import type { Nullable } from "../../types"; import type { Scene } from "../../scene"; import type { Vector4 } from "../../Maths/math.vector"; import { Mesh } from "../mesh"; import { VertexData } from "../mesh.vertexData"; /** * Creates the VertexData of the Disc or regular Polygon * @param options an object used to set the following optional parameters for the disc, required but can be empty * * radius the radius of the disc, optional default 0.5 * * tessellation the number of polygon sides, optional, default 64 * * arc a number from 0 to 1, to create an unclosed polygon based on the fraction of the circumference given by the arc value, optional, default 1 * * 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 CreateDiscVertexData(options: { radius?: number; tessellation?: number; arc?: number; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; }): VertexData; /** * Creates a plane polygonal mesh. By default, this is a disc * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5) * * The parameter `tessellation` sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc * * You can create an unclosed polygon with the parameter `arc` (positive float, default 1), valued between 0 and 1, what is the ratio of the circumference : 2 x PI x ratio * * 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 plane polygonal mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#disc-or-regular-polygon */ export declare function CreateDisc(name: string, options?: { radius?: number; tessellation?: number; arc?: number; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; }, scene?: Nullable): Mesh; /** * Class containing static functions to help procedurally build meshes * @deprecated please use CreateDisc directly */ export declare const DiscBuilder: { CreateDisc: typeof CreateDisc; };