import type { Scene } from "../../scene"; import type { Vector3 } from "../../Maths/math.vector"; import { Vector4 } from "../../Maths/math.vector"; import { Color4 } from "../../Maths/math.color"; import { Mesh } from "../mesh"; import { VertexData } from "../mesh.vertexData"; import type { Nullable } from "../../types"; /** * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build() * All parameters are provided by CreatePolygon as needed * @param polygon a mesh built from polygonTriangulation.build() * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively * @param 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) * @param 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) * @param wrp a boolean, default false, when true and fUVs used texture is wrapped around all sides, when false texture is applied side * @returns the VertexData of the Polygon */ export declare function CreatePolygonVertexData(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4, wrp?: boolean): VertexData; /** * Creates a polygon mesh * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh * * 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 * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created * * 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) * * Remember you can only change the shape positions, not their number when updating a polygon * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @param earcutInjection can be used to inject your own earcut reference * @returns the polygon mesh */ export declare function CreatePolygon(name: string, options: { shape: Vector3[]; holes?: Vector3[][]; depth?: number; smoothingThreshold?: number; faceUV?: Vector4[]; faceColors?: Color4[]; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; wrap?: boolean; }, scene?: Nullable, earcutInjection?: any): Mesh; /** * Creates an extruded polygon mesh, with depth in the Y direction. * * You can set different colors and different images to the top, bottom and extruded side by using the parameters `faceColors` (an array of 3 Color3 elements) and `faceUV` (an array of 3 Vector4 elements) * @see https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace * @param name defines the name of the mesh * @param options defines the options used to create the mesh * @param scene defines the hosting scene * @param earcutInjection can be used to inject your own earcut reference * @returns the polygon mesh */ export declare function ExtrudePolygon(name: string, options: { shape: Vector3[]; holes?: Vector3[][]; depth?: number; faceUV?: Vector4[]; faceColors?: Color4[]; updatable?: boolean; sideOrientation?: number; frontUVs?: Vector4; backUVs?: Vector4; wrap?: boolean; }, scene?: Nullable, earcutInjection?: any): Mesh; /** * Class containing static functions to help procedurally build meshes * @deprecated use the functions directly from the module */ export declare const PolygonBuilder: { ExtrudePolygon: typeof ExtrudePolygon; CreatePolygon: typeof CreatePolygon; };