputs/followCameraMouseWheelInput.js +4 -4
  73. package/Cameras/Inputs/followCameraPointersInput.js +3 -3
  74. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +5 -5
  75. package/Cameras/Inputs/freeCameraGamepadInput.js +4 -4
  76. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +5 -5
  77. package/Cameras/Inputs/freeCameraMouseInput.js +5 -5
  78. package/Cameras/Inputs/freeCameraMouseWheelInput.js +5 -5
  79. package/Cameras/Inputs/freeCameraTouchInput.js +5 -5
  80. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +4 -4
  81. package/Cameras/Inputs/index.js +19 -19
  82. package/Cameras/RigModes/index.js +4 -4
  83. package/Cameras/RigModes/stereoscopicAnaglyphRigMode.js +2 -2
  84. package/Cameras/RigModes/stereoscopicRigMode.js +4 -4
  85. package/Cameras/RigModes/vrRigMode.js +6 -6
  86. package/Cameras/RigModes/webVRRigMode.js +2 -2
  87. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +5 -5
  88. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +5 -5
  89. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +5 -5
  90. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +5 -5
  91. package/Cameras/Stereoscopic/index.js +9 -9
  92. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +5 -5
  93. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +5 -5
  94. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +5 -5
  95. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +3 -3
  96. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +29 -16
  97. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  98. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +5 -5
  99. package/Cameras/VR/index.js +6 -6
  100. package/Cameras/VR/vrCameraMetrics.js +1 -1
  101. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +7 -7
  102. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +6 -6
  103. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +6 -6
  104. package/Cameras/VR/vrExperienceHelper.d.ts +0 -3
  105. package/Cameras/VR/vrExperienceHelper.js +52 -39
  106. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  107. package/Cameras/VR/webVRCamera.js +13 -13
  108. package/Cameras/arcRotateCamera.d.ts +10 -0
  109. package/Cameras/arcRotateCamera.js +40 -13
  110. package/Cameras/arcRotateCamera.js.map +1 -1
  111. package/Cameras/arcRotateCameraInputsManager.js +4 -4
  112. package/Cameras/camera.js +15 -15
  113. package/Cameras/camera.js.map +1 -1
  114. package/Cameras/cameraInputsManager.js +3 -3
  115. package/Cameras/deviceOrientationCamera.js +5 -5
  116. package/Cameras/flyCamera.js +6 -6
  117. package/Cameras/flyCameraInputsManager.js +3 -3
  118. package/Cameras/followCamera.js +6 -6
  119. package/Cameras/followCameraInputsManager.js +4 -4
  120. package/Cameras/freeCamera.js +6 -6
  121. package/Cameras/freeCameraInputsManager.js +5 -5
  122. package/Cameras/gamepadCamera.js +3 -3
  123. package/Cameras/index.js +20 -20
  124. package/Cameras/targetCamera.js +5 -5
  125. package/Cameras/touchCamera.js +3 -3
  126. package/Cameras/universalCamera.js +5 -5
  127. package/Cameras/virtualJoysticksCamera.js +4 -4
  128. package/Collisions/collider.js +2 -2
  129. package/Collisions/collisionCoordinator.js +4 -4
  130. package/Collisions/index.js +5 -5
  131. package/Collisions/meshCollisionData.js +1 -1
  132. package/Collisions/pickingInfo.d.ts +12 -2
  133. package/Collisions/pickingInfo.js +13 -4
  134. package/Collisions/pickingInfo.js.map +1 -1
  135. package/Compute/computeEffect.js +8 -8
  136. package/Compute/computeEffect.js.map +1 -1
  137. package/Compute/computeShader.js +8 -8
  138. package/Compute/computeShader.js.map +1 -1
  139. package/Compute/index.js +2 -2
  140. package/Culling/Octrees/index.js +3 -3
  141. package/Culling/Octrees/octree.js +2 -2
  142. package/Culling/Octrees/octreeBlock.js +2 -2
  143. package/Culling/Octrees/octreeSceneComponent.js +6 -6
  144. package/Culling/boundingBox.js +3 -3
  145. package/Culling/boundingInfo.js +4 -4
  146. package/Culling/boundingSphere.js +2 -2
  147. package/Culling/index.js +5 -5
  148. package/Culling/ray.js +6 -6
  149. package/Debug/axesViewer.js +4 -4
  150. package/Debug/boneAxesViewer.js +3 -3
  151. package/Debug/debugLayer.js +4 -4
  152. package/Debug/directionalLightFrustumViewer.js +19 -19
  153. package/Debug/directionalLightFrustumViewer.js.map +1 -1
  154. package/Debug/index.js +8 -8
  155. package/Debug/physicsViewer.js +15 -15
  156. package/Debug/physicsViewer.js.map +1 -1
  157. package/Debug/rayHelper.js +5 -5
  158. package/Debug/rayHelper.js.map +1 -1
  159. package/Debug/skeletonViewer.js +17 -17
  160. package/Debug/skeletonViewer.js.map +1 -1
  161. package/DeviceInput/Helpers/eventFactory.js +2 -2
  162. package/DeviceInput/Implementations/nativeDeviceInputWrapper.js +3 -3
  163. package/DeviceInput/Implementations/webDeviceInputSystem.js +5 -5
  164. package/DeviceInput/Implementations/webDeviceInputSystem.js.map +1 -1
  165. package/DeviceInput/InputDevices/deviceSourceManager.js +3 -3
  166. package/DeviceInput/deviceInputSystem.js +2 -2
  167. package/DeviceInput/index.js +8 -8
  168. package/Engines/Extensions/engine.alpha.js +1 -1
  169. package/Engines/Extensions/engine.computeShader.js +1 -1
  170. package/Engines/Extensions/engine.cubeTexture.js +7 -7
  171. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  172. package/Engines/Extensions/engine.debugging.js +1 -1
  173. package/Engines/Extensions/engine.dynamicBuffer.js +1 -1
  174. package/Engines/Extensions/engine.dynamicTexture.js +2 -2
  175. package/Engines/Extensions/engine.externalTexture.js +1 -1
  176. package/Engines/Extensions/engine.multiRender.js +3 -3
  177. package/Engines/Extensions/engine.multiview.js +8 -8
  178. package/Engines/Extensions/engine.query.js +4 -4
  179. package/Engines/Extensions/engine.rawTexture.js +4 -4
  180. package/Engines/Extensions/engine.readTexture.js +1 -1
  181. package/Engines/Extensions/engine.renderTarget.js +5 -5
  182. package/Engines/Extensions/engine.renderTargetCube.js +3 -3
  183. package/Engines/Extensions/engine.storageBuffer.js +1 -1
  184. package/Engines/Extensions/engine.textureSampler.js +1 -1
  185. package/Engines/Extensions/engine.textureSelector.js +1 -1
  186. package/Engines/Extensions/engine.transformFeedback.js +1 -1
  187. package/Engines/Extensions/engine.uniformBuffer.js +2 -2
  188. package/Engines/Extensions/engine.videoTexture.js +1 -1
  189. package/Engines/Extensions/engine.views.js +1 -1
  190. package/Engines/Extensions/engine.webVR.js +7 -7
  191. package/Engines/Extensions/engine.webVR.js.map +1 -1
  192. package/Engines/Extensions/index.js +23 -23
  193. package/Engines/Processors/Expressions/Operators/index.js +4 -4
  194. package/Engines/Processors/Expressions/Operators/shaderDefineAndOperator.js +1 -1
  195. package/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator.js +1 -1
  196. package/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator.js +1 -1
  197. package/Engines/Processors/Expressions/Operators/shaderDefineOrOperator.js +1 -1
  198. package/Engines/Processors/Expressions/index.js +2 -2
  199. package/Engines/Processors/index.js +9 -9
  200. package/Engines/Processors/shaderCodeConditionNode.js +1 -1
  201. package/Engines/Processors/shaderCodeInliner.js +13 -13
  202. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  203. package/Engines/Processors/shaderCodeNode.js +4 -4
  204. package/Engines/Processors/shaderCodeNode.js.map +1 -1
  205. package/Engines/Processors/shaderCodeTestNode.js +1 -1
  206. package/Engines/Processors/shaderProcessor.js +12 -12
  207. package/Engines/Processors/shaderProcessor.js.map +1 -1
  208. package/Engines/WebGL/webGL2ShaderProcessors.js +1 -1
  209. package/Engines/WebGL/webGLRenderTargetWrapper.js +1 -1
  210. package/Engines/WebGL/webGLShaderProcessors.js +1 -1
  211. package/Engines/WebGPU/Extensions/engine.alpha.js +2 -2
  212. package/Engines/WebGPU/Extensions/engine.computeShader.js +4 -4
  213. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +2 -2
  214. package/Engines/WebGPU/Extensions/engine.debugging.js +1 -1
  215. package/Engines/WebGPU/Extensions/engine.dynamicBuffer.js +1 -1
  216. package/Engines/WebGPU/Extensions/engine.dynamicTexture.js +1 -1
  217. package/Engines/WebGPU/Extensions/engine.externalTexture.js +3 -3
  218. package/Engines/WebGPU/Extensions/engine.multiRender.js +3 -3
  219. package/Engines/WebGPU/Extensions/engine.query.js +1 -1
  220. package/Engines/WebGPU/Extensions/engine.rawTexture.js +3 -3
  221. package/Engines/WebGPU/Extensions/engine.readTexture.js +1 -1
  222. package/Engines/WebGPU/Extensions/engine.renderTarget.js +4 -4
  223. package/Engines/WebGPU/Extensions/engine.renderTargetCube.js +2 -2
  224. package/Engines/WebGPU/Extensions/engine.storageBuffer.js +3 -3
  225. package/Engines/WebGPU/Extensions/engine.textureSampler.js +2 -2
  226. package/Engines/WebGPU/Extensions/engine.uniformBuffer.js +2 -2
  227. package/Engines/WebGPU/Extensions/engine.videoTexture.js +1 -1
  228. package/Engines/WebGPU/Extensions/index.js +17 -17
  229. package/Engines/WebGPU/webgpuBufferManager.js +5 -5
  230. package/Engines/WebGPU/webgpuBufferManager.js.map +1 -1
  231. package/Engines/WebGPU/webgpuCacheBindGroups.js +1 -1
  232. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +3 -3
  233. package/Engines/WebGPU/webgpuCacheRenderPipelineString.js +1 -1
  234. package/Engines/WebGPU/webgpuCacheRenderPipelineTree.js +1 -1
  235. package/Engines/WebGPU/webgpuCacheSampler.js +2 -2
  236. package/Engines/WebGPU/webgpuClearQuad.js +4 -4
  237. package/Engines/WebGPU/webgpuComputeContext.js +3 -3
  238. package/Engines/WebGPU/webgpuDepthCullingState.js +1 -1
  239. package/Engines/WebGPU/webgpuExternalTexture.js +1 -1
  240. package/Engines/WebGPU/webgpuHardwareTexture.js +3 -3
  241. package/Engines/WebGPU/webgpuMaterialContext.js +2 -2
  242. package/Engines/WebGPU/webgpuOcclusionQuery.js +2 -2
  243. package/Engines/WebGPU/webgpuPipelineContext.js +2 -2
  244. package/Engines/WebGPU/webgpuQuerySet.js +1 -1
  245. package/Engines/WebGPU/webgpuShaderProcessor.js +2 -2
  246. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +5 -5
  247. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +17 -17
  248. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  249. package/Engines/WebGPU/webgpuStencilStateComposer.js +1 -1
  250. package/Engines/WebGPU/webgpuTextureHelper.js +5 -5
  251. package/Engines/WebGPU/webgpuTimestampQuery.js +3 -3
  252. package/Engines/WebGPU/webgpuTintWASM.js +3 -3
  253. package/Engines/WebGPU/webgpuTintWASM.js.map +1 -1
  254. package/Engines/engine.js +21 -20
  255. package/Engines/engine.js.map +1 -1
  256. package/Engines/engineFactory.js +3 -3
  257. package/Engines/index.js +30 -30
  258. package/Engines/nativeEngine.d.ts +4 -12
  259. package/Engines/nativeEngine.js +32 -42
  260. package/Engines/nativeEngine.js.map +1 -1
  261. package/Engines/nullEngine.d.ts +25 -0
  262. package/Engines/nullEngine.js +62 -8
  263. package/Engines/nullEngine.js.map +1 -1
  264. package/Engines/renderTargetWrapper.js +2 -2
  265. package/Engines/shaderStore.js +1 -1
  266. package/Engines/thinEngine.js +40 -37
  267. package/Engines/thinEngine.js.map +1 -1
  268. package/Engines/webgpuEngine.js +37 -37
  269. package/Engines/webgpuEngine.js.map +1 -1
  270. package/Events/index.js +4 -4
  271. package/Events/pointerEvents.js +1 -1
  272. package/Gamepads/Controllers/daydreamController.js +4 -4
  273. package/Gamepads/Controllers/gearVRController.js +5 -5
  274. package/Gamepads/Controllers/genericController.js +3 -3
  275. package/Gamepads/Controllers/index.js +8 -8
  276. package/Gamepads/Controllers/oculusTouchController.js +5 -5
  277. package/Gamepads/Controllers/poseEnabledController.js +5 -5
  278. package/Gamepads/Controllers/viveController.js +3 -3
  279. package/Gamepads/Controllers/webVRController.js +2 -2
  280. package/Gamepads/Controllers/windowsMotionController.js +9 -9
  281. package/Gamepads/dualShockGamepad.js +2 -2
  282. package/Gamepads/gamepad.js +1 -1
  283. package/Gamepads/gamepadManager.js +9 -9
  284. package/Gamepads/gamepadManager.js.map +1 -1
  285. package/Gamepads/gamepadSceneComponent.js +7 -7
  286. package/Gamepads/index.js +6 -6
  287. package/Gamepads/xboxGamepad.js +2 -2
  288. package/Gizmos/axisDragGizmo.js +36 -22
  289. package/Gizmos/axisDragGizmo.js.map +1 -1
  290. package/Gizmos/axisScaleGizmo.js +12 -12
  291. package/Gizmos/axisScaleGizmo.js.map +1 -1
  292. package/Gizmos/boundingBoxGizmo.js +31 -32
  293. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  294. package/Gizmos/cameraGizmo.js +19 -19
  295. package/Gizmos/cameraGizmo.js.map +1 -1
  296. package/Gizmos/gizmo.js +5 -5
  297. package/Gizmos/gizmoManager.js +11 -11
  298. package/Gizmos/index.js +12 -12
  299. package/Gizmos/lightGizmo.js +45 -23
  300. package/Gizmos/lightGizmo.js.map +1 -1
  301. package/Gizmos/planeDragGizmo.js +10 -10
  302. package/Gizmos/planeDragGizmo.js.map +1 -1
  303. package/Gizmos/planeRotationGizmo.js +24 -14
  304. package/Gizmos/planeRotationGizmo.js.map +1 -1
  305. package/Gizmos/positionGizmo.js +8 -8
  306. package/Gizmos/rotationGizmo.js +7 -7
  307. package/Gizmos/scaleGizmo.js +11 -11
  308. package/Gizmos/scaleGizmo.js.map +1 -1
  309. package/Helpers/environmentHelper.js +17 -15
  310. package/Helpers/environmentHelper.js.map +1 -1
  311. package/Helpers/index.js +4 -4
  312. package/Helpers/photoDome.js +2 -2
  313. package/Helpers/sceneHelpers.js +18 -18
  314. package/Helpers/sceneHelpers.js.map +1 -1
  315. package/Helpers/textureDome.js +11 -11
  316. package/Helpers/textureDome.js.map +1 -1
  317. package/Helpers/videoDome.js +3 -3
  318. package/Inputs/scene.inputManager.js +8 -8
  319. package/Inputs/scene.inputManager.js.map +1 -1
  320. package/Instrumentation/engineInstrumentation.js +1 -1
  321. package/Instrumentation/index.js +3 -3
  322. package/Instrumentation/sceneInstrumentation.js +2 -2
  323. package/Layers/effectLayer.js +17 -17
  324. package/Layers/effectLayer.js.map +1 -1
  325. package/Layers/effectLayerSceneComponent.js +4 -4
  326. package/Layers/glowLayer.js +19 -16
  327. package/Layers/glowLayer.js.map +1 -1
  328. package/Layers/highlightLayer.js +20 -20
  329. package/Layers/highlightLayer.js.map +1 -1
  330. package/Layers/index.js +6 -6
  331. package/Layers/layer.js +12 -12
  332. package/Layers/layerSceneComponent.js +1 -1
  333. package/Legacy/legacy.js +3 -3
  334. package/LensFlares/index.js +3 -3
  335. package/LensFlares/lensFlare.js +2 -2
  336. package/LensFlares/lensFlareSystem.js +14 -14
  337. package/LensFlares/lensFlareSystem.js.map +1 -1
  338. package/LensFlares/lensFlareSystemSceneComponent.js +4 -4
  339. package/Lights/Shadows/cascadedShadowGenerator.js +12 -12
  340. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  341. package/Lights/Shadows/index.js +3 -3
  342. package/Lights/Shadows/shadowGenerator.js +19 -19
  343. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  344. package/Lights/Shadows/shadowGeneratorSceneComponent.js +4 -4
  345. package/Lights/directionalLight.js +5 -5
  346. package/Lights/hemisphericLight.js +5 -5
  347. package/Lights/index.js +7 -7
  348. package/Lights/light.js +8 -8
  349. package/Lights/light.js.map +1 -1
  350. package/Lights/pointLight.js +5 -5
  351. package/Lights/shadowLight.js +4 -4
  352. package/Lights/spotLight.js +6 -6
  353. package/Loading/Plugins/babylonFileLoader.js +30 -30
  354. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  355. package/Loading/Plugins/index.js +1 -1
  356. package/Loading/index.js +4 -4
  357. package/Loading/loadingScreen.js +1 -1
  358. package/Loading/sceneLoader.js +11 -11
  359. package/Loading/sceneLoader.js.map +1 -1
  360. package/Materials/Background/backgroundMaterial.js +17 -17
  361. package/Materials/Background/backgroundMaterial.js.map +1 -1
  362. package/Materials/Background/index.js +1 -1
  363. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +6 -6
  364. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  365. package/Materials/Node/Blocks/Dual/fogBlock.js +9 -9
  366. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  367. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +10 -10
  368. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  369. package/Materials/Node/Blocks/Dual/index.js +7 -7
  370. package/Materials/Node/Blocks/Dual/lightBlock.js +17 -17
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@@ -1,613 +1,56 @@
1
- import { RibbonBuilder } from "./Builders/ribbonBuilder";
2
- import { DiscBuilder } from "./Builders/discBuilder";
3
- import { BoxBuilder } from "./Builders/boxBuilder";
4
- import { TiledBoxBuilder } from "./Builders/tiledBoxBuilder";
5
- import { SphereBuilder } from "./Builders/sphereBuilder";
6
- import { CylinderBuilder } from "./Builders/cylinderBuilder";
7
- import { TorusBuilder } from "./Builders/torusBuilder";
8
- import { TorusKnotBuilder } from "./Builders/torusKnotBuilder";
9
- import { LinesBuilder } from "./Builders/linesBuilder";
10
- import { PolygonBuilder } from "./Builders/polygonBuilder";
11
- import { ShapeBuilder } from "./Builders/shapeBuilder";
12
- import { LatheBuilder } from "./Builders/latheBuilder";
13
- import { PlaneBuilder } from "./Builders/planeBuilder";
14
- import { TiledPlaneBuilder } from "./Builders/tiledPlaneBuilder";
15
- import { GroundBuilder } from "./Builders/groundBuilder";
16
- import { TubeBuilder } from "./Builders/tubeBuilder";
17
- import { PolyhedronBuilder } from "./Builders/polyhedronBuilder";
18
- import { IcoSphereBuilder } from "./Builders/icoSphereBuilder";
19
- import { GeodesicBuilder } from "./Builders/geodesicBuilder";
20
- import { GoldbergBuilder } from "./Builders/goldbergBuilder";
21
- import { DecalBuilder } from "./Builders/decalBuilder";
22
- import { CapsuleBuilder } from "./Builders/capsuleBuilder";
23
- import { Vector3 } from "../Maths/math.vector";
1
+ import { CreateRibbon } from "./Builders/ribbonBuilder.js";
2
+ import { CreateDisc } from "./Builders/discBuilder.js";
3
+ import { CreateBox } from "./Builders/boxBuilder.js";
4
+ import { CreateTiledBox } from "./Builders/tiledBoxBuilder.js";
5
+ import { CreateSphere } from "./Builders/sphereBuilder.js";
6
+ import { CreateCylinder } from "./Builders/cylinderBuilder.js";
7
+ import { CreateTorus } from "./Builders/torusBuilder.js";
8
+ import { CreateTorusKnot } from "./Builders/torusKnotBuilder.js";
9
+ import { CreateDashedLines, CreateLineSystem, CreateLines } from "./Builders/linesBuilder.js";
10
+ import { CreatePolygon, ExtrudePolygon } from "./Builders/polygonBuilder.js";
11
+ import { ExtrudeShape, ExtrudeShapeCustom } from "./Builders/shapeBuilder.js";
12
+ import { CreateLathe } from "./Builders/latheBuilder.js";
13
+ import { CreatePlane } from "./Builders/planeBuilder.js";
14
+ import { CreateTiledPlane } from "./Builders/tiledPlaneBuilder.js";
15
+ import { CreateGround, CreateGroundFromHeightMap, CreateTiledGround } from "./Builders/groundBuilder.js";
16
+ import { CreateTube } from "./Builders/tubeBuilder.js";
17
+ import { CreatePolyhedron } from "./Builders/polyhedronBuilder.js";
18
+ import { CreateIcoSphere } from "./Builders/icoSphereBuilder.js";
19
+ import { CreateDecal } from "./Builders/decalBuilder.js";
20
+ import { CreateCapsule } from "./Builders/capsuleBuilder.js";
21
+ import { CreateGeodesic } from "./Builders/geodesicBuilder.js";
22
+ import { CreateGoldberg } from "./Builders/goldbergBuilder.js";
24
23
  /**
25
24
  * Class containing static functions to help procedurally build meshes
26
25
  */
27
- var MeshBuilder = /** @class */ (function () {
28
- function MeshBuilder() {
29
- }
30
- /**
31
- * Creates a box mesh
32
- * * The parameter `size` sets the size (float) of each box side (default 1)
33
- * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
34
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements)
35
- * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
36
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
37
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
38
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
39
- * @see https://doc.babylonjs.com/how_to/set_shapes#box
40
- * @param name defines the name of the mesh
41
- * @param options defines the options used to create the mesh
42
- * @param scene defines the hosting scene
43
- * @returns the box mesh
44
- */
45
- MeshBuilder.CreateBox = function (name, options, scene) {
46
- if (scene === void 0) { scene = null; }
47
- return BoxBuilder.CreateBox(name, options, scene);
48
- };
49
- /**
50
- * Creates a tiled box mesh
51
- * * faceTiles sets the pattern, tile size and number of tiles for a face
52
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
53
- * @param name defines the name of the mesh
54
- * @param options defines the options used to create the mesh
55
- * @param scene defines the hosting scene
56
- * @returns the tiled box mesh
57
- */
58
- MeshBuilder.CreateTiledBox = function (name, options, scene) {
59
- if (scene === void 0) { scene = null; }
60
- return TiledBoxBuilder.CreateTiledBox(name, options, scene);
61
- };
62
- /**
63
- * Creates a sphere mesh
64
- * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
65
- * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
66
- * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
67
- * * You can create an unclosed sphere with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference (latitude) : 2 x PI x ratio
68
- * * You can create an unclosed sphere on its height with the parameter `slice` (positive float, default1), valued between 0 and 1, what is the height ratio (longitude)
69
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
70
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
71
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
72
- * @param name defines the name of the mesh
73
- * @param options defines the options used to create the mesh
74
- * @param scene defines the hosting scene
75
- * @returns the sphere mesh
76
- * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
77
- */
78
- MeshBuilder.CreateSphere = function (name, options, scene) {
79
- if (scene === void 0) { scene = null; }
80
- return SphereBuilder.CreateSphere(name, options, scene);
81
- };
82
- /**
83
- * Creates a plane polygonal mesh. By default, this is a disc
84
- * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
85
- * * The parameter `tessellation` 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
86
- * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio
87
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
88
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
89
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
90
- * @param name defines the name of the mesh
91
- * @param options defines the options used to create the mesh
92
- * @param scene defines the hosting scene
93
- * @returns the plane polygonal mesh
94
- * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
95
- */
96
- MeshBuilder.CreateDisc = function (name, options, scene) {
97
- if (scene === void 0) { scene = null; }
98
- return DiscBuilder.CreateDisc(name, options, scene);
99
- };
100
- /**
101
- * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
102
- * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
103
- * * 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 of `radius`)
104
- * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
105
- * * 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
106
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
107
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
108
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
109
- * @param name defines the name of the mesh
110
- * @param options defines the options used to create the mesh
111
- * @param scene defines the hosting scene
112
- * @returns the icosahedron mesh
113
- * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
114
- */
115
- MeshBuilder.CreateIcoSphere = function (name, options, scene) {
116
- if (scene === void 0) { scene = null; }
117
- return IcoSphereBuilder.CreateIcoSphere(name, options, scene);
118
- };
119
- /**
120
- * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
121
- * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
122
- * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
123
- * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
124
- * * The parameter `offset` (positive integer, default : rounded half size of the pathArray length), is taken in account only if the `pathArray` is containing a single path
125
- * * It's the offset to join the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11
126
- * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
127
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
128
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
129
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
130
- * * The parameter `uvs` is an optional flat array of `Vector2` to update/set each ribbon vertex with its own custom UV values instead of the computed ones
131
- * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
132
- * * Note that if you use the parameters `uvs` or `colors`, the passed arrays must be populated with the right number of elements, it is to say the number of ribbon vertices. Remember that if you set `closePath` to `true`, there's one extra vertex per path in the geometry
133
- * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
134
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
135
- * @param name defines the name of the mesh
136
- * @param options defines the options used to create the mesh
137
- * @param scene defines the hosting scene
138
- * @returns the ribbon mesh
139
- * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
140
- * @see https://doc.babylonjs.com/how_to/parametric_shapes
141
- */
142
- MeshBuilder.CreateRibbon = function (name, options, scene) {
143
- if (scene === void 0) { scene = null; }
144
- return RibbonBuilder.CreateRibbon(name, options, scene);
145
- };
146
- /**
147
- * Creates a cylinder or a cone mesh
148
- * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
149
- * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
150
- * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.
151
- * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
152
- * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
153
- * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
154
- * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
155
- * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default).
156
- * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
157
- * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements).
158
- * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3
159
- * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
160
- * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17
161
- * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface.
162
- * * If `enclose` is false, a ring surface is one element.
163
- * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
164
- * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
165
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
166
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
167
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
168
- * @param name defines the name of the mesh
169
- * @param options defines the options used to create the mesh
170
- * @param scene defines the hosting scene
171
- * @returns the cylinder mesh
172
- * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
173
- */
174
- MeshBuilder.CreateCylinder = function (name, options, scene) {
175
- if (scene === void 0) { scene = null; }
176
- return CylinderBuilder.CreateCylinder(name, options, scene);
177
- };
178
- /**
179
- * Creates a torus mesh
180
- * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
181
- * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
182
- * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)
183
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
184
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
185
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
186
- * @param name defines the name of the mesh
187
- * @param options defines the options used to create the mesh
188
- * @param scene defines the hosting scene
189
- * @returns the torus mesh
190
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus
191
- */
192
- MeshBuilder.CreateTorus = function (name, options, scene) {
193
- if (scene === void 0) { scene = null; }
194
- return TorusBuilder.CreateTorus(name, options, scene);
195
- };
196
- /**
197
- * Creates a torus knot mesh
198
- * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
199
- * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
200
- * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
201
- * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
202
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
203
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
204
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
205
- * @param name defines the name of the mesh
206
- * @param options defines the options used to create the mesh
207
- * @param scene defines the hosting scene
208
- * @returns the torus knot mesh
209
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
210
- */
211
- MeshBuilder.CreateTorusKnot = function (name, options, scene) {
212
- if (scene === void 0) { scene = null; }
213
- return TorusKnotBuilder.CreateTorusKnot(name, options, scene);
214
- };
215
- /**
216
- * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
217
- * * A line system mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of lines as an input parameter
218
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
219
- * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
220
- * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
221
- * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
222
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
223
- * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
224
- * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
225
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
226
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
227
- * @param name defines the name of the new line system
228
- * @param options defines the options used to create the line system
229
- * @param scene defines the hosting scene
230
- * @returns a new line system mesh
231
- */
232
- MeshBuilder.CreateLineSystem = function (name, options, scene) {
233
- return LinesBuilder.CreateLineSystem(name, options, scene);
234
- };
235
- /**
236
- * Creates a line mesh
237
- * A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
238
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
239
- * * The parameter `points` is an array successive Vector3
240
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
241
- * * The optional parameter `colors` is an array of successive Color4, one per line point
242
- * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
243
- * * When updating an instance, remember that only point positions can change, not the number of points
244
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
245
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
246
- * @param name defines the name of the new line system
247
- * @param options defines the options used to create the line system
248
- * @param scene defines the hosting scene
249
- * @returns a new line mesh
250
- */
251
- MeshBuilder.CreateLines = function (name, options, scene) {
252
- if (scene === void 0) { scene = null; }
253
- return LinesBuilder.CreateLines(name, options, scene);
254
- };
255
- /**
256
- * Creates a dashed line mesh
257
- * * A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter
258
- * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
259
- * * The parameter `points` is an array successive Vector3
260
- * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
261
- * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
262
- * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
263
- * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
264
- * * When updating an instance, remember that only point positions can change, not the number of points
265
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
266
- * @param name defines the name of the mesh
267
- * @param options defines the options used to create the mesh
268
- * @param scene defines the hosting scene
269
- * @returns the dashed line mesh
270
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
271
- */
272
- MeshBuilder.CreateDashedLines = function (name, options, scene) {
273
- if (scene === void 0) { scene = null; }
274
- return LinesBuilder.CreateDashedLines(name, options, scene);
275
- };
276
- /**
277
- * 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.
278
- * * The parameter `shape` 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.
279
- * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
280
- * * The parameter `rotation` (float, default 0 radians) 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.
281
- * * The parameter `scale` (float, default 1) is the value to scale the shape.
282
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
283
- * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
284
- * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
285
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
286
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
287
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
288
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
289
- * @param name defines the name of the mesh
290
- * @param options defines the options used to create the mesh
291
- * @param scene defines the hosting scene
292
- * @returns the extruded shape mesh
293
- * @see https://doc.babylonjs.com/how_to/parametric_shapes
294
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
295
- */
296
- MeshBuilder.ExtrudeShape = function (name, options, scene) {
297
- if (scene === void 0) { scene = null; }
298
- return ShapeBuilder.ExtrudeShape(name, options, scene);
299
- };
300
- /**
301
- * Creates an custom extruded shape mesh.
302
- * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
303
- * * The parameter `shape` 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.
304
- * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
305
- * * The parameter `rotationFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the beginning of the path
306
- * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
307
- * * The parameter `scaleFunction` (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path and the distance of this point from the begining of the path
308
- * * It must returns a float value that will be the scale value applied to the shape on each path point
309
- * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
310
- * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
311
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
312
- * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
313
- * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
314
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
315
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
316
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
317
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
318
- * @param name defines the name of the mesh
319
- * @param options defines the options used to create the mesh
320
- * @param scene defines the hosting scene
321
- * @returns the custom extruded shape mesh
322
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
323
- * @see https://doc.babylonjs.com/how_to/parametric_shapes
324
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
325
- */
326
- MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
327
- if (scene === void 0) { scene = null; }
328
- return ShapeBuilder.ExtrudeShapeCustom(name, options, scene);
329
- };
330
- /**
331
- * Creates lathe mesh.
332
- * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe
333
- * * The parameter `shape` 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
334
- * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
335
- * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
336
- * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
337
- * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape
338
- * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
339
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
340
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
341
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
342
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
343
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
344
- * @param name defines the name of the mesh
345
- * @param options defines the options used to create the mesh
346
- * @param scene defines the hosting scene
347
- * @returns the lathe mesh
348
- * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
349
- */
350
- MeshBuilder.CreateLathe = function (name, options, scene) {
351
- if (scene === void 0) { scene = null; }
352
- return LatheBuilder.CreateLathe(name, options, scene);
353
- };
354
- /**
355
- * Creates a tiled plane mesh
356
- * * You can set a limited pattern arrangement with the tiles
357
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
358
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
359
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
360
- * @param name defines the name of the mesh
361
- * @param options defines the options used to create the mesh
362
- * @param scene defines the hosting scene
363
- * @returns the plane mesh
364
- * @see https://doc.babylonjs.com/how_to/set_shapes#plane
365
- */
366
- MeshBuilder.CreateTiledPlane = function (name, options, scene) {
367
- if (scene === void 0) { scene = null; }
368
- return TiledPlaneBuilder.CreateTiledPlane(name, options, scene);
369
- };
370
- /**
371
- * Creates a plane mesh
372
- * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
373
- * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
374
- * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
375
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
376
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
377
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
378
- * @param name defines the name of the mesh
379
- * @param options defines the options used to create the mesh
380
- * @param scene defines the hosting scene
381
- * @returns the plane mesh
382
- * @see https://doc.babylonjs.com/how_to/set_shapes#plane
383
- */
384
- MeshBuilder.CreatePlane = function (name, options, scene) {
385
- if (scene === void 0) { scene = null; }
386
- return PlaneBuilder.CreatePlane(name, options, scene);
387
- };
388
- /**
389
- * Creates a ground mesh
390
- * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
391
- * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
392
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
393
- * @param name defines the name of the mesh
394
- * @param options defines the options used to create the mesh
395
- * @param scene defines the hosting scene
396
- * @returns the ground mesh
397
- * @see https://doc.babylonjs.com/how_to/set_shapes#ground
398
- */
399
- MeshBuilder.CreateGround = function (name, options, scene) {
400
- if (scene === void 0) { scene = null; }
401
- return GroundBuilder.CreateGround(name, options, scene);
402
- };
403
- /**
404
- * Creates a tiled ground mesh
405
- * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
406
- * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
407
- * * The parameter `subdivisions` is a javascript 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
408
- * * The parameter `precision` is a javascript 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
409
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
410
- * @param name defines the name of the mesh
411
- * @param options defines the options used to create the mesh
412
- * @param scene defines the hosting scene
413
- * @returns the tiled ground mesh
414
- * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
415
- */
416
- MeshBuilder.CreateTiledGround = function (name, options, scene) {
417
- if (scene === void 0) { scene = null; }
418
- return GroundBuilder.CreateTiledGround(name, options, scene);
419
- };
420
- /**
421
- * Creates a ground mesh from a height map
422
- * * The parameter `url` sets the URL of the height map image resource.
423
- * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
424
- * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
425
- * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
426
- * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
427
- * * The parameter `colorFilter` (optional Color3, default (0.3, 0.59, 0.11) ) is the filter to apply to the image pixel colors to compute the height.
428
- * * The parameter `onReady` is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).
429
- * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
430
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
431
- * @param name defines the name of the mesh
432
- * @param url defines the url to the height map
433
- * @param options defines the options used to create the mesh
434
- * @param scene defines the hosting scene
435
- * @returns the ground mesh
436
- * @see https://doc.babylonjs.com/babylon101/height_map
437
- * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
438
- */
439
- MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
440
- if (scene === void 0) { scene = null; }
441
- return GroundBuilder.CreateGroundFromHeightMap(name, url, options, scene);
442
- };
443
- /**
444
- * Creates a polygon mesh
445
- * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
446
- * * 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
447
- * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
448
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
449
- * * 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)
450
- * * Remember you can only change the shape positions, not their number when updating a polygon
451
- * @param name defines the name of the mesh
452
- * @param options defines the options used to create the mesh
453
- * @param scene defines the hosting scene
454
- * @param earcutInjection can be used to inject your own earcut reference
455
- * @returns the polygon mesh
456
- */
457
- MeshBuilder.CreatePolygon = function (name, options, scene, earcutInjection) {
458
- if (scene === void 0) { scene = null; }
459
- if (earcutInjection === void 0) { earcutInjection = earcut; }
460
- return PolygonBuilder.CreatePolygon(name, options, scene, earcutInjection);
461
- };
462
- /**
463
- * Creates an extruded polygon mesh, with depth in the Y direction.
464
- * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements)
465
- * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
466
- * @param name defines the name of the mesh
467
- * @param options defines the options used to create the mesh
468
- * @param scene defines the hosting scene
469
- * @param earcutInjection can be used to inject your own earcut reference
470
- * @returns the polygon mesh
471
- */
472
- MeshBuilder.ExtrudePolygon = function (name, options, scene, earcutInjection) {
473
- if (scene === void 0) { scene = null; }
474
- if (earcutInjection === void 0) { earcutInjection = earcut; }
475
- return PolygonBuilder.ExtrudePolygon(name, options, scene, earcutInjection);
476
- };
477
- /**
478
- * Creates a tube mesh.
479
- * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
480
- * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
481
- * * The parameter `radius` (positive float, default 1) sets the tube radius size
482
- * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
483
- * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overrides the parameter `radius`
484
- * * 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. It must return a radius value (positive float)
485
- * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
486
- * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
487
- * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
488
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
489
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
490
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
491
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
492
- * @param name defines the name of the mesh
493
- * @param options defines the options used to create the mesh
494
- * @param scene defines the hosting scene
495
- * @returns the tube mesh
496
- * @see https://doc.babylonjs.com/how_to/parametric_shapes
497
- * @see https://doc.babylonjs.com/how_to/set_shapes#tube
498
- */
499
- MeshBuilder.CreateTube = function (name, options, scene) {
500
- if (scene === void 0) { scene = null; }
501
- return TubeBuilder.CreateTube(name, options, scene);
502
- };
503
- /**
504
- * Creates a polyhedron mesh
505
- * * 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
506
- * * The parameter `size` (positive float, default 1) sets the polygon size
507
- * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
508
- * * 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`
509
- * * 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
510
- * * 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)`)
511
- * * 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
512
- * * 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
513
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
514
- * * 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 : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
515
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
516
- * @param name defines the name of the mesh
517
- * @param options defines the options used to create the mesh
518
- * @param scene defines the hosting scene
519
- * @returns the polyhedron mesh
520
- * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
521
- */
522
- MeshBuilder.CreatePolyhedron = function (name, options, scene) {
523
- if (scene === void 0) { scene = null; }
524
- return PolyhedronBuilder.CreatePolyhedron(name, options, scene);
525
- };
526
- /**
527
- * Creates the Mesh for a Geodesic Polyhedron
528
- * @param name defines the name of the mesh
529
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
530
- * * m number of horizontal steps along an isogrid
531
- * * n number of angled steps along an isogrid
532
- * * size the size of the Geodesic, optional default 1
533
- * * sizeX allows stretching in the x direction, optional, default size
534
- * * sizeY allows stretching in the y direction, optional, default size
535
- * * sizeZ allows stretching in the z direction, optional, default size
536
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
537
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
538
- * * flat when true creates a flat shaded mesh, optional, default true
539
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
540
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
541
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
542
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
543
- * @param scene defines the hosting scene
544
- * @returns Mesh
545
- */
546
- MeshBuilder.CreateGeodesic = function (name, options, scene) {
547
- if (scene === void 0) { scene = null; }
548
- return GeodesicBuilder.CreateGeodesic(name, options, scene);
549
- };
550
- /**
551
- * Creates the Mesh for a Goldberg Polyhedron
552
- * @param name defines the name of the mesh
553
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
554
- * * m number of horizontal steps along an isogrid
555
- * * n number of angled steps along an isogrid
556
- * * size the size of the Goldberg, optional default 1
557
- * * sizeX allows stretching in the x direction, optional, default size
558
- * * sizeY allows stretching in the y direction, optional, default size
559
- * * sizeZ allows stretching in the z direction, optional, default size
560
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
561
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
562
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
563
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
564
- * * frontUvs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the front side, optional, default vector4 (0, 0, 1, 1)
565
- * * backUVs only usable when you create a double-sided mesh, used to choose what parts of the texture image to crop and apply on the back side, optional, default vector4 (0, 0, 1, 1)
566
- * @param scene defines the hosting scene
567
- * @returns Mesh
568
- */
569
- MeshBuilder.CreateGoldberg = function (name, options, scene) {
570
- if (scene === void 0) { scene = null; }
571
- return GoldbergBuilder.CreateGoldberg(name, options, scene);
572
- };
573
- /**
574
- * Creates a decal mesh.
575
- * A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter `sourceMesh` depicting the decal
576
- * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
577
- * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
578
- * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
579
- * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
580
- * @param name defines the name of the mesh
581
- * @param sourceMesh defines the mesh where the decal must be applied
582
- * @param options defines the options used to create the mesh
583
- * @param scene defines the hosting scene
584
- * @returns the decal mesh
585
- * @see https://doc.babylonjs.com/how_to/decals
586
- */
587
- MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
588
- return DecalBuilder.CreateDecal(name, sourceMesh, options);
589
- };
590
- /**
591
- * Creates a Capsule Mesh
592
- * @param name defines the name of the mesh.
593
- * @param options the constructors options used to shape the mesh.
594
- * @param scene defines the scene the mesh is scoped to.
595
- * @returns the capsule mesh
596
- * @see https://doc.babylonjs.com/how_to/capsule_shape
597
- */
598
- MeshBuilder.CreateCapsule = function (name, options, scene) {
599
- if (options === void 0) { options = {
600
- orientation: Vector3.Up(),
601
- subdivisions: 2,
602
- tessellation: 16,
603
- height: 1,
604
- radius: 0.25,
605
- capSubdivisions: 6
606
- }; }
607
- if (scene === void 0) { scene = null; }
608
- return CapsuleBuilder.CreateCapsule(name, options, scene);
609
- };
610
- return MeshBuilder;
611
- }());
612
- export { MeshBuilder };
26
+ export var MeshBuilder = {
27
+ CreateBox: CreateBox,
28
+ CreateTiledBox: CreateTiledBox,
29
+ CreateSphere: CreateSphere,
30
+ CreateDisc: CreateDisc,
31
+ CreateIcoSphere: CreateIcoSphere,
32
+ CreateRibbon: CreateRibbon,
33
+ CreateCylinder: CreateCylinder,
34
+ CreateTorus: CreateTorus,
35
+ CreateTorusKnot: CreateTorusKnot,
36
+ CreateLineSystem: CreateLineSystem,
37
+ CreateLines: CreateLines,
38
+ CreateDashedLines: CreateDashedLines,
39
+ ExtrudeShape: ExtrudeShape,
40
+ ExtrudeShapeCustom: ExtrudeShapeCustom,
41
+ CreateLathe: CreateLathe,
42
+ CreateTiledPlane: CreateTiledPlane,
43
+ CreatePlane: CreatePlane,
44
+ CreateGround: CreateGround,
45
+ CreateTiledGround: CreateTiledGround,
46
+ CreateGroundFromHeightMap: CreateGroundFromHeightMap,
47
+ CreatePolygon: CreatePolygon,
48
+ ExtrudePolygon: ExtrudePolygon,
49
+ CreateTube: CreateTube,
50
+ CreatePolyhedron: CreatePolyhedron,
51
+ CreateGeodesic: CreateGeodesic,
52
+ CreateGoldberg: CreateGoldberg,
53
+ CreateDecal: CreateDecal,
54
+ CreateCapsule: CreateCapsule
55
+ };
613
56
  //# sourceMappingURL=meshBuilder.js.map