import { Vector4 } from "../../Maths/math.vector"; import { Color4 } from "../../Maths/math.color"; import { Mesh } from "../mesh"; import { VertexData } from "../mesh.vertexData"; import { Scene } from "../../scene"; import type { Nullable } from "../../types"; /** * Creates the VertexData for a cylinder, cone or prism * @param options an object used to set the following optional parameters for the box, required but can be empty * * height sets the height (y direction) of the cylinder, optional, default 2 * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter * * diameter sets the diameter of the top and bottom of the cone, optional default 1 * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24 * * subdivisions` the number of rings along the cylinder height, optional, default 1 * * 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 * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively * * hasRings when true makes each subdivision independently treated as a face for faceUV and faceColors, optional, default false * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake * * 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 cylinder, cone or prism */ export declare function CreateCylinderVertexData(options: { height?: number; diameterTop?: number; diameterBottom?: number; diameter?: number; tessellation?: number; subdivisions?: number; arc?: number; faceColors?: Color4[]; faceUV?: Vector4[]; hasRings?: boolean; enclose?: boolean; cap?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; }): VertexData; /** * Creates a cylinder or a cone mesh * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2). * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1). * * The parameters `diameterTop` and `diameterBottom` overwrite the parameter `diameter` and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1). * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis. * * The parameter `cap` sets the way the cylinder is capped. Possible values : BABYLON.Mesh.NO_CAP, BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL (default). * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder. * * You can set different colors and different images to each box side by using the parameters `faceColors` (an array of n Color3 elements) and `faceUV` (an array of n Vector4 elements). * * The value of n is the number of cylinder faces. If the cylinder has only 1 subdivisions, n equals : top face + cylinder surface + bottom face = 3 * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7 * * Finally, if the cylinder has 5 independent subdivisions and is enclose, n equals : top face + 5 x (stripe surface + 2 closing faces) + bottom face = 2 + 5 * 3 = 17 * * Each array (color or UVs) is always ordered the same way : the first element is the bottom cap, the last element is the top cap. The other elements are each a ring surface. * * If `enclose` is false, a ring surface is one element. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379 * * 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. * @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 cylinder mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#cylinder-or-cone */ export declare function CreateCylinder(name: string, options?: { height?: number; diameterTop?: number; diameterBottom?: number; diameter?: number; tessellation?: number; subdivisions?: number; arc?: number; faceColors?: Color4[]; faceUV?: Vector4[]; updatable?: boolean; hasRings?: boolean; enclose?: boolean; cap?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; }, scene?: Nullable): Mesh; /** * Class containing static functions to help procedurally build meshes * @deprecated Please use CreateCylinder directly */ export declare const CylinderBuilder: { CreateCylinder: typeof CreateCylinder; };