@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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@@ -1,6 +1,17 @@
1
- import { Mesh } from "../mesh";
2
- import { VertexData } from "../mesh.vertexData";
3
- VertexData.CreateDisc = function (options) {
1
+ import { Mesh } from "../mesh.js";
2
+ import { VertexData } from "../mesh.vertexData.js";
3
+ /**
4
+ * Creates the VertexData of the Disc or regular Polygon
5
+ * @param options an object used to set the following optional parameters for the disc, required but can be empty
6
+ * * radius the radius of the disc, optional default 0.5
7
+ * * tessellation the number of polygon sides, optional, default 64
8
+ * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1
9
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
10
+ * * 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)
11
+ * * 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)
12
+ * @returns the VertexData of the box
13
+ */
14
+ function CreateDiscVertexData(options) {
4
15
  var positions = new Array();
5
16
  var indices = new Array();
6
17
  var normals = new Array();
@@ -42,7 +53,38 @@ VertexData.CreateDisc = function (options) {
42
53
  vertexData.normals = normals;
43
54
  vertexData.uvs = uvs;
44
55
  return vertexData;
56
+ }
57
+ /**
58
+ * Creates a plane polygonal mesh. By default, this is a disc
59
+ * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
60
+ * * 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
61
+ * * 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
62
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
63
+ * * 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
64
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
65
+ * @param name defines the name of the mesh
66
+ * @param options defines the options used to create the mesh
67
+ * @param scene defines the hosting scene
68
+ * @returns the plane polygonal mesh
69
+ * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
70
+ */
71
+ export function CreateDisc(name, options, scene) {
72
+ if (scene === void 0) { scene = null; }
73
+ var disc = new Mesh(name, scene);
74
+ options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
75
+ disc._originalBuilderSideOrientation = options.sideOrientation;
76
+ var vertexData = CreateDiscVertexData(options);
77
+ vertexData.applyToMesh(disc, options.updatable);
78
+ return disc;
79
+ }
80
+ /**
81
+ * Class containing static functions to help procedurally build meshes
82
+ * @deprecated please use CreateDisc directly
83
+ */
84
+ export var DiscBuilder = {
85
+ CreateDisc: CreateDisc
45
86
  };
87
+ VertexData.CreateDisc = CreateDiscVertexData;
46
88
  Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
47
89
  if (scene === void 0) { scene = null; }
48
90
  var options = {
@@ -51,38 +93,6 @@ Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOr
51
93
  sideOrientation: sideOrientation,
52
94
  updatable: updatable
53
95
  };
54
- return DiscBuilder.CreateDisc(name, options, scene);
96
+ return CreateDisc(name, options, scene);
55
97
  };
56
- /**
57
- * Class containing static functions to help procedurally build meshes
58
- */
59
- var DiscBuilder = /** @class */ (function () {
60
- function DiscBuilder() {
61
- }
62
- /**
63
- * Creates a plane polygonal mesh. By default, this is a disc
64
- * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
65
- * * 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
66
- * * 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
67
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
68
- * * 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
69
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
70
- * @param name defines the name of the mesh
71
- * @param options defines the options used to create the mesh
72
- * @param scene defines the hosting scene
73
- * @returns the plane polygonal mesh
74
- * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
75
- */
76
- DiscBuilder.CreateDisc = function (name, options, scene) {
77
- if (scene === void 0) { scene = null; }
78
- var disc = new Mesh(name, scene);
79
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
80
- disc._originalBuilderSideOrientation = options.sideOrientation;
81
- var vertexData = VertexData.CreateDisc(options);
82
- vertexData.applyToMesh(disc, options.updatable);
83
- return disc;
84
- };
85
- return DiscBuilder;
86
- }());
87
- export { DiscBuilder };
88
98
  //# sourceMappingURL=discBuilder.js.map
@@ -1 +1 @@
1
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1.0 : options.arc || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // positions and uvs\r\n positions.push(0, 0, 0); // disc center first\r\n uvs.push(0.5, 0.5);\r\n\r\n var theta = Math.PI * 2 * arc;\r\n var step = arc === 1 ? theta / tessellation : theta / (tessellation - 1);\r\n var a = 0;\r\n for (var t = 0; t < tessellation; t++) {\r\n var x = Math.cos(a);\r\n var y = Math.sin(a);\r\n var u = (x + 1) / 2;\r\n var v = (1 - y) / 2;\r\n positions.push(radius * x, radius * y, 0);\r\n uvs.push(u, v);\r\n a += step;\r\n }\r\n if (arc === 1) {\r\n positions.push(positions[3], positions[4], positions[5]); // close the circle\r\n uvs.push(uvs[2], uvs[3]);\r\n }\r\n\r\n //indices\r\n var vertexNb = positions.length / 3;\r\n for (var i = 1; i < vertexNb - 1; i++) {\r\n indices.push(i + 1, 0, i);\r\n }\r\n\r\n // result\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n};\r\n\r\nMesh.CreateDisc = (name: string, radius: number, tessellation: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n radius: radius,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return DiscBuilder.CreateDisc(name, options, scene);\r\n};\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n */\r\nexport class DiscBuilder {\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * 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\r\n * * 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\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\n public static CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {\r\n var disc = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n disc._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateDisc(options);\r\n\r\n vertexData.applyToMesh(disc, options.updatable);\r\n\r\n return disc;\r\n }\r\n}"]}
1
+ 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{ Nullable } from \"../../types\";\r\nimport { Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\n\r\n/**\r\n * Creates the VertexData of the Disc or regular Polygon\r\n * @param options an object used to set the following optional parameters for the disc, required but can be empty\r\n * * radius the radius of the disc, optional default 0.5\r\n * * tessellation the number of polygon sides, optional, default 64\r\n * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @returns the VertexData of the box\r\n */\r\nfunction CreateDiscVertexData(options: { radius?: number, tessellation?: number, arc?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var positions = new Array<number>();\r\n var indices = new Array<number>();\r\n var normals = new Array<number>();\r\n var uvs = new Array<number>();\r\n\r\n var radius = options.radius || 0.5;\r\n var tessellation = options.tessellation || 64;\r\n var arc: number = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // positions and uvs\r\n positions.push(0, 0, 0); // disc center first\r\n uvs.push(0.5, 0.5);\r\n\r\n var theta = Math.PI * 2 * arc;\r\n var step = arc === 1 ? theta / tessellation : theta / (tessellation - 1);\r\n var a = 0;\r\n for (var t = 0; t < tessellation; t++) {\r\n var x = Math.cos(a);\r\n var y = Math.sin(a);\r\n var u = (x + 1) / 2;\r\n var v = (1 - y) / 2;\r\n positions.push(radius * x, radius * y, 0);\r\n uvs.push(u, v);\r\n a += step;\r\n }\r\n if (arc === 1) {\r\n positions.push(positions[3], positions[4], positions[5]); // close the circle\r\n uvs.push(uvs[2], uvs[3]);\r\n }\r\n\r\n //indices\r\n var vertexNb = positions.length / 3;\r\n for (var i = 1; i < vertexNb - 1; i++) {\r\n indices.push(i + 1, 0, i);\r\n }\r\n\r\n // result\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n var vertexData = new VertexData();\r\n\r\n vertexData.indices = indices;\r\n vertexData.positions = positions;\r\n vertexData.normals = normals;\r\n vertexData.uvs = uvs;\r\n\r\n return vertexData;\r\n}\r\n\r\n/**\r\n * Creates a plane polygonal mesh. By default, this is a disc\r\n * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)\r\n * * 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\r\n * * 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\r\n * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE\r\n * * 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\r\n * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created\r\n * @param name defines the name of the mesh\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns the plane polygonal mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon\r\n */\r\nexport function CreateDisc(name: string, options: { radius?: number, tessellation?: number, arc?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {\r\n var disc = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n disc._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateDiscVertexData(options);\r\n\r\n vertexData.applyToMesh(disc, options.updatable);\r\n\r\n return disc;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated please use CreateDisc directly\r\n */\r\nexport const DiscBuilder = {\r\n CreateDisc\r\n};\r\n\r\nVertexData.CreateDisc = CreateDiscVertexData;\r\n\r\nMesh.CreateDisc = (name: string, radius: number, tessellation: number, scene: Nullable<Scene> = null, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n radius,\r\n tessellation,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateDisc(name, options, scene);\r\n};"]}
@@ -4,43 +4,38 @@ import { Color4 } from '../../Maths/math.color';
4
4
  import { Mesh } from "../../Meshes/mesh";
5
5
  import { Nullable } from '../../types';
6
6
  /**
7
- * Class containing static functions to help procedurally build a geodesic mesh
7
+ * Creates the Mesh for a Geodesic Polyhedron
8
+ * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron
9
+ * @param name defines the name of the mesh
10
+ * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
11
+ * * m number of horizontal steps along an isogrid
12
+ * * n number of angled steps along an isogrid
13
+ * * size the size of the Geodesic, optional default 1
14
+ * * sizeX allows stretching in the x direction, optional, default size
15
+ * * sizeY allows stretching in the y direction, optional, default size
16
+ * * sizeZ allows stretching in the z direction, optional, default size
17
+ * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
18
+ * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
19
+ * * flat when true creates a flat shaded mesh, optional, default true
20
+ * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
21
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
22
+ * * 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)
23
+ * * 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)
24
+ * @param scene defines the hosting scene
25
+ * @returns Geodesic mesh
8
26
  */
9
- export declare class GeodesicBuilder {
10
- /**
11
- * Creates the Mesh for a Geodesic Polyhedron
12
- * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron
13
- * @param name defines the name of the mesh
14
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
15
- * * m number of horizontal steps along an isogrid
16
- * * n number of angled steps along an isogrid
17
- * * size the size of the Geodesic, optional default 1
18
- * * sizeX allows stretching in the x direction, optional, default size
19
- * * sizeY allows stretching in the y direction, optional, default size
20
- * * sizeZ allows stretching in the z direction, optional, default size
21
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
22
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
23
- * * flat when true creates a flat shaded mesh, optional, default true
24
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
25
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
26
- * * 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)
27
- * * 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)
28
- * @param scene defines the hosting scene
29
- * @returns Geodesic mesh
30
- */
31
- static CreateGeodesic(name: string, options: {
32
- m?: number;
33
- n?: number;
34
- size?: number;
35
- sizeX?: number;
36
- sizeY?: number;
37
- sizeZ?: number;
38
- faceUV?: Vector4[];
39
- faceColors?: Color4[];
40
- flat?: boolean;
41
- updatable?: boolean;
42
- sideOrientation?: number;
43
- frontUVs?: Vector4;
44
- backUVs?: Vector4;
45
- }, scene?: Nullable<Scene>): Mesh;
46
- }
27
+ export declare function CreateGeodesic(name: string, options: {
28
+ m?: number;
29
+ n?: number;
30
+ size?: number;
31
+ sizeX?: number;
32
+ sizeY?: number;
33
+ sizeZ?: number;
34
+ faceUV?: Vector4[];
35
+ faceColors?: Color4[];
36
+ flat?: boolean;
37
+ updatable?: boolean;
38
+ sideOrientation?: number;
39
+ frontUVs?: Vector4;
40
+ backUVs?: Vector4;
41
+ }, scene?: Nullable<Scene>): Mesh;
@@ -1,72 +1,63 @@
1
- import { PolyhedronBuilder } from "./polyhedronBuilder";
2
- import { Logger } from "../../Misc/logger";
3
- import { _PrimaryIsoTriangle, GeodesicData } from "../geodesicMesh";
1
+ import { CreatePolyhedron } from "./polyhedronBuilder.js";
2
+ import { Logger } from "../../Misc/logger.js";
3
+ import { _PrimaryIsoTriangle, GeodesicData } from "../geodesicMesh.js";
4
4
  /**
5
- * Class containing static functions to help procedurally build a geodesic mesh
5
+ * Creates the Mesh for a Geodesic Polyhedron
6
+ * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron
7
+ * @param name defines the name of the mesh
8
+ * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
9
+ * * m number of horizontal steps along an isogrid
10
+ * * n number of angled steps along an isogrid
11
+ * * size the size of the Geodesic, optional default 1
12
+ * * sizeX allows stretching in the x direction, optional, default size
13
+ * * sizeY allows stretching in the y direction, optional, default size
14
+ * * sizeZ allows stretching in the z direction, optional, default size
15
+ * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
16
+ * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
17
+ * * flat when true creates a flat shaded mesh, optional, default true
18
+ * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
19
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
20
+ * * 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)
21
+ * * 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)
22
+ * @param scene defines the hosting scene
23
+ * @returns Geodesic mesh
6
24
  */
7
- var GeodesicBuilder = /** @class */ (function () {
8
- function GeodesicBuilder() {
25
+ export function CreateGeodesic(name, options, scene) {
26
+ if (scene === void 0) { scene = null; }
27
+ var m = options.m || 1;
28
+ if (m !== Math.floor(m)) {
29
+ m === Math.floor(m);
30
+ Logger.Warn("m not an integer only floor(m) used");
9
31
  }
10
- /**
11
- * Creates the Mesh for a Geodesic Polyhedron
12
- * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron
13
- * @param name defines the name of the mesh
14
- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
15
- * * m number of horizontal steps along an isogrid
16
- * * n number of angled steps along an isogrid
17
- * * size the size of the Geodesic, optional default 1
18
- * * sizeX allows stretching in the x direction, optional, default size
19
- * * sizeY allows stretching in the y direction, optional, default size
20
- * * sizeZ allows stretching in the z direction, optional, default size
21
- * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
22
- * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
23
- * * flat when true creates a flat shaded mesh, optional, default true
24
- * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
25
- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
26
- * * 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)
27
- * * 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)
28
- * @param scene defines the hosting scene
29
- * @returns Geodesic mesh
30
- */
31
- GeodesicBuilder.CreateGeodesic = function (name, options, scene) {
32
- if (scene === void 0) { scene = null; }
33
- var m = options.m || 1;
34
- if (m !== Math.floor(m)) {
35
- m === Math.floor(m);
36
- Logger.Warn("m not an integer only floor(m) used");
37
- }
38
- var n = options.n || 0;
39
- if (n !== Math.floor(n)) {
40
- n === Math.floor(n);
41
- Logger.Warn("n not an integer only floor(n) used");
42
- }
43
- if (n > m) {
44
- var temp = n;
45
- n = m;
46
- m = temp;
47
- Logger.Warn("n > m therefore m and n swapped");
48
- }
49
- var primTri = new _PrimaryIsoTriangle();
50
- primTri.build(m, n);
51
- var geodesicData = GeodesicData.BuildGeodesicData(primTri);
52
- var geoOptions = {
53
- custom: geodesicData,
54
- size: options.size,
55
- sizeX: options.sizeX,
56
- sizeY: options.sizeY,
57
- sizeZ: options.sizeZ,
58
- faceUV: options.faceUV,
59
- faceColors: options.faceColors,
60
- flat: options.flat,
61
- updatable: options.updatable,
62
- sideOrientation: options.sideOrientation,
63
- frontUVs: options.frontUVs,
64
- backUVs: options.backUVs
65
- };
66
- var geodesic = PolyhedronBuilder.CreatePolyhedron(name, geoOptions, scene);
67
- return geodesic;
32
+ var n = options.n || 0;
33
+ if (n !== Math.floor(n)) {
34
+ n === Math.floor(n);
35
+ Logger.Warn("n not an integer only floor(n) used");
36
+ }
37
+ if (n > m) {
38
+ var temp = n;
39
+ n = m;
40
+ m = temp;
41
+ Logger.Warn("n > m therefore m and n swapped");
42
+ }
43
+ var primTri = new _PrimaryIsoTriangle();
44
+ primTri.build(m, n);
45
+ var geodesicData = GeodesicData.BuildGeodesicData(primTri);
46
+ var geoOptions = {
47
+ custom: geodesicData,
48
+ size: options.size,
49
+ sizeX: options.sizeX,
50
+ sizeY: options.sizeY,
51
+ sizeZ: options.sizeZ,
52
+ faceUV: options.faceUV,
53
+ faceColors: options.faceColors,
54
+ flat: options.flat,
55
+ updatable: options.updatable,
56
+ sideOrientation: options.sideOrientation,
57
+ frontUVs: options.frontUVs,
58
+ backUVs: options.backUVs
68
59
  };
69
- return GeodesicBuilder;
70
- }());
71
- export { GeodesicBuilder };
60
+ var geodesic = CreatePolyhedron(name, geoOptions, scene);
61
+ return geodesic;
62
+ }
72
63
  //# sourceMappingURL=geodesicBuilder.js.map
@@ -1 +1 @@
1
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{ Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { PolyhedronBuilder } from \"./polyhedronBuilder\";\r\nimport { Nullable } from '../../types';\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _PrimaryIsoTriangle, GeodesicData } from \"../geodesicMesh\";\r\n\r\n/**\r\n * Class containing static functions to help procedurally build a geodesic mesh\r\n */\r\n export class GeodesicBuilder {\r\n /**\r\n * Creates the Mesh for a Geodesic Polyhedron\r\n * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * m number of horizontal steps along an isogrid\r\n * * n number of angled steps along an isogrid\r\n * * size the size of the Geodesic, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @param scene defines the hosting scene\r\n * @returns Geodesic mesh\r\n */\r\n public static CreateGeodesic(name: string, options: { m?: number, n?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {\r\n let m: number = options.m || 1;\r\n if (m !== Math.floor(m)) {\r\n m === Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n let n: number = options.n || 0;\r\n if (n !== Math.floor(n)) {\r\n n === Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n if (n > m) {\r\n const temp = n;\r\n n = m;\r\n m = temp;\r\n Logger.Warn(\"n > m therefore m and n swapped\");\r\n }\r\n const primTri: _PrimaryIsoTriangle = new _PrimaryIsoTriangle();\r\n primTri.build(m, n);\r\n const geodesicData = GeodesicData.BuildGeodesicData(primTri);\r\n\r\n const geoOptions: object = {\r\n custom: geodesicData,\r\n size: options.size,\r\n sizeX: options.sizeX,\r\n sizeY: options.sizeY,\r\n sizeZ: options.sizeZ,\r\n faceUV: options.faceUV,\r\n faceColors: options.faceColors,\r\n flat: options.flat,\r\n updatable: options.updatable,\r\n sideOrientation: options.sideOrientation,\r\n frontUVs: options.frontUVs,\r\n backUVs: options.backUVs\r\n };\r\n const geodesic = PolyhedronBuilder.CreatePolyhedron(name, geoOptions, scene);\r\n\r\n return geodesic;\r\n }\r\n }"]}
1
+ 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{ Scene } from \"../../scene\";\r\nimport { Vector4 } from \"../../Maths/math.vector\";\r\nimport { Color4 } from '../../Maths/math.color';\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport { CreatePolyhedron } from \"./polyhedronBuilder\";\r\nimport { Nullable } from '../../types';\r\nimport { Logger } from \"../../Misc/logger\";\r\nimport { _PrimaryIsoTriangle, GeodesicData } from \"../geodesicMesh\";\r\n\r\n/**\r\n * Creates the Mesh for a Geodesic Polyhedron\r\n * @see https://en.wikipedia.org/wiki/Geodesic_polyhedron\r\n * @param name defines the name of the mesh\r\n * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty\r\n * * m number of horizontal steps along an isogrid\r\n * * n number of angled steps along an isogrid\r\n * * size the size of the Geodesic, optional default 1\r\n * * sizeX allows stretching in the x direction, optional, default size\r\n * * sizeY allows stretching in the y direction, optional, default size\r\n * * sizeZ allows stretching in the z direction, optional, default size\r\n * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively\r\n * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively\r\n * * flat when true creates a flat shaded mesh, optional, default true\r\n * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4\r\n * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\r\n * * 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)\r\n * * 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)\r\n * @param scene defines the hosting scene\r\n * @returns Geodesic mesh\r\n */\r\nexport function CreateGeodesic(name: string, options: { m?: number, n?: number, size?: number, sizeX?: number, sizeY?: number, sizeZ?: number, faceUV?: Vector4[], faceColors?: Color4[], flat?: boolean, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: Nullable<Scene> = null): Mesh {\r\n let m: number = options.m || 1;\r\n if (m !== Math.floor(m)) {\r\n m === Math.floor(m);\r\n Logger.Warn(\"m not an integer only floor(m) used\");\r\n }\r\n let n: number = options.n || 0;\r\n if (n !== Math.floor(n)) {\r\n n === Math.floor(n);\r\n Logger.Warn(\"n not an integer only floor(n) used\");\r\n }\r\n if (n > m) {\r\n const temp = n;\r\n n = m;\r\n m = temp;\r\n Logger.Warn(\"n > m therefore m and n swapped\");\r\n }\r\n const primTri: _PrimaryIsoTriangle = new _PrimaryIsoTriangle();\r\n primTri.build(m, n);\r\n const geodesicData = GeodesicData.BuildGeodesicData(primTri);\r\n\r\n const geoOptions: object = {\r\n custom: geodesicData,\r\n size: options.size,\r\n sizeX: options.sizeX,\r\n sizeY: options.sizeY,\r\n sizeZ: options.sizeZ,\r\n faceUV: options.faceUV,\r\n faceColors: options.faceColors,\r\n flat: options.flat,\r\n updatable: options.updatable,\r\n sideOrientation: options.sideOrientation,\r\n frontUVs: options.frontUVs,\r\n backUVs: options.backUVs\r\n };\r\n const geodesic = CreatePolyhedron(name, geoOptions, scene);\r\n\r\n return geodesic;\r\n}"]}
@@ -1,34 +1,61 @@
1
1
  import { Scene } from "../../scene";
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  import { Mesh } from "../../Meshes/mesh";
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+ import { VertexData } from "../mesh.vertexData";
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  import { Nullable } from '../../types';
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+ import { PolyhedronData } from "../geodesicMesh";
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  /**
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- * Class containing static functions to help procedurally build a Goldberg mesh
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+ * Creates the Mesh for a Goldberg Polyhedron
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+ * @param name defines the name of the mesh
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+ * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
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+ * * m number of horizontal steps along an isogrid
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+ * * n number of angled steps along an isogrid
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+ * * size the size of the Goldberg, optional default 1
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+ * * sizeX allows stretching in the x direction, optional, default size
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+ * * sizeY allows stretching in the y direction, optional, default size
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+ * * sizeZ allows stretching in the z direction, optional, default size
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+ * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
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+ * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
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+ * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
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+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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+ * * 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)
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+ * * 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)
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+ * @param goldBergData polyhedronData defining the Goldberg polyhedron
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+ * @returns GoldbergSphere mesh
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  */
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- export declare class GoldbergBuilder {
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- /**
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- * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces
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- * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron
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- * @param name defines the name of the mesh
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- * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
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- * * m number of horizontal steps along an isogrid
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- * * n number of angled steps along an isogrid
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- * * size the size of the Goldberg, optional default 1
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- * * sizeX allows stretching in the x direction, optional, default size
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- * * sizeY allows stretching in the y direction, optional, default size
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- * * sizeZ allows stretching in the z direction, optional, default size
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- * * updatable defines if the mesh must be flagged as updatable
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- * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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- * @param scene defines the hosting scene
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- * @returns Goldberg mesh
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- */
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- static CreateGoldberg(name: string, options: {
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- m?: number;
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- n?: number;
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- size?: number;
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- sizeX?: number;
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- sizeY?: number;
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- sizeZ?: number;
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- updatable?: boolean;
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- sideOrientation?: number;
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- }, scene?: Nullable<Scene>): Mesh;
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- }
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+ export declare function CreateGoldbergVertexData(options: {
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+ size?: number;
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+ sizeX?: number;
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+ sizeY?: number;
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+ sizeZ?: number;
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+ sideOrientation?: number;
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+ }, goldbergData: PolyhedronData): VertexData;
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+ /**
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+ * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces
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+ * @see https://en.wikipedia.org/wiki/Goldberg_polyhedron
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+ * @param name defines the name of the mesh
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+ * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
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+ * * m number of horizontal steps along an isogrid
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+ * * n number of angled steps along an isogrid
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+ * * size the size of the Goldberg, optional default 1
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+ * * sizeX allows stretching in the x direction, optional, default size
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+ * * sizeY allows stretching in the y direction, optional, default size
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+ * * sizeZ allows stretching in the z direction, optional, default size
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+ * * updatable defines if the mesh must be flagged as updatable
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+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
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+ * @param scene defines the hosting scene
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+ * @returns Goldberg mesh
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+ */
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+ export declare function CreateGoldberg(name: string, options: {
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+ m?: number;
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+ n?: number;
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+ size?: number;
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+ sizeX?: number;
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+ sizeY?: number;
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+ sizeZ?: number;
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+ updatable?: boolean;
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+ sideOrientation?: number;
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+ }, scene?: Nullable<Scene>): Mesh;
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+ /**
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+ * Function to use when extending the mesh class to a Goldberg class
60
+ */
61
+ export declare const ExtendMeshToGoldberg: (mesh: Mesh) => Mesh;