import type { Scene } from "../../scene"; import type { Vector4 } from "../../Maths/math.vector"; import { Vector3 } from "../../Maths/math.vector"; import { Mesh } from "../mesh"; import type { Nullable } from "../../types"; /** * Creates lathe mesh. * The lathe is a shape with a symmetry axis : a 2D model shape is rotated around this axis to design the lathe * * The parameter `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 * * The parameter `radius` (positive float, default 1) is the radius value of the lathe * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides * * The parameter `arc` (positive float, default 1) is the ratio of the lathe. 0.5 builds for instance half a lathe, so an opened shape * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc" * * The parameter `cap` sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL * * 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 optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture * * 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 lathe mesh * @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#lathe */ export declare function CreateLathe(name: string, options: { shape: Vector3[]; radius?: number; tessellation?: number; clip?: number; arc?: number; closed?: boolean; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; cap?: number; invertUV?: boolean; }, scene?: Nullable): Mesh; /** * Class containing static functions to help procedurally build meshes * @deprecated use the function direction from the module */ export declare const LatheBuilder: { CreateLathe: typeof CreateLathe; };