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- 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<Scene>): Mesh;
- /**
- * Class containing static functions to help procedurally build meshes
- * @deprecated please use CreateBox directly
- */
- export declare const BoxBuilder: {
- CreateBox: typeof CreateBox;
- };
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