@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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@@ -1,30 +1,52 @@
1
1
  import { Vector4 } from "../../Maths/math.vector";
2
2
  import { Mesh } from "../mesh";
3
+ import { VertexData } from "../mesh.vertexData";
4
+ /**
5
+ * Creates the VertexData for a torus
6
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
7
+ * * diameter the diameter of the torus, optional default 1
8
+ * * thickness the diameter of the tube forming the torus, optional default 0.5
9
+ * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
10
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
11
+ * * 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)
12
+ * * 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)
13
+ * @returns the VertexData of the torus
14
+ */
15
+ export declare function CreateTorusVertexData(options: {
16
+ diameter?: number;
17
+ thickness?: number;
18
+ tessellation?: number;
19
+ sideOrientation?: number;
20
+ frontUVs?: Vector4;
21
+ backUVs?: Vector4;
22
+ }): VertexData;
23
+ /**
24
+ * Creates a torus mesh
25
+ * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
26
+ * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
27
+ * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)
28
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
29
+ * * 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
30
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
31
+ * @param name defines the name of the mesh
32
+ * @param options defines the options used to create the mesh
33
+ * @param scene defines the hosting scene
34
+ * @returns the torus mesh
35
+ * @see https://doc.babylonjs.com/how_to/set_shapes#torus
36
+ */
37
+ export declare function CreateTorus(name: string, options: {
38
+ diameter?: number;
39
+ thickness?: number;
40
+ tessellation?: number;
41
+ updatable?: boolean;
42
+ sideOrientation?: number;
43
+ frontUVs?: Vector4;
44
+ backUVs?: Vector4;
45
+ }, scene: any): Mesh;
3
46
  /**
4
47
  * Class containing static functions to help procedurally build meshes
48
+ * @deprecated use CreateTorus instead
5
49
  */
6
- export declare class TorusBuilder {
7
- /**
8
- * Creates a torus mesh
9
- * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
10
- * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
11
- * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)
12
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
13
- * * 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
14
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
15
- * @param name defines the name of the mesh
16
- * @param options defines the options used to create the mesh
17
- * @param scene defines the hosting scene
18
- * @returns the torus mesh
19
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus
20
- */
21
- static CreateTorus(name: string, options: {
22
- diameter?: number;
23
- thickness?: number;
24
- tessellation?: number;
25
- updatable?: boolean;
26
- sideOrientation?: number;
27
- frontUVs?: Vector4;
28
- backUVs?: Vector4;
29
- }, scene: any): Mesh;
30
- }
50
+ export declare const TorusBuilder: {
51
+ CreateTorus: typeof CreateTorus;
52
+ };
@@ -1,7 +1,18 @@
1
- import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector";
2
- import { Mesh } from "../mesh";
3
- import { VertexData } from "../mesh.vertexData";
4
- VertexData.CreateTorus = function (options) {
1
+ import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.js";
2
+ import { Mesh } from "../mesh.js";
3
+ import { VertexData } from "../mesh.vertexData.js";
4
+ /**
5
+ * Creates the VertexData for a torus
6
+ * @param options an object used to set the following optional parameters for the box, required but can be empty
7
+ * * diameter the diameter of the torus, optional default 1
8
+ * * thickness the diameter of the tube forming the torus, optional default 0.5
9
+ * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
10
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
11
+ * * 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)
12
+ * * 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)
13
+ * @returns the VertexData of the torus
14
+ */
15
+ export function CreateTorusVertexData(options) {
5
16
  var indices = [];
6
17
  var positions = [];
7
18
  var normals = [];
@@ -49,7 +60,37 @@ VertexData.CreateTorus = function (options) {
49
60
  vertexData.normals = normals;
50
61
  vertexData.uvs = uvs;
51
62
  return vertexData;
63
+ }
64
+ /**
65
+ * Creates a torus mesh
66
+ * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
67
+ * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
68
+ * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)
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 torus mesh
76
+ * @see https://doc.babylonjs.com/how_to/set_shapes#torus
77
+ */
78
+ export function CreateTorus(name, options, scene) {
79
+ var torus = new Mesh(name, scene);
80
+ options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
81
+ torus._originalBuilderSideOrientation = options.sideOrientation;
82
+ var vertexData = CreateTorusVertexData(options);
83
+ vertexData.applyToMesh(torus, options.updatable);
84
+ return torus;
85
+ }
86
+ /**
87
+ * Class containing static functions to help procedurally build meshes
88
+ * @deprecated use CreateTorus instead
89
+ */
90
+ export var TorusBuilder = {
91
+ CreateTorus: CreateTorus
52
92
  };
93
+ VertexData.CreateTorus = CreateTorusVertexData;
53
94
  Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
54
95
  var options = {
55
96
  diameter: diameter,
@@ -58,37 +99,6 @@ Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, upd
58
99
  sideOrientation: sideOrientation,
59
100
  updatable: updatable
60
101
  };
61
- return TorusBuilder.CreateTorus(name, options, scene);
102
+ return CreateTorus(name, options, scene);
62
103
  };
63
- /**
64
- * Class containing static functions to help procedurally build meshes
65
- */
66
- var TorusBuilder = /** @class */ (function () {
67
- function TorusBuilder() {
68
- }
69
- /**
70
- * Creates a torus mesh
71
- * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
72
- * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
73
- * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)
74
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
75
- * * 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
76
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
77
- * @param name defines the name of the mesh
78
- * @param options defines the options used to create the mesh
79
- * @param scene defines the hosting scene
80
- * @returns the torus mesh
81
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus
82
- */
83
- TorusBuilder.CreateTorus = function (name, options, scene) {
84
- var torus = new Mesh(name, scene);
85
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
86
- torus._originalBuilderSideOrientation = options.sideOrientation;
87
- var vertexData = VertexData.CreateTorus(options);
88
- vertexData.applyToMesh(torus, options.updatable);
89
- return torus;
90
- };
91
- return TorusBuilder;
92
- }());
93
- export { TorusBuilder };
94
104
  //# sourceMappingURL=torusBuilder.js.map
@@ -1 +1 @@
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0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var stride = tessellation + 1;\r\n\r\n for (var i = 0; i <= tessellation; i++) {\r\n var u = i / tessellation;\r\n\r\n var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;\r\n\r\n var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (var j = 0; j <= tessellation; j++) {\r\n var v = 1 - j / tessellation;\r\n\r\n var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;\r\n var dx = Math.cos(innerAngle);\r\n var dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n var normal = new Vector3(dx, dy, 0);\r\n var position = normal.scale(thickness / 2);\r\n var textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n var nextI = (i + 1) % stride;\r\n var nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\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.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n diameter: diameter,\r\n thickness: thickness,\r\n tessellation: tessellation,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return TorusBuilder.CreateTorus(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 TorusBuilder {\r\n /**\r\n * Creates a torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\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 torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\n public static CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTorus(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n }\r\n}"]}
1
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{ Vector4, Matrix, Vector3, Vector2 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\n/**\r\n * Creates the VertexData for a torus\r\n * @param options an object used to set the following optional parameters for the box, required but can be empty\r\n * * diameter the diameter of the torus, optional default 1\r\n * * thickness the diameter of the tube forming the torus, optional default 0.5\r\n * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24\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 torus\r\n */\r\nexport function CreateTorusVertexData(options: { diameter?: number, thickness?: number, tessellation?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }) {\r\n var indices = [];\r\n var positions = [];\r\n var normals = [];\r\n var uvs = [];\r\n\r\n var diameter = options.diameter || 1;\r\n var thickness = options.thickness || 0.5;\r\n var tessellation = options.tessellation || 16;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n var stride = tessellation + 1;\r\n\r\n for (var i = 0; i <= tessellation; i++) {\r\n var u = i / tessellation;\r\n\r\n var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;\r\n\r\n var transform = Matrix.Translation(diameter / 2.0, 0, 0).multiply(Matrix.RotationY(outerAngle));\r\n\r\n for (var j = 0; j <= tessellation; j++) {\r\n var v = 1 - j / tessellation;\r\n\r\n var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;\r\n var dx = Math.cos(innerAngle);\r\n var dy = Math.sin(innerAngle);\r\n\r\n // Create a vertex.\r\n var normal = new Vector3(dx, dy, 0);\r\n var position = normal.scale(thickness / 2);\r\n var textureCoordinate = new Vector2(u, v);\r\n\r\n position = Vector3.TransformCoordinates(position, transform);\r\n normal = Vector3.TransformNormal(normal, transform);\r\n\r\n positions.push(position.x, position.y, position.z);\r\n normals.push(normal.x, normal.y, normal.z);\r\n uvs.push(textureCoordinate.x, textureCoordinate.y);\r\n\r\n // And create indices for two triangles.\r\n var nextI = (i + 1) % stride;\r\n var nextJ = (j + 1) % stride;\r\n\r\n indices.push(i * stride + j);\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n\r\n indices.push(i * stride + nextJ);\r\n indices.push(nextI * stride + nextJ);\r\n indices.push(nextI * stride + j);\r\n }\r\n }\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\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 torus mesh\r\n * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)\r\n * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)\r\n * * The parameter `tessellation` sets the number of torus sides (positive integer, default 16)\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 torus mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus\r\n */\r\nexport function CreateTorus(name: string, options: { diameter?: number, thickness?: number, tessellation?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torus = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torus._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusVertexData(options);\r\n\r\n vertexData.applyToMesh(torus, options.updatable);\r\n\r\n return torus;\r\n}\r\n\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorus instead\r\n */\r\nexport const TorusBuilder = {\r\n CreateTorus\r\n};\r\n\r\nVertexData.CreateTorus = CreateTorusVertexData;\r\n\r\nMesh.CreateTorus = (name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n diameter,\r\n thickness,\r\n tessellation,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorus(name, options, scene);\r\n};"]}
@@ -1,34 +1,62 @@
1
1
  import { Vector4 } from "../../Maths/math.vector";
2
2
  import { Mesh } from "../mesh";
3
+ import { VertexData } from "../mesh.vertexData";
4
+ /**
5
+ * Creates the VertexData for a TorusKnot
6
+ * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
7
+ * * radius the radius of the torus knot, optional, default 2
8
+ * * tube the thickness of the tube, optional, default 0.5
9
+ * * radialSegments the number of sides on each tube segments, optional, default 32
10
+ * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
11
+ * * p the number of windings around the z axis, optional, default 2
12
+ * * q the number of windings around the x axis, optional, default 3
13
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
14
+ * * 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)
15
+ * * 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)
16
+ * @returns the VertexData of the Torus Knot
17
+ */
18
+ export declare function CreateTorusKnotVertexData(options: {
19
+ radius?: number;
20
+ tube?: number;
21
+ radialSegments?: number;
22
+ tubularSegments?: number;
23
+ p?: number;
24
+ q?: number;
25
+ sideOrientation?: number;
26
+ frontUVs?: Vector4;
27
+ backUVs?: Vector4;
28
+ }): VertexData;
29
+ /**
30
+ * Creates a torus knot mesh
31
+ * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
32
+ * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
33
+ * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
34
+ * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
35
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
36
+ * * 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
37
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
38
+ * @param name defines the name of the mesh
39
+ * @param options defines the options used to create the mesh
40
+ * @param scene defines the hosting scene
41
+ * @returns the torus knot mesh
42
+ * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
43
+ */
44
+ export declare function CreateTorusKnot(name: string, options: {
45
+ radius?: number;
46
+ tube?: number;
47
+ radialSegments?: number;
48
+ tubularSegments?: number;
49
+ p?: number;
50
+ q?: number;
51
+ updatable?: boolean;
52
+ sideOrientation?: number;
53
+ frontUVs?: Vector4;
54
+ backUVs?: Vector4;
55
+ }, scene: any): Mesh;
3
56
  /**
4
57
  * Class containing static functions to help procedurally build meshes
58
+ * @deprecated use CreateTorusKnot instead
5
59
  */
6
- export declare class TorusKnotBuilder {
7
- /**
8
- * Creates a torus knot mesh
9
- * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
10
- * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
11
- * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
12
- * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
13
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
14
- * * 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
15
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
16
- * @param name defines the name of the mesh
17
- * @param options defines the options used to create the mesh
18
- * @param scene defines the hosting scene
19
- * @returns the torus knot mesh
20
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
21
- */
22
- static CreateTorusKnot(name: string, options: {
23
- radius?: number;
24
- tube?: number;
25
- radialSegments?: number;
26
- tubularSegments?: number;
27
- p?: number;
28
- q?: number;
29
- updatable?: boolean;
30
- sideOrientation?: number;
31
- frontUVs?: Vector4;
32
- backUVs?: Vector4;
33
- }, scene: any): Mesh;
34
- }
60
+ export declare const TorusKnotBuilder: {
61
+ CreateTorusKnot: typeof CreateTorusKnot;
62
+ };
@@ -1,7 +1,22 @@
1
- import { Vector3 } from "../../Maths/math.vector";
2
- import { Mesh } from "../mesh";
3
- import { VertexData } from "../mesh.vertexData";
4
- VertexData.CreateTorusKnot = function (options) {
1
+ import { Vector3 } from "../../Maths/math.vector.js";
2
+ import { Mesh } from "../mesh.js";
3
+ import { VertexData } from "../mesh.vertexData.js";
4
+ // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
5
+ /**
6
+ * Creates the VertexData for a TorusKnot
7
+ * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
8
+ * * radius the radius of the torus knot, optional, default 2
9
+ * * tube the thickness of the tube, optional, default 0.5
10
+ * * radialSegments the number of sides on each tube segments, optional, default 32
11
+ * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
12
+ * * p the number of windings around the z axis, optional, default 2
13
+ * * q the number of windings around the x axis, optional, default 3
14
+ * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
15
+ * * 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)
16
+ * * 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)
17
+ * @returns the VertexData of the Torus Knot
18
+ */
19
+ export function CreateTorusKnotVertexData(options) {
5
20
  var indices = new Array();
6
21
  var positions = new Array();
7
22
  var normals = new Array();
@@ -76,7 +91,38 @@ VertexData.CreateTorusKnot = function (options) {
76
91
  vertexData.normals = normals;
77
92
  vertexData.uvs = uvs;
78
93
  return vertexData;
94
+ }
95
+ /**
96
+ * Creates a torus knot mesh
97
+ * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
98
+ * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
99
+ * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
100
+ * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
101
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
102
+ * * 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
103
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
104
+ * @param name defines the name of the mesh
105
+ * @param options defines the options used to create the mesh
106
+ * @param scene defines the hosting scene
107
+ * @returns the torus knot mesh
108
+ * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
109
+ */
110
+ export function CreateTorusKnot(name, options, scene) {
111
+ var torusKnot = new Mesh(name, scene);
112
+ options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
113
+ torusKnot._originalBuilderSideOrientation = options.sideOrientation;
114
+ var vertexData = CreateTorusKnotVertexData(options);
115
+ vertexData.applyToMesh(torusKnot, options.updatable);
116
+ return torusKnot;
117
+ }
118
+ /**
119
+ * Class containing static functions to help procedurally build meshes
120
+ * @deprecated use CreateTorusKnot instead
121
+ */
122
+ export var TorusKnotBuilder = {
123
+ CreateTorusKnot: CreateTorusKnot
79
124
  };
125
+ VertexData.CreateTorusKnot = CreateTorusKnotVertexData;
80
126
  Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
81
127
  var options = {
82
128
  radius: radius,
@@ -88,38 +134,6 @@ Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegm
88
134
  sideOrientation: sideOrientation,
89
135
  updatable: updatable
90
136
  };
91
- return TorusKnotBuilder.CreateTorusKnot(name, options, scene);
137
+ return CreateTorusKnot(name, options, scene);
92
138
  };
93
- /**
94
- * Class containing static functions to help procedurally build meshes
95
- */
96
- var TorusKnotBuilder = /** @class */ (function () {
97
- function TorusKnotBuilder() {
98
- }
99
- /**
100
- * Creates a torus knot mesh
101
- * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
102
- * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
103
- * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
104
- * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
105
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
106
- * * 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
107
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
108
- * @param name defines the name of the mesh
109
- * @param options defines the options used to create the mesh
110
- * @param scene defines the hosting scene
111
- * @returns the torus knot mesh
112
- * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
113
- */
114
- TorusKnotBuilder.CreateTorusKnot = function (name, options, scene) {
115
- var torusKnot = new Mesh(name, scene);
116
- options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);
117
- torusKnot._originalBuilderSideOrientation = options.sideOrientation;
118
- var vertexData = VertexData.CreateTorusKnot(options);
119
- vertexData.applyToMesh(torusKnot, options.updatable);
120
- return torusKnot;
121
- };
122
- return TorusKnotBuilder;
123
- }());
124
- export { TorusKnotBuilder };
125
139
  //# sourceMappingURL=torusKnotBuilder.js.map
@@ -1 +1 @@
1
- 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{ Vector4, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\nVertexData.CreateTorusKnot = function (options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = new Array<number>();\r\n var positions = 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 || 2;\r\n var tube = options.tube || 0.5;\r\n var radialSegments = options.radialSegments || 32;\r\n var tubularSegments = options.tubularSegments || 32;\r\n var p = options.p || 2;\r\n var q = options.q || 3;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Helper\r\n var getPos = (angle: number) => {\r\n\r\n var cu = Math.cos(angle);\r\n var su = Math.sin(angle);\r\n var quOverP = q / p * angle;\r\n var cs = Math.cos(quOverP);\r\n\r\n var tx = radius * (2 + cs) * 0.5 * cu;\r\n var ty = radius * (2 + cs) * su * 0.5;\r\n var tz = radius * Math.sin(quOverP) * 0.5;\r\n\r\n return new Vector3(tx, ty, tz);\r\n };\r\n\r\n // Vertices\r\n var i: number;\r\n var j: number;\r\n for (i = 0; i <= radialSegments; i++) {\r\n var modI = i % radialSegments;\r\n var u = modI / radialSegments * 2 * p * Math.PI;\r\n var p1 = getPos(u);\r\n var p2 = getPos(u + 0.01);\r\n var tang = p2.subtract(p1);\r\n var n = p2.add(p1);\r\n\r\n var bitan = Vector3.Cross(tang, n);\r\n n = Vector3.Cross(bitan, tang);\r\n\r\n bitan.normalize();\r\n n.normalize();\r\n\r\n for (j = 0; j < tubularSegments; j++) {\r\n var modJ = j % tubularSegments;\r\n var v = modJ / tubularSegments * 2 * Math.PI;\r\n var cx = -tube * Math.cos(v);\r\n var cy = tube * Math.sin(v);\r\n\r\n positions.push(p1.x + cx * n.x + cy * bitan.x);\r\n positions.push(p1.y + cx * n.y + cy * bitan.y);\r\n positions.push(p1.z + cx * n.z + cy * bitan.z);\r\n\r\n uvs.push(i / radialSegments);\r\n uvs.push(j / tubularSegments);\r\n }\r\n }\r\n\r\n for (i = 0; i < radialSegments; i++) {\r\n for (j = 0; j < tubularSegments; j++) {\r\n var jNext = (j + 1) % tubularSegments;\r\n var a = i * tubularSegments + j;\r\n var b = (i + 1) * tubularSegments + j;\r\n var c = (i + 1) * tubularSegments + jNext;\r\n var d = i * tubularSegments + jNext;\r\n\r\n indices.push(d); indices.push(b); indices.push(a);\r\n indices.push(d); indices.push(c); indices.push(b);\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\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.CreateTorusKnot = (name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n var options = {\r\n radius: radius,\r\n tube: tube,\r\n radialSegments: radialSegments,\r\n tubularSegments: tubularSegments,\r\n p: p,\r\n q: q,\r\n sideOrientation: sideOrientation,\r\n updatable: updatable\r\n };\r\n\r\n return TorusKnotBuilder.CreateTorusKnot(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 TorusKnotBuilder {\r\n /**\r\n * Creates a torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\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 torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\n public static CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torusKnot = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torusKnot._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = VertexData.CreateTorusKnot(options);\r\n\r\n vertexData.applyToMesh(torusKnot, options.updatable);\r\n\r\n return torusKnot;\r\n }\r\n}"]}
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+ 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{ Vector4, Vector3 } from \"../../Maths/math.vector\";\r\nimport { Mesh, _CreationDataStorage } from \"../mesh\";\r\nimport { VertexData } from \"../mesh.vertexData\";\r\nimport { Scene } from \"../../scene\";\r\n\r\n// based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473\r\n/**\r\n * Creates the VertexData for a TorusKnot\r\n * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty\r\n * * radius the radius of the torus knot, optional, default 2\r\n * * tube the thickness of the tube, optional, default 0.5\r\n * * radialSegments the number of sides on each tube segments, optional, default 32\r\n * * tubularSegments the number of tubes to decompose the knot into, optional, default 32\r\n * * p the number of windings around the z axis, optional, default 2\r\n * * q the number of windings around the x axis, optional, default 3\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 Torus Knot\r\n */\r\nexport function CreateTorusKnotVertexData(options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }): VertexData {\r\n var indices = new Array<number>();\r\n var positions = 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 || 2;\r\n var tube = options.tube || 0.5;\r\n var radialSegments = options.radialSegments || 32;\r\n var tubularSegments = options.tubularSegments || 32;\r\n var p = options.p || 2;\r\n var q = options.q || 3;\r\n var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || VertexData.DEFAULTSIDE;\r\n\r\n // Helper\r\n var getPos = (angle: number) => {\r\n\r\n var cu = Math.cos(angle);\r\n var su = Math.sin(angle);\r\n var quOverP = q / p * angle;\r\n var cs = Math.cos(quOverP);\r\n\r\n var tx = radius * (2 + cs) * 0.5 * cu;\r\n var ty = radius * (2 + cs) * su * 0.5;\r\n var tz = radius * Math.sin(quOverP) * 0.5;\r\n\r\n return new Vector3(tx, ty, tz);\r\n };\r\n\r\n // Vertices\r\n var i: number;\r\n var j: number;\r\n for (i = 0; i <= radialSegments; i++) {\r\n var modI = i % radialSegments;\r\n var u = modI / radialSegments * 2 * p * Math.PI;\r\n var p1 = getPos(u);\r\n var p2 = getPos(u + 0.01);\r\n var tang = p2.subtract(p1);\r\n var n = p2.add(p1);\r\n\r\n var bitan = Vector3.Cross(tang, n);\r\n n = Vector3.Cross(bitan, tang);\r\n\r\n bitan.normalize();\r\n n.normalize();\r\n\r\n for (j = 0; j < tubularSegments; j++) {\r\n var modJ = j % tubularSegments;\r\n var v = modJ / tubularSegments * 2 * Math.PI;\r\n var cx = -tube * Math.cos(v);\r\n var cy = tube * Math.sin(v);\r\n\r\n positions.push(p1.x + cx * n.x + cy * bitan.x);\r\n positions.push(p1.y + cx * n.y + cy * bitan.y);\r\n positions.push(p1.z + cx * n.z + cy * bitan.z);\r\n\r\n uvs.push(i / radialSegments);\r\n uvs.push(j / tubularSegments);\r\n }\r\n }\r\n\r\n for (i = 0; i < radialSegments; i++) {\r\n for (j = 0; j < tubularSegments; j++) {\r\n var jNext = (j + 1) % tubularSegments;\r\n var a = i * tubularSegments + j;\r\n var b = (i + 1) * tubularSegments + j;\r\n var c = (i + 1) * tubularSegments + jNext;\r\n var d = i * tubularSegments + jNext;\r\n\r\n indices.push(d); indices.push(b); indices.push(a);\r\n indices.push(d); indices.push(c); indices.push(b);\r\n }\r\n }\r\n\r\n // Normals\r\n VertexData.ComputeNormals(positions, indices, normals);\r\n\r\n // Sides\r\n VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);\r\n\r\n // Result\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 torus knot mesh\r\n * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)\r\n * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)\r\n * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)\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 torus knot mesh\r\n * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot\r\n */\r\nexport function CreateTorusKnot(name: string, options: { radius?: number, tube?: number, radialSegments?: number, tubularSegments?: number, p?: number, q?: number, updatable?: boolean, sideOrientation?: number, frontUVs?: Vector4, backUVs?: Vector4 }, scene: any): Mesh {\r\n var torusKnot = new Mesh(name, scene);\r\n\r\n options.sideOrientation = Mesh._GetDefaultSideOrientation(options.sideOrientation);\r\n torusKnot._originalBuilderSideOrientation = options.sideOrientation;\r\n\r\n var vertexData = CreateTorusKnotVertexData(options);\r\n\r\n vertexData.applyToMesh(torusKnot, options.updatable);\r\n\r\n return torusKnot;\r\n}\r\n/**\r\n * Class containing static functions to help procedurally build meshes\r\n * @deprecated use CreateTorusKnot instead\r\n */\r\nexport const TorusKnotBuilder = {\r\n CreateTorusKnot\r\n};\r\n\r\nVertexData.CreateTorusKnot = CreateTorusKnotVertexData;\r\n\r\nMesh.CreateTorusKnot = (name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh => {\r\n const options = {\r\n radius,\r\n tube,\r\n radialSegments,\r\n tubularSegments,\r\n p,\r\n q,\r\n sideOrientation,\r\n updatable\r\n };\r\n\r\n return CreateTorusKnot(name, options, scene);\r\n};"]}
@@ -2,46 +2,48 @@ import { Nullable } from "../../types";
2
2
  import { Scene } from "../../scene";
3
3
  import { Vector3, Vector4 } from "../../Maths/math.vector";
4
4
  import { Mesh } from "../mesh";
5
+ /**
6
+ * Creates a tube mesh.
7
+ * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
8
+ * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
9
+ * * The parameter `radius` (positive float, default 1) sets the tube radius size
10
+ * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
11
+ * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overrides the parameter `radius`
12
+ * * 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)
13
+ * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
14
+ * * 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
15
+ * * 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
16
+ * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
17
+ * * 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
18
+ * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
19
+ * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
20
+ * @param name defines the name of the mesh
21
+ * @param options defines the options used to create the mesh
22
+ * @param scene defines the hosting scene
23
+ * @returns the tube mesh
24
+ * @see https://doc.babylonjs.com/how_to/parametric_shapes
25
+ * @see https://doc.babylonjs.com/how_to/set_shapes#tube
26
+ */
27
+ export declare function CreateTube(name: string, options: {
28
+ path: Vector3[];
29
+ radius?: number;
30
+ tessellation?: number;
31
+ radiusFunction?: {
32
+ (i: number, distance: number): number;
33
+ };
34
+ cap?: number;
35
+ arc?: number;
36
+ updatable?: boolean;
37
+ sideOrientation?: number;
38
+ frontUVs?: Vector4;
39
+ backUVs?: Vector4;
40
+ instance?: Mesh;
41
+ invertUV?: boolean;
42
+ }, scene?: Nullable<Scene>): Mesh;
5
43
  /**
6
44
  * Class containing static functions to help procedurally build meshes
45
+ * @deprecated use CreateTube directly
7
46
  */
8
- export declare class TubeBuilder {
9
- /**
10
- * Creates a tube mesh.
11
- * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
12
- * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
13
- * * The parameter `radius` (positive float, default 1) sets the tube radius size
14
- * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
15
- * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overrides the parameter `radius`
16
- * * 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)
17
- * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
18
- * * 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
19
- * * 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
20
- * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
21
- * * 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
22
- * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
23
- * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
24
- * @param name defines the name of the mesh
25
- * @param options defines the options used to create the mesh
26
- * @param scene defines the hosting scene
27
- * @returns the tube mesh
28
- * @see https://doc.babylonjs.com/how_to/parametric_shapes
29
- * @see https://doc.babylonjs.com/how_to/set_shapes#tube
30
- */
31
- static CreateTube(name: string, options: {
32
- path: Vector3[];
33
- radius?: number;
34
- tessellation?: number;
35
- radiusFunction?: {
36
- (i: number, distance: number): number;
37
- };
38
- cap?: number;
39
- arc?: number;
40
- updatable?: boolean;
41
- sideOrientation?: number;
42
- frontUVs?: Vector4;
43
- backUVs?: Vector4;
44
- instance?: Mesh;
45
- invertUV?: boolean;
46
- }, scene?: Nullable<Scene>): Mesh;
47
- }
47
+ export declare const TubeBuilder: {
48
+ CreateTube: typeof CreateTube;
49
+ };