@babylonjs/core 5.0.0-beta.4 → 5.0.0-beta.8

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 (705) hide show
  1. package/Actions/actionManager.d.ts +1 -1
  2. package/Actions/actionManager.js +5 -1
  3. package/Actions/actionManager.js.map +1 -1
  4. package/Animations/animation.d.ts +2 -2
  5. package/Animations/animation.js +5 -1
  6. package/Animations/animation.js.map +1 -1
  7. package/Audio/analyser.d.ts +2 -1
  8. package/Audio/analyser.js +5 -0
  9. package/Audio/analyser.js.map +1 -1
  10. package/Audio/audioSceneComponent.d.ts +1 -1
  11. package/Audio/audioSceneComponent.js +5 -0
  12. package/Audio/audioSceneComponent.js.map +1 -1
  13. package/Audio/sound.d.ts +1 -1
  14. package/Audio/sound.js +8 -1
  15. package/Audio/sound.js.map +1 -1
  16. package/Audio/soundTrack.d.ts +2 -1
  17. package/Audio/soundTrack.js +5 -0
  18. package/Audio/soundTrack.js.map +1 -1
  19. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  20. package/BakedVertexAnimation/bakedVertexAnimationManager.js +5 -0
  21. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  22. package/Behaviors/Meshes/baseSixDofDragBehavior.js +29 -26
  23. package/Behaviors/Meshes/baseSixDofDragBehavior.js.map +1 -1
  24. package/Behaviors/Meshes/pointerDragBehavior.js +2 -0
  25. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  26. package/Bones/bone.d.ts +2 -1
  27. package/Bones/bone.js +28 -18
  28. package/Bones/bone.js.map +1 -1
  29. package/Bones/skeleton.d.ts +0 -6
  30. package/Bones/skeleton.js +5 -17
  31. package/Bones/skeleton.js.map +1 -1
  32. package/Buffers/buffer.d.ts +4 -0
  33. package/Buffers/buffer.js +13 -3
  34. package/Buffers/buffer.js.map +1 -1
  35. package/Cameras/Inputs/freeCameraMouseInput.d.ts +1 -0
  36. package/Cameras/Inputs/freeCameraMouseInput.js +6 -3
  37. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  38. package/Cameras/Inputs/freeCameraTouchInput.js +2 -4
  39. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  40. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  41. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  42. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  43. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  44. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  45. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  46. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  47. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  48. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  49. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  50. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  51. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  52. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  53. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  54. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  55. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  56. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  57. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  58. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  59. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  60. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  61. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  62. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  63. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  64. package/Cameras/VR/vrExperienceHelper.d.ts +1 -0
  65. package/Cameras/VR/vrExperienceHelper.js +1 -0
  66. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  67. package/Cameras/VR/webVRCamera.d.ts +2 -1
  68. package/Cameras/VR/webVRCamera.js +3 -2
  69. package/Cameras/VR/webVRCamera.js.map +1 -1
  70. package/Cameras/arcRotateCamera.d.ts +1 -1
  71. package/Cameras/arcRotateCamera.js.map +1 -1
  72. package/Cameras/camera.d.ts +1 -1
  73. package/Cameras/camera.js +1 -1
  74. package/Cameras/camera.js.map +1 -1
  75. package/Cameras/deviceOrientationCamera.d.ts +1 -1
  76. package/Cameras/deviceOrientationCamera.js.map +1 -1
  77. package/Cameras/flyCamera.d.ts +1 -1
  78. package/Cameras/flyCamera.js.map +1 -1
  79. package/Cameras/followCamera.d.ts +1 -1
  80. package/Cameras/followCamera.js.map +1 -1
  81. package/Cameras/freeCamera.d.ts +1 -1
  82. package/Cameras/freeCamera.js.map +1 -1
  83. package/Cameras/gamepadCamera.d.ts +1 -1
  84. package/Cameras/gamepadCamera.js.map +1 -1
  85. package/Cameras/targetCamera.d.ts +1 -1
  86. package/Cameras/targetCamera.js.map +1 -1
  87. package/Cameras/touchCamera.d.ts +1 -1
  88. package/Cameras/touchCamera.js.map +1 -1
  89. package/Cameras/universalCamera.d.ts +1 -1
  90. package/Cameras/universalCamera.js.map +1 -1
  91. package/Cameras/virtualJoysticksCamera.d.ts +1 -1
  92. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  93. package/Collisions/collider.d.ts +1 -1
  94. package/Collisions/collider.js +48 -2
  95. package/Collisions/collider.js.map +1 -1
  96. package/Compat/compatibilityOptions.d.ts +9 -0
  97. package/Compat/compatibilityOptions.js +14 -0
  98. package/Compat/compatibilityOptions.js.map +1 -0
  99. package/Compat/index.d.ts +1 -0
  100. package/Compat/index.js +2 -0
  101. package/Compat/index.js.map +1 -0
  102. package/Compute/computeEffect.js +2 -2
  103. package/Compute/computeEffect.js.map +1 -1
  104. package/Culling/Octrees/octreeSceneComponent.d.ts +1 -1
  105. package/Culling/Octrees/octreeSceneComponent.js +5 -0
  106. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  107. package/Culling/ray.js +2 -2
  108. package/Culling/ray.js.map +1 -1
  109. package/Debug/axesViewer.d.ts +1 -1
  110. package/Debug/axesViewer.js +5 -0
  111. package/Debug/axesViewer.js.map +1 -1
  112. package/Debug/debugLayer.d.ts +1 -1
  113. package/Debug/debugLayer.js +6 -2
  114. package/Debug/debugLayer.js.map +1 -1
  115. package/Debug/physicsViewer.d.ts +1 -1
  116. package/Debug/physicsViewer.js +3 -0
  117. package/Debug/physicsViewer.js.map +1 -1
  118. package/Debug/skeletonViewer.js +3 -4
  119. package/Debug/skeletonViewer.js.map +1 -1
  120. package/DeviceInput/Helpers/eventFactory.js +2 -5
  121. package/DeviceInput/Helpers/eventFactory.js.map +1 -1
  122. package/DeviceInput/InputDevices/deviceEnums.d.ts +55 -2
  123. package/DeviceInput/InputDevices/deviceEnums.js +54 -0
  124. package/DeviceInput/InputDevices/deviceEnums.js.map +1 -1
  125. package/DeviceInput/InputDevices/deviceTypes.d.ts +2 -2
  126. package/DeviceInput/InputDevices/deviceTypes.js.map +1 -1
  127. package/DeviceInput/InputDevices/internalDeviceSourceManager.js +1 -0
  128. package/DeviceInput/InputDevices/internalDeviceSourceManager.js.map +1 -1
  129. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js +3 -2
  130. package/DeviceInput/InputDevices/nativeDeviceInputSystem.js.map +1 -1
  131. package/DeviceInput/InputDevices/webDeviceInputSystem.js +38 -82
  132. package/DeviceInput/InputDevices/webDeviceInputSystem.js.map +1 -1
  133. package/Engines/Extensions/engine.cubeTexture.d.ts +1 -1
  134. package/Engines/Extensions/engine.cubeTexture.js +6 -2
  135. package/Engines/Extensions/engine.cubeTexture.js.map +1 -1
  136. package/Engines/Extensions/engine.multiview.d.ts +5 -0
  137. package/Engines/Extensions/engine.multiview.js +4 -2
  138. package/Engines/Extensions/engine.multiview.js.map +1 -1
  139. package/Engines/Native/nativeInterfaces.d.ts +2 -1
  140. package/Engines/Native/nativeInterfaces.js.map +1 -1
  141. package/Engines/Processors/Expressions/shaderDefineExpression.js +1 -1
  142. package/Engines/Processors/Expressions/shaderDefineExpression.js.map +1 -1
  143. package/Engines/Processors/shaderCodeInliner.js +13 -13
  144. package/Engines/Processors/shaderCodeInliner.js.map +1 -1
  145. package/Engines/WebGPU/Extensions/engine.computeShader.js +1 -1
  146. package/Engines/WebGPU/Extensions/engine.computeShader.js.map +1 -1
  147. package/Engines/WebGPU/Extensions/engine.cubeTexture.js +4 -1
  148. package/Engines/WebGPU/Extensions/engine.cubeTexture.js.map +1 -1
  149. package/Engines/WebGPU/webgpuCacheBindGroups.js +9 -9
  150. package/Engines/WebGPU/webgpuCacheBindGroups.js.map +1 -1
  151. package/Engines/WebGPU/webgpuCacheRenderPipeline.js +1 -1
  152. package/Engines/WebGPU/webgpuCacheRenderPipeline.js.map +1 -1
  153. package/Engines/WebGPU/webgpuComputeContext.js +1 -1
  154. package/Engines/WebGPU/webgpuComputeContext.js.map +1 -1
  155. package/Engines/WebGPU/webgpuConstants.d.ts +2 -1
  156. package/Engines/WebGPU/webgpuConstants.js +1 -0
  157. package/Engines/WebGPU/webgpuConstants.js.map +1 -1
  158. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js +13 -13
  159. package/Engines/WebGPU/webgpuShaderProcessorsGLSL.js.map +1 -1
  160. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js +30 -30
  161. package/Engines/WebGPU/webgpuShaderProcessorsWGSL.js.map +1 -1
  162. package/Engines/WebGPU/webgpuTextureHelper.js +18 -11
  163. package/Engines/WebGPU/webgpuTextureHelper.js.map +1 -1
  164. package/Engines/engine.d.ts +47 -27
  165. package/Engines/engine.js +1 -1
  166. package/Engines/engine.js.map +1 -1
  167. package/Engines/engineCapabilities.d.ts +2 -0
  168. package/Engines/engineCapabilities.js.map +1 -1
  169. package/Engines/nativeEngine.d.ts +1 -0
  170. package/Engines/nativeEngine.js +39 -13
  171. package/Engines/nativeEngine.js.map +1 -1
  172. package/Engines/nullEngine.js +3 -2
  173. package/Engines/nullEngine.js.map +1 -1
  174. package/Engines/renderTargetWrapper.d.ts +8 -0
  175. package/Engines/renderTargetWrapper.js +20 -0
  176. package/Engines/renderTargetWrapper.js.map +1 -1
  177. package/Engines/thinEngine.d.ts +7 -0
  178. package/Engines/thinEngine.js +27 -9
  179. package/Engines/thinEngine.js.map +1 -1
  180. package/Engines/webgpuEngine.js +37 -25
  181. package/Engines/webgpuEngine.js.map +1 -1
  182. package/Events/keyboardEvents.d.ts +7 -1
  183. package/Events/keyboardEvents.js +11 -1
  184. package/Events/keyboardEvents.js.map +1 -1
  185. package/Gamepads/Controllers/daydreamController.js +1 -1
  186. package/Gamepads/Controllers/daydreamController.js.map +1 -1
  187. package/Gamepads/Controllers/oculusTouchController.js +2 -2
  188. package/Gamepads/Controllers/oculusTouchController.js.map +1 -1
  189. package/Gamepads/Controllers/webVRController.d.ts +1 -0
  190. package/Gamepads/Controllers/webVRController.js +1 -0
  191. package/Gamepads/Controllers/webVRController.js.map +1 -1
  192. package/Gamepads/gamepadManager.js +1 -1
  193. package/Gamepads/gamepadManager.js.map +1 -1
  194. package/Gizmos/boundingBoxGizmo.js +0 -10
  195. package/Gizmos/boundingBoxGizmo.js.map +1 -1
  196. package/Gizmos/gizmo.js +1 -1
  197. package/Gizmos/gizmo.js.map +1 -1
  198. package/Gizmos/gizmoManager.d.ts +2 -0
  199. package/Gizmos/gizmoManager.js +28 -24
  200. package/Gizmos/gizmoManager.js.map +1 -1
  201. package/Helpers/sceneHelpers.d.ts +1 -0
  202. package/Helpers/sceneHelpers.js.map +1 -1
  203. package/Inputs/scene.inputManager.d.ts +1 -1
  204. package/Inputs/scene.inputManager.js +8 -7
  205. package/Inputs/scene.inputManager.js.map +1 -1
  206. package/Instrumentation/sceneInstrumentation.js +2 -2
  207. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  208. package/Layers/effectLayer.d.ts +1 -1
  209. package/Layers/effectLayer.js +1 -1
  210. package/Layers/effectLayer.js.map +1 -1
  211. package/Layers/effectLayerSceneComponent.d.ts +1 -1
  212. package/Layers/effectLayerSceneComponent.js +7 -3
  213. package/Layers/effectLayerSceneComponent.js.map +1 -1
  214. package/Layers/glowLayer.d.ts +1 -1
  215. package/Layers/glowLayer.js.map +1 -1
  216. package/Layers/highlightLayer.d.ts +1 -1
  217. package/Layers/highlightLayer.js +2 -1
  218. package/Layers/highlightLayer.js.map +1 -1
  219. package/Layers/layer.d.ts +2 -2
  220. package/Layers/layer.js.map +1 -1
  221. package/Layers/layerSceneComponent.d.ts +1 -1
  222. package/Layers/layerSceneComponent.js +7 -3
  223. package/Layers/layerSceneComponent.js.map +1 -1
  224. package/Lights/Shadows/cascadedShadowGenerator.js +2 -2
  225. package/Lights/Shadows/cascadedShadowGenerator.js.map +1 -1
  226. package/Lights/Shadows/shadowGenerator.js +7 -7
  227. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  228. package/Loading/Plugins/babylonFileLoader.js +79 -36
  229. package/Loading/Plugins/babylonFileLoader.js.map +1 -1
  230. package/Loading/loadingScreen.js +8 -8
  231. package/Loading/loadingScreen.js.map +1 -1
  232. package/Loading/sceneLoader.js +3 -3
  233. package/Loading/sceneLoader.js.map +1 -1
  234. package/Materials/Background/backgroundMaterial.d.ts +1 -1
  235. package/Materials/Background/backgroundMaterial.js.map +1 -1
  236. package/Materials/Node/Blocks/Dual/clipPlanesBlock.d.ts +37 -0
  237. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js +117 -0
  238. package/Materials/Node/Blocks/Dual/clipPlanesBlock.js.map +1 -0
  239. package/Materials/Node/Blocks/Dual/currentScreenBlock.js +12 -12
  240. package/Materials/Node/Blocks/Dual/currentScreenBlock.js.map +1 -1
  241. package/Materials/Node/Blocks/Dual/fogBlock.js +5 -5
  242. package/Materials/Node/Blocks/Dual/fogBlock.js.map +1 -1
  243. package/Materials/Node/Blocks/Dual/imageSourceBlock.js +13 -13
  244. package/Materials/Node/Blocks/Dual/imageSourceBlock.js.map +1 -1
  245. package/Materials/Node/Blocks/Dual/index.d.ts +1 -0
  246. package/Materials/Node/Blocks/Dual/index.js +1 -0
  247. package/Materials/Node/Blocks/Dual/index.js.map +1 -1
  248. package/Materials/Node/Blocks/Dual/lightBlock.js +10 -10
  249. package/Materials/Node/Blocks/Dual/lightBlock.js.map +1 -1
  250. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js +28 -28
  251. package/Materials/Node/Blocks/Dual/reflectionTextureBaseBlock.js.map +1 -1
  252. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js +1 -1
  253. package/Materials/Node/Blocks/Dual/reflectionTextureBlock.js.map +1 -1
  254. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js +7 -7
  255. package/Materials/Node/Blocks/Dual/sceneDepthBlock.js.map +1 -1
  256. package/Materials/Node/Blocks/Dual/textureBlock.js +32 -32
  257. package/Materials/Node/Blocks/Dual/textureBlock.js.map +1 -1
  258. package/Materials/Node/Blocks/Fragment/derivativeBlock.js +2 -2
  259. package/Materials/Node/Blocks/Fragment/derivativeBlock.js.map +1 -1
  260. package/Materials/Node/Blocks/Fragment/discardBlock.js +1 -1
  261. package/Materials/Node/Blocks/Fragment/discardBlock.js.map +1 -1
  262. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js +1 -1
  263. package/Materials/Node/Blocks/Fragment/fragCoordBlock.js.map +1 -1
  264. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js +10 -10
  265. package/Materials/Node/Blocks/Fragment/fragmentOutputBlock.js.map +1 -1
  266. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js +7 -7
  267. package/Materials/Node/Blocks/Fragment/imageProcessingBlock.js.map +1 -1
  268. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js +12 -12
  269. package/Materials/Node/Blocks/Fragment/perturbNormalBlock.js.map +1 -1
  270. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js +1 -1
  271. package/Materials/Node/Blocks/Fragment/screenSizeBlock.js.map +1 -1
  272. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js +7 -7
  273. package/Materials/Node/Blocks/Fragment/screenSpaceBlock.js.map +1 -1
  274. package/Materials/Node/Blocks/Fragment/twirlBlock.js +4 -4
  275. package/Materials/Node/Blocks/Fragment/twirlBlock.js.map +1 -1
  276. package/Materials/Node/Blocks/Input/inputBlock.d.ts +2 -1
  277. package/Materials/Node/Blocks/Input/inputBlock.js +29 -24
  278. package/Materials/Node/Blocks/Input/inputBlock.js.map +1 -1
  279. package/Materials/Node/Blocks/PBR/anisotropyBlock.js +5 -5
  280. package/Materials/Node/Blocks/PBR/anisotropyBlock.js.map +1 -1
  281. package/Materials/Node/Blocks/PBR/clearCoatBlock.js +5 -5
  282. package/Materials/Node/Blocks/PBR/clearCoatBlock.js.map +1 -1
  283. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js +33 -33
  284. package/Materials/Node/Blocks/PBR/pbrMetallicRoughnessBlock.js.map +1 -1
  285. package/Materials/Node/Blocks/PBR/reflectionBlock.js +11 -11
  286. package/Materials/Node/Blocks/PBR/reflectionBlock.js.map +1 -1
  287. package/Materials/Node/Blocks/PBR/refractionBlock.js +11 -11
  288. package/Materials/Node/Blocks/PBR/refractionBlock.js.map +1 -1
  289. package/Materials/Node/Blocks/PBR/sheenBlock.js +3 -3
  290. package/Materials/Node/Blocks/PBR/sheenBlock.js.map +1 -1
  291. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js +1 -1
  292. package/Materials/Node/Blocks/PBR/subSurfaceBlock.js.map +1 -1
  293. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js +1 -1
  294. package/Materials/Node/Blocks/Particle/particleBlendMultiplyBlock.js.map +1 -1
  295. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js +1 -1
  296. package/Materials/Node/Blocks/Particle/particleRampGradientBlock.js.map +1 -1
  297. package/Materials/Node/Blocks/Particle/particleTextureBlock.js +7 -7
  298. package/Materials/Node/Blocks/Particle/particleTextureBlock.js.map +1 -1
  299. package/Materials/Node/Blocks/Vertex/bonesBlock.js +3 -3
  300. package/Materials/Node/Blocks/Vertex/bonesBlock.js.map +1 -1
  301. package/Materials/Node/Blocks/Vertex/instancesBlock.js +3 -3
  302. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  303. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js +5 -5
  304. package/Materials/Node/Blocks/Vertex/lightInformationBlock.js.map +1 -1
  305. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js +16 -16
  306. package/Materials/Node/Blocks/Vertex/morphTargetsBlock.js.map +1 -1
  307. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js +1 -1
  308. package/Materials/Node/Blocks/Vertex/vertexOutputBlock.js.map +1 -1
  309. package/Materials/Node/Blocks/addBlock.js +1 -1
  310. package/Materials/Node/Blocks/addBlock.js.map +1 -1
  311. package/Materials/Node/Blocks/arcTan2Block.js +1 -1
  312. package/Materials/Node/Blocks/arcTan2Block.js.map +1 -1
  313. package/Materials/Node/Blocks/clampBlock.js +3 -3
  314. package/Materials/Node/Blocks/clampBlock.js.map +1 -1
  315. package/Materials/Node/Blocks/cloudBlock.js +7 -7
  316. package/Materials/Node/Blocks/cloudBlock.js.map +1 -1
  317. package/Materials/Node/Blocks/colorMergerBlock.js +8 -8
  318. package/Materials/Node/Blocks/colorMergerBlock.js.map +1 -1
  319. package/Materials/Node/Blocks/colorSplitterBlock.js +5 -5
  320. package/Materials/Node/Blocks/colorSplitterBlock.js.map +1 -1
  321. package/Materials/Node/Blocks/conditionalBlock.js +10 -10
  322. package/Materials/Node/Blocks/conditionalBlock.js.map +1 -1
  323. package/Materials/Node/Blocks/crossBlock.js +1 -1
  324. package/Materials/Node/Blocks/crossBlock.js.map +1 -1
  325. package/Materials/Node/Blocks/customBlock.js +1 -1
  326. package/Materials/Node/Blocks/customBlock.js.map +1 -1
  327. package/Materials/Node/Blocks/desaturateBlock.js +4 -4
  328. package/Materials/Node/Blocks/desaturateBlock.js.map +1 -1
  329. package/Materials/Node/Blocks/distanceBlock.js +1 -1
  330. package/Materials/Node/Blocks/distanceBlock.js.map +1 -1
  331. package/Materials/Node/Blocks/divideBlock.js +1 -1
  332. package/Materials/Node/Blocks/divideBlock.js.map +1 -1
  333. package/Materials/Node/Blocks/dotBlock.js +1 -1
  334. package/Materials/Node/Blocks/dotBlock.js.map +1 -1
  335. package/Materials/Node/Blocks/elbowBlock.d.ts +27 -0
  336. package/Materials/Node/Blocks/elbowBlock.js +60 -0
  337. package/Materials/Node/Blocks/elbowBlock.js.map +1 -0
  338. package/Materials/Node/Blocks/fresnelBlock.js +2 -2
  339. package/Materials/Node/Blocks/fresnelBlock.js.map +1 -1
  340. package/Materials/Node/Blocks/gradientBlock.js +8 -8
  341. package/Materials/Node/Blocks/gradientBlock.js.map +1 -1
  342. package/Materials/Node/Blocks/index.d.ts +1 -0
  343. package/Materials/Node/Blocks/index.js +1 -0
  344. package/Materials/Node/Blocks/index.js.map +1 -1
  345. package/Materials/Node/Blocks/lengthBlock.js +1 -1
  346. package/Materials/Node/Blocks/lengthBlock.js.map +1 -1
  347. package/Materials/Node/Blocks/lerpBlock.js +1 -1
  348. package/Materials/Node/Blocks/lerpBlock.js.map +1 -1
  349. package/Materials/Node/Blocks/matrixBuilderBlock.js +1 -1
  350. package/Materials/Node/Blocks/matrixBuilderBlock.js.map +1 -1
  351. package/Materials/Node/Blocks/maxBlock.js +1 -1
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@@ -138,7 +138,7 @@ declare module "./mesh" {
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  * @returns a new Mesh
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  * @deprecated Please use MeshBuilder instead
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  */
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- function CreateLines(name: string, points: Vector3[], scene: Nullable<Scene>, updatable: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
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+ function CreateLines(name: string, points: Vector3[], scene: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
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  /**
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  * Creates a dashed line mesh.
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  * @param name defines the name of the mesh to create
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- {"version":3,"file":"mesh.lts.js","sourceRoot":"","sources":["../../../sourceES6/core/Meshes/mesh.lts.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAoiB/C,cAAc;AACd,MAAM,CAAC,IAAM,cAAc,GAAG,UAAC,IAAgB;IAC3C,IAAI,CAAC,SAAS,CAAC,eAAe,GAAG,UAAU,EAAU;QACjD,OAAO,IAAI,CAAC,eAAe,CAAC,EAAE,CAAC,CAAC;IACpC,CAAC,CAAC;IAEF,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACnF,IAAI,CAAC,SAAS,GAAG,IAAI,CAAC,SAAS,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACjF,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACvF,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC3F,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC7F,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACrF,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACrF,IAAI,CAAC,YAAY,GAAG,IAAI,CAAC,YAAY,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACvF,IAAI,CAAC,iBAAiB,GAAG,IAAI,CAAC,iBAAiB,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACjG,IAAI,CAAC,yBAAyB,GAAG,IAAI,CAAC,yBAAyB,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACjH,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC,UAAU,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACnF,IAAI,CAAC,gBAAgB,GAAG,IAAI,CAAC,gBAAgB,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC/F,IAAI,CAAC,eAAe,GAAG,IAAI,CAAC,eAAe,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IAC7F,IAAI,CAAC,WAAW,GAAG,IAAI,CAAC,WAAW,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACrF,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC,aAAa,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;IACzF,IAAI,CAAC,cAAc,GAAG,IAAI,CAAC,cAAc,IAAI,CAAC,cAAQ,MAAM,WAAW,CAAC,aAAa,CAAC,CAAC,CAAC,CAAC,CAAC,CAAC;AAC/F,CAAC,CAAC","sourcesContent":["import { Color4 } from \"../Maths/math.color\";\r\nimport { Vector3, Vector4 } from \"../Maths/math.vector\";\r\nimport { _WarnImport } from \"../Misc/devTools\";\r\nimport { Scene } from \"../scene\";\r\nimport { Nullable } from \"../types\";\r\nimport { AbstractMesh } from \"./abstractMesh\";\r\nimport { ICreateCapsuleOptions } from \"./Builders/capsuleBuilder\";\r\nimport { GoldbergCreationOption } from \"./Builders/goldbergBuilder\";\r\n\r\ndeclare type GoldbergMesh = import(\"./goldbergMesh\").GoldbergMesh;\r\ndeclare type LinesMesh = import(\"./linesMesh\").LinesMesh;\r\ndeclare type GroundMesh = import(\"./groundMesh\").GroundMesh;\r\ndeclare type Mesh = import('./mesh').Mesh;\r\n/**\r\n * @hidden\r\n */\r\ndeclare type TypeofMesh = typeof import('./mesh').Mesh;\r\n\r\ndeclare var earcut: any;\r\n\r\ndeclare module \"./mesh\" {\r\n interface Mesh {\r\n /**\r\n * Sets the mesh material by the material or multiMaterial `id` property\r\n * @param id is a string identifying the material or the multiMaterial\r\n * @returns the current mesh\r\n * @deprecated Please use MeshBuilder instead Please use setMaterialById instead\r\n */\r\n setMaterialByID(id: string): Mesh;\r\n }\r\n namespace Mesh {\r\n /**\r\n * Creates a ribbon mesh.\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#ribbon)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateRibbon(\r\n name: string,\r\n pathArray: Vector3[][],\r\n closeArray: boolean,\r\n closePath: boolean,\r\n offset: number,\r\n scene?: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc.\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @param 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 * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDisc(name: string, radius: number, tessellation: number, scene: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a box mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateBox(name: string, size: number, scene: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a sphere mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a hemisphere mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;\r\n\r\n /**\r\n * Creates a cylinder or a cone mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateCylinder(\r\n name: string,\r\n height: number,\r\n diameterTop: number,\r\n diameterBottom: number,\r\n tessellation: number,\r\n subdivisions: any,\r\n scene?: Scene,\r\n updatable?: any,\r\n sideOrientation?: number\r\n ): Mesh;\r\n\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (positive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a torus knot mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTorusKnot(\r\n name: string,\r\n radius: number,\r\n tube: number,\r\n radialSegments: number,\r\n tubularSegments: number,\r\n p: number,\r\n q: number,\r\n scene?: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a line mesh..\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#lines-and-dashedlines).\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateLines(name: string, points: Vector3[], scene: Nullable<Scene>, updatable: boolean, instance?: Nullable<LinesMesh>): LinesMesh;\r\n\r\n /**\r\n * Creates a dashed line mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#lines-and-dashedlines)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDashedLines(\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene>,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n ): LinesMesh;\r\n\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\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 * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;\r\n\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction..\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudePolygon(\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection?: any\r\n ): Mesh;\r\n\r\n /**\r\n * Creates an extruded shape mesh.\r\n * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#extruded-shape)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudeShape(\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene>,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n *\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#extruded-shape)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudeShapeCustom(\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a plane mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a ground mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;\r\n\r\n /**\r\n * Creates a tiled ground mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTiledGround(\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * @see https://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n ): GroundMesh;\r\n\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n *\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @param radiusFunction is a custom function. If it is not null, it overrides the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#tube)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTube(\r\n name: string,\r\n path: Vector3[],\r\n radius: number,\r\n tessellation: number,\r\n radiusFunction: { (i: number, distance: number): number },\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a polyhedron mesh.\r\n *.\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embedded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePolyhedron(\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n },\r\n scene: Scene\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 * @see https://doc.babylonjs.com/divingDeeper/mesh/creation/polyhedra/icosphere\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 a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateIcoSphere(\r\n name: string,\r\n options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean },\r\n scene: Scene\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a decal mesh.\r\n *.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;\r\n\r\n /** Creates a Capsule Mesh\r\n * @param name defines the name of the mesh.\r\n * @param options the constructors options used to shape the mesh.\r\n * @param scene defines the scene the mesh is scoped to.\r\n * @returns the capsule mesh\r\n * @see https://doc.babylonjs.com/divingDeeper/mesh/creation/set/capsule\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateCapsule(name: string, options: ICreateCapsuleOptions, scene: Scene): Mesh;\r\n\r\n /**\r\n * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_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 * @param scene defines the hosting scene\r\n * @returns Goldberg mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGoldberg(name: string, options: GoldbergCreationOption, scene?: Nullable<Scene>): GoldbergMesh;\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport const _injectLTSMesh = (Mesh: TypeofMesh) => {\r\n Mesh.prototype.setMaterialByID = function (id: string): Mesh {\r\n return this.setMaterialById(id);\r\n };\r\n\r\n Mesh.CreateDisc = Mesh.CreateDisc || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateBox = Mesh.CreateBox || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateSphere = Mesh.CreateSphere || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateCylinder = Mesh.CreateCylinder || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTorusKnot = Mesh.CreateTorusKnot || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTorus = Mesh.CreateTorus || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreatePlane = Mesh.CreatePlane || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGround = Mesh.CreateGround || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTiledGround = Mesh.CreateTiledGround || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGroundFromHeightMap = Mesh.CreateGroundFromHeightMap || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTube = Mesh.CreateTube || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreatePolyhedron = Mesh.CreatePolyhedron || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateIcoSphere = Mesh.CreateIcoSphere || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateDecal = Mesh.CreateDecal || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateCapsule = Mesh.CreateCapsule || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGoldberg = Mesh.CreateGoldberg || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n};"]}
1
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The pathArray parameter depicts the ribbon geometry.\r\n * @param closeArray creates a seam between the first and the last paths of the path array (default is false)\r\n * @param closePath creates a seam between the first and the last points of each path of the path array\r\n * @param offset is taken in account only if the `pathArray` is containing a single path\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#ribbon)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateRibbon(\r\n name: string,\r\n pathArray: Vector3[][],\r\n closeArray: boolean,\r\n closePath: boolean,\r\n offset: number,\r\n scene?: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a plane polygonal mesh. By default, this is a disc.\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the radius size (float) of the polygon (default 0.5)\r\n * @param 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 * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDisc(name: string, radius: number, tessellation: number, scene: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a box mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of each box side (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateBox(name: string, size: number, scene: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a sphere mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a hemisphere mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)\r\n * @param diameter sets the diameter size (float) of the sphere (default 1)\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;\r\n\r\n /**\r\n * Creates a cylinder or a cone mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param height sets the height size (float) of the cylinder/cone (float, default 2)\r\n * @param diameterTop set the top cap diameter (floats, default 1)\r\n * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero\r\n * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance\r\n * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateCylinder(\r\n name: string,\r\n height: number,\r\n diameterTop: number,\r\n diameterBottom: number,\r\n tessellation: number,\r\n subdivisions: any,\r\n scene?: Scene,\r\n updatable?: any,\r\n sideOrientation?: number\r\n ): Mesh;\r\n\r\n // Torus (Code from SharpDX.org)\r\n /**\r\n * Creates a torus mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param diameter sets the diameter size (float) of the torus (default 1)\r\n * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param tessellation sets the number of torus sides (positive integer, default 16)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a torus knot mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param radius sets the global radius size (float) of the torus knot (default 2)\r\n * @param tube sets the diameter size of the tube of the torus (float, default 0.5)\r\n * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)\r\n * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)\r\n * @param p the number of windings on X axis (positive integers, default 2)\r\n * @param q the number of windings on Y axis (positive integers, default 3)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTorusKnot(\r\n name: string,\r\n radius: number,\r\n tube: number,\r\n radialSegments: number,\r\n tubularSegments: number,\r\n p: number,\r\n q: number,\r\n scene?: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a line mesh..\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#lines-and-dashedlines).\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateLines(name: string, points: Vector3[], scene: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;\r\n\r\n /**\r\n * Creates a dashed line mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param points is an array successive Vector3\r\n * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)\r\n * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)\r\n * @param dashNb is the intended total number of dashes (positive integer, default 200)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#lines-and-dashedlines)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDashedLines(\r\n name: string,\r\n points: Vector3[],\r\n dashSize: number,\r\n gapSize: number,\r\n dashNb: number,\r\n scene: Nullable<Scene>,\r\n updatable?: boolean,\r\n instance?: LinesMesh\r\n ): LinesMesh;\r\n\r\n /**\r\n * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead\r\n * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.\r\n * The parameter `shape` is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors.\r\n * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE\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 * Remember you can only change the shape positions, not their number when updating a polygon.\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;\r\n\r\n /**\r\n * Creates an extruded polygon mesh, with depth in the Y direction..\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors\r\n * @param depth defines the height of extrusion\r\n * @param scene defines the hosting scene\r\n * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param earcutInjection can be used to inject your own earcut reference\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudePolygon(\r\n name: string,\r\n shape: Vector3[],\r\n depth: number,\r\n scene: Scene,\r\n holes?: Vector3[][],\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n earcutInjection?: any\r\n ): Mesh;\r\n\r\n /**\r\n * Creates an extruded shape mesh.\r\n * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scale is the value to scale the shape\r\n * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#extruded-shape)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudeShape(\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scale: number,\r\n rotation: number,\r\n cap: number,\r\n scene: Nullable<Scene>,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates an custom extruded shape mesh.\r\n * The custom extrusion is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n *\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis\r\n * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along\r\n * @param scaleFunction is a custom Javascript function called on each path point\r\n * @param rotationFunction is a custom Javascript function called on each path point\r\n * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`\r\n * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#extruded-shape)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function ExtrudeShapeCustom(\r\n name: string,\r\n shape: Vector3[],\r\n path: Vector3[],\r\n scaleFunction: Nullable<{ (i: number, distance: number): number }>,\r\n rotationFunction: Nullable<{ (i: number, distance: number): number }>,\r\n ribbonCloseArray: boolean,\r\n ribbonClosePath: boolean,\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates lathe mesh.\r\n * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe.\r\n * @param name defines the name of the mesh to create\r\n * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero\r\n * @param radius is the radius value of the lathe\r\n * @param tessellation is the side number of the lathe.\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a plane mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param size sets the size (float) of both sides of the plane at once (default 1)\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;\r\n\r\n /**\r\n * Creates a ground mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param width set the width of the ground\r\n * @param height set the height of the ground\r\n * @param subdivisions sets the number of subdivisions per side\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;\r\n\r\n /**\r\n * Creates a tiled ground mesh.\r\n * @param name defines the name of the mesh to create\r\n * @param xmin set the ground minimum X coordinate\r\n * @param zmin set the ground minimum Y coordinate\r\n * @param xmax set the ground maximum X coordinate\r\n * @param zmax set the ground maximum Z coordinate\r\n * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile\r\n * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTiledGround(\r\n name: string,\r\n xmin: number,\r\n zmin: number,\r\n xmax: number,\r\n zmax: number,\r\n subdivisions: { w: number; h: number },\r\n precision: { w: number; h: number },\r\n scene: Scene,\r\n updatable?: boolean\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a ground mesh from a height map.\r\n * @see https://doc.babylonjs.com/babylon101/height_map\r\n * @param name defines the name of the mesh to create\r\n * @param url sets the URL of the height map image resource\r\n * @param width set the ground width size\r\n * @param height set the ground height size\r\n * @param subdivisions sets the number of subdivision per side\r\n * @param minHeight is the minimum altitude on the ground\r\n * @param maxHeight is the maximum altitude on the ground\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)\r\n * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGroundFromHeightMap(\r\n name: string,\r\n url: string,\r\n width: number,\r\n height: number,\r\n subdivisions: number,\r\n minHeight: number,\r\n maxHeight: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n onReady?: (mesh: GroundMesh) => void,\r\n alphaFilter?: number\r\n ): GroundMesh;\r\n\r\n /**\r\n * Creates a tube mesh.\r\n * The tube is a parametric shape.\r\n * It has no predefined shape. Its final shape will depend on the input parameters.\r\n *\r\n * @see https://doc.babylonjs.com/how_to/parametric_shapes\r\n * @param name defines the name of the mesh to create\r\n * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube\r\n * @param radius sets the tube radius size\r\n * @param tessellation is the number of sides on the tubular surface\r\n * @param radiusFunction is a custom function. If it is not null, it overrides the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path\r\n * @param cap sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL\r\n * @param scene defines the hosting scene\r\n * @param updatable defines if the mesh must be flagged as updatable\r\n * @param sideOrientation defines the mesh side orientation (https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)\r\n * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (https://doc.babylonjs.com/divingDeeper/mesh/dynamicMeshMorph#tube)\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateTube(\r\n name: string,\r\n path: Vector3[],\r\n radius: number,\r\n tessellation: number,\r\n radiusFunction: { (i: number, distance: number): number },\r\n cap: number,\r\n scene: Scene,\r\n updatable?: boolean,\r\n sideOrientation?: number,\r\n instance?: Mesh\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a polyhedron mesh.\r\n *.\r\n * * The parameter `type` (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embedded types. Please refer to the type sheet in the tutorial to choose the wanted type\r\n * * The parameter `size` (positive float, default 1) sets the polygon size\r\n * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)\r\n * * You can build other polyhedron types than the 15 embbeded ones by setting the parameter `custom` (`polyhedronObject`, default null). If you set the parameter `custom`, this overwrittes the parameter `type`\r\n * * A `polyhedronObject` is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron\r\n * * You can set the color and the UV of each side of the polyhedron with the parameters `faceColors` (Color4, default `(1, 1, 1, 1)`) and faceUV (Vector4, default `(0, 0, 1, 1)`)\r\n * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors\r\n * * The parameter `flat` (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, `faceColors` and `faceUV` are ignored\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 to create\r\n * @param options defines the options used to create the mesh\r\n * @param scene defines the hosting scene\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreatePolyhedron(\r\n name: string,\r\n options: {\r\n type?: number;\r\n size?: number;\r\n sizeX?: number;\r\n sizeY?: number;\r\n sizeZ?: number;\r\n custom?: any;\r\n faceUV?: Vector4[];\r\n faceColors?: Color4[];\r\n updatable?: boolean;\r\n sideOrientation?: number;\r\n },\r\n scene: Scene\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided\r\n * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)\r\n * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value than `radius`)\r\n * * The parameter `subdivisions` sets the number of subdivisions (positive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size\r\n * * The parameter `flat` (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface\r\n * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 * @see https://doc.babylonjs.com/divingDeeper/mesh/creation/polyhedra/icosphere\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 a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateIcoSphere(\r\n name: string,\r\n options: { radius?: number; flat?: boolean; subdivisions?: number; sideOrientation?: number; updatable?: boolean },\r\n scene: Scene\r\n ): Mesh;\r\n\r\n /**\r\n * Creates a decal mesh.\r\n *.\r\n * A decal is a mesh usually applied as a model onto the surface of another mesh\r\n * @param name defines the name of the mesh\r\n * @param sourceMesh defines the mesh receiving the decal\r\n * @param position sets the position of the decal in world coordinates\r\n * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates\r\n * @param size sets the decal scaling\r\n * @param angle sets the angle to rotate the decal\r\n * @returns a new Mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;\r\n\r\n /** Creates a Capsule Mesh\r\n * @param name defines the name of the mesh.\r\n * @param options the constructors options used to shape the mesh.\r\n * @param scene defines the scene the mesh is scoped to.\r\n * @returns the capsule mesh\r\n * @see https://doc.babylonjs.com/divingDeeper/mesh/creation/set/capsule\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateCapsule(name: string, options: ICreateCapsuleOptions, scene: Scene): Mesh;\r\n\r\n /**\r\n * Creates the Mesh for a Goldberg Polyhedron which is made from 12 pentagonal and the rest hexagonal faces\r\n * @see https://en.wikipedia.org/wiki/Goldberg_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 * @param scene defines the hosting scene\r\n * @returns Goldberg mesh\r\n * @deprecated Please use MeshBuilder instead\r\n */\r\n function CreateGoldberg(name: string, options: GoldbergCreationOption, scene?: Nullable<Scene>): GoldbergMesh;\r\n }\r\n}\r\n\r\n/** @hidden */\r\nexport const _injectLTSMesh = (Mesh: TypeofMesh) => {\r\n Mesh.prototype.setMaterialByID = function (id: string): Mesh {\r\n return this.setMaterialById(id);\r\n };\r\n\r\n Mesh.CreateDisc = Mesh.CreateDisc || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateBox = Mesh.CreateBox || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateSphere = Mesh.CreateSphere || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateCylinder = Mesh.CreateCylinder || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTorusKnot = Mesh.CreateTorusKnot || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTorus = Mesh.CreateTorus || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreatePlane = Mesh.CreatePlane || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGround = Mesh.CreateGround || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTiledGround = Mesh.CreateTiledGround || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGroundFromHeightMap = Mesh.CreateGroundFromHeightMap || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateTube = Mesh.CreateTube || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreatePolyhedron = Mesh.CreatePolyhedron || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateIcoSphere = Mesh.CreateIcoSphere || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateDecal = Mesh.CreateDecal || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateCapsule = Mesh.CreateCapsule || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n Mesh.CreateGoldberg = Mesh.CreateGoldberg || (() => { throw _WarnImport(\"MeshBuilder\"); });\r\n};"]}
@@ -376,7 +376,7 @@ export declare class VertexData {
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  * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
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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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  * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
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- * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
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+ * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false
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  * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
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  * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
382
382
  * * 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)
@@ -20,7 +20,7 @@ var VertexData = /** @class */ (function () {
20
20
  */
21
21
  VertexData.prototype.set = function (data, kind) {
22
22
  if (!data.length) {
23
- Logger.Warn("Setting vertex data kind '" + kind + "' with an empty array");
23
+ Logger.Warn("Setting vertex data kind '".concat(kind, "' with an empty array"));
24
24
  }
25
25
  switch (kind) {
26
26
  case VertexBuffer.PositionKind:
@@ -841,7 +841,7 @@ var VertexData = /** @class */ (function () {
841
841
  * * arc a number from 0 to 1, to create an unclosed cylinder based on the fraction of the circumference given by the arc value, optional, default 1
842
842
  * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
843
843
  * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
844
- * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
844
+ * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false
845
845
  * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
846
846
  * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
847
847
  * * 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)