import type { Nullable } from "../../types"; import type { Scene } from "../../scene"; import { Vector4 } from "../../Maths/math.vector"; import { Color4 } from "../../Maths/math.color"; import { Mesh } from "../mesh"; import { VertexData } from "../mesh.vertexData"; /** * Creates the VertexData for a box * @param options an object used to set the following optional parameters for the box, required but can be empty * * size sets the width, height and depth of the box to the value of size, optional default 1 * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size * * faceUV an array of 6 Vector4 elements used to set different images to each box side * * faceColors an array of 6 Color3 elements used to set different colors to each box side * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE * * 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) * * 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) * @returns the VertexData of the box */ export declare function CreateBoxVertexData(options: { size?: number; width?: number; height?: number; depth?: number; faceUV?: Vector4[]; faceColors?: Color4[]; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; wrap?: boolean; topBaseAt?: number; bottomBaseAt?: number; }): VertexData; /** * Creates the VertexData for a segmented box * @param options an object used to set the following optional parameters for the box, required but can be empty * * size sets the width, height and depth of the box to the value of size, optional default 1 * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size * * segments sets the number of segments on the all axis (1 by default) * * widthSegments sets the number of segments on the x axis (1 by default) * * heightSegments sets the number of segments on the y axis (1 by default) * * depthSegments sets the number of segments on the z axis (1 by default) * @returns the VertexData of the box */ export declare function CreateSegmentedBoxVertexData(options: { size?: number; width?: number; height?: number; depth?: number; segments?: number; widthSegments?: number; heightSegments?: number; depthSegments?: number; }): VertexData; /** * Creates a box mesh * * The parameter `size` sets the size (float) of each box side (default 1) * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`) * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of 6 Color3 elements) and `faceUV` (an array of 6 Vector4 elements) * * Please read this tutorial : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#box * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @returns the box mesh */ export declare function CreateBox(name: string, options?: { size?: number; width?: number; height?: number; depth?: number; faceUV?: Vector4[]; faceColors?: Color4[]; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; wrap?: boolean; topBaseAt?: number; bottomBaseAt?: number; updatable?: boolean; }, scene?: Nullable): Mesh; /** * Class containing static functions to help procedurally build meshes * @deprecated please use CreateBox directly */ export declare const BoxBuilder: { CreateBox: typeof CreateBox; };