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- 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<Scene>): 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;
- };
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