Mesh

NodeMesh

Description

class Mesh extends AbstractMesh

Constructor

new Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor)

@constructor

             When false, achieved by calling a clone(), also passing False.

             This will make creation of children, recursive.

Parameters

Name Type Description
name string
optional scene Nullable<Scene>
optional parent Nullable<Node>
optional source Nullable<Mesh>
optional doNotCloneChildren boolean

Members

static FRONTSIDE : number

Mesh side orientation : usually the external or front surface

static BACKSIDE : number

Mesh side orientation : usually the internal or back surface

static DOUBLESIDE : number

Mesh side orientation : both internal and external or front and back surfaces

static DEFAULTSIDE : number

Mesh side orientation : by default, FRONTSIDE

static NO_CAP : number

Mesh cap setting : no cap

static CAP_START : number

Mesh cap setting : one cap at the beginning of the mesh

static CAP_END : number

Mesh cap setting : one cap at the end of the mesh

static CAP_ALL : number

Mesh cap setting : two caps, one at the beginning and one at the end of the mesh

onBeforeRenderObservable : Observable<Mesh>

An event triggered before rendering the mesh

@type {BABYLON.Observable}

onAfterRenderObservable : Observable<Mesh>

An event triggered after rendering the mesh

@type {BABYLON.Observable}

onBeforeDrawObservable : Observable<Mesh>

An event triggered before drawing the mesh

@type {BABYLON.Observable}

onBeforeDraw : () => void

delayLoadState : number

instances : InstancedMesh[]

delayLoadingFile : string

onLODLevelSelection : (distance: number, mesh: Mesh, selectedLevel: Mesh) => void

Parameters

Name Type Description
distance number
mesh Mesh
selectedLevel Mesh

morphTargetManager : Nullable<MorphTargetManager>

overrideMaterialSideOrientation : Nullable<number>

source : Nullable<Mesh>

hasLODLevels : boolean

True if the mesh has some Levels Of Details (LOD).

Returns a boolean.

geometry : Nullable<Geometry>

Returns the mesh internal Geometry object.

isBlocked : boolean

areNormalsFrozen : boolean

Boolean : true if the normals aren't to be recomputed on next mesh positions array update.

This property is pertinent only for updatable parametric shapes.

overridenInstanceCount : number

Overrides instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs

Methods

getClassName() string

Returns the string "Mesh".

toString(fullDetails) string

Returns a string.

Parameters

Name Type Description
optional fullDetails boolean

addLODLevel(distance, mesh) Mesh

Add a mesh as LOD level triggered at the given distance.

tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD

@return {Mesh} This mesh (for chaining)

Parameters

Name Type Description
distance number
mesh Mesh

getLODLevelAtDistance(distance) Nullable<Mesh>

Returns the LOD level mesh at the passed distance or null if not found.

It is related to the method addLODLevel(distance, mesh).

tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD

Returns an object Mesh or null.

Parameters

Name Type Description
distance number

removeLODLevel(mesh) Mesh

Remove a mesh from the LOD array

tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD

@return {Mesh} This mesh (for chaining)

Parameters

Name Type Description
mesh Mesh

getLOD(camera, boundingSphere) AbstractMesh

Returns the registered LOD mesh distant from the parameter camera position if any, else returns the current mesh.

tuto : http://doc.babylonjs.com/tutorials/How_to_use_LOD

Parameters

Name Type Description
camera Camera
optional boundingSphere BoundingSphere

getTotalVertices() number

Returns a positive integer : the total number of vertices within the mesh geometry or zero if the mesh has no geometry.

getVerticesData(kind, copyWhenShared, forceCopy) Nullable<FloatArray>

Returns an array of integers or floats, or a Float32Array, depending on the requested kind (positions, indices, normals, etc).

If copywhenShared is true (default false) and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.

You can force the copy with forceCopy === true

Returns null if the mesh has no geometry or no vertex buffer.

Possible kind values :

Parameters

Name Type Description
kind string
optional copyWhenShared boolean
optional forceCopy boolean

getVertexBuffer(kind) Nullable<VertexBuffer>

Returns the mesh VertexBuffer object from the requested kind : positions, indices, normals, etc.

Returns null if the mesh has no geometry.

Possible kind values :

Parameters

Name Type Description
kind string

isVerticesDataPresent(kind) boolean

Returns a boolean depending on the existence of the Vertex Data for the requested kind.

Possible kind values :

Parameters

Name Type Description
kind string

isVertexBufferUpdatable(kind) boolean

Returns a boolean defining if the vertex data for the requested kind is updatable.

Possible kind values :

Parameters

Name Type Description
kind string

getVerticesDataKinds() string[]

Returns a string : the list of existing kinds of Vertex Data for this mesh.

Possible kind values :

Returns a positive integer : the total number of indices in this mesh geometry.

Returns zero if the mesh has no geometry.

getIndices(copyWhenShared) Nullable<IndicesArray>

Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.

If the parameter copyWhenShared is true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.

Returns an empty array if the mesh has no geometry.

Parameters

Name Type Description
optional copyWhenShared boolean

isReady() boolean

Boolean : true once the mesh is ready after all the delayed process (loading, etc) are complete.

freezeNormals() Mesh

This function affects parametric shapes on vertex position update only : ribbons, tubes, etc.

It has no effect at all on other shapes.

It prevents the mesh normals from being recomputed on next positions array update.

Returns the Mesh.

unfreezeNormals() Mesh

This function affects parametric shapes on vertex position update only : ribbons, tubes, etc.

It has no effect at all on other shapes.

It reactivates the mesh normals computation if it was previously frozen.

Returns the Mesh.

refreshBoundingInfo() Mesh

This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.

This means the mesh underlying bounding box and sphere are recomputed.

Returns the Mesh.

subdivide(count) void

Parameters

Name Type Description
count number

setVerticesData(kind, data, updatable, stride) Mesh

Sets the vertex data of the mesh geometry for the requested kind.

If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.

The data are either a numeric array either a Float32Array.

The parameter updatable is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.

The parameter stride is an optional positive integer, it is usually automatically deducted from the kind (3 for positions or normals, 2 for UV, etc).

Note that a new underlying VertexBuffer object is created each call.

If the kind is the PositionKind, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.

     * Possible `kind` values :

Parameters

Name Type Description
kind string
data FloatArray
optional updatable boolean

markVerticesDataAsUpdatable(kind, updatable) void

Parameters

Name Type Description
kind string
optional updatable boolean

setVerticesBuffer(buffer) Mesh

Sets the mesh VertexBuffer.

Returns the Mesh.

Parameters

Name Type Description
buffer VertexBuffer

updateVerticesData(kind, data, updateExtends, makeItUnique) Mesh

Updates the existing vertex data of the mesh geometry for the requested kind.

If the mesh has no geometry, it is simply returned as it is.

The data are either a numeric array either a Float32Array.

No new underlying VertexBuffer object is created.

If the kind is the PositionKind and if updateExtends is true, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.

If the parameter makeItUnique is true, a new global geometry is created from this positions and is set to the mesh.

     * Possible `kind` values :

Parameters

Name Type Description
kind string
data FloatArray
optional updateExtends boolean

updateMeshPositions(positionFunction, computeNormals) Mesh

This method updates the vertex positions of an updatable mesh according to the positionFunction returned values.

tuto : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions

The parameter positionFunction is a simple JS function what is passed the mesh positions array. It doesn't need to return anything.

The parameter computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update.

Returns the Mesh.

Parameters

Name Type Description
positionFunction data FloatArray

|

makeGeometryUnique() Mesh

Creates a un-shared specific occurence of the geometry for the mesh.

Returns the Mesh.

setIndices(indices, totalVertices, updatable) Mesh

Sets the mesh indices.

Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).

Type is Uint16Array by default unless the mesh has more than 65536 vertices.

If the mesh has no geometry, a new Geometry object is created and set to the mesh.

This method creates a new index buffer each call.

Returns the Mesh.

Parameters

Name Type Description
indices IndicesArray
optional totalVertices Nullable<number>
optional updatable boolean

updateIndices(indices, offset) Mesh

Update the current index buffer

Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)

Returns the Mesh.

Parameters

Name Type Description
indices IndicesArray
optional offset number

toLeftHanded() Mesh

Invert the geometry to move from a right handed system to a left handed one.

Returns the Mesh.

registerBeforeRender(func) Mesh

Registers for this mesh a javascript function called just before the rendering process.

This function is passed the current mesh.

Return the Mesh.

Parameters

Name Type Description
func mesh AbstractMesh

|

unregisterBeforeRender(func) Mesh

Disposes a previously registered javascript function called before the rendering.

This function is passed the current mesh.

Returns the Mesh.

Parameters

Name Type Description
func mesh AbstractMesh

|

registerAfterRender(func) Mesh

Registers for this mesh a javascript function called just after the rendering is complete.

This function is passed the current mesh.

Returns the Mesh.

Parameters

Name Type Description
func mesh AbstractMesh

|

unregisterAfterRender(func) Mesh

Disposes a previously registered javascript function called after the rendering.

This function is passed the current mesh.

Return the Mesh.

Parameters

Name Type Description
func mesh AbstractMesh

|

render(subMesh, enableAlphaMode) Mesh

Triggers the draw call for the mesh.

Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager.

Returns the Mesh.

Parameters

Name Type Description
subMesh SubMesh
enableAlphaMode boolean

getEmittedParticleSystems() IParticleSystem[]

Returns an array populated with ParticleSystem objects whose the mesh is the emitter.

getHierarchyEmittedParticleSystems() IParticleSystem[]

Returns an array populated with ParticleSystem objects whose the mesh or its children are the emitter.

isInFrustum(frustumPlanes) boolean

Boolean, true is the mesh in the frustum defined by the Plane objects from the frustumPlanes array parameter.

Parameters

Name Type Description
frustumPlanes Plane[]

setMaterialByID(id) Mesh

Sets the mesh material by the material or multiMaterial id property.

The material id is a string identifying the material or the multiMaterial.

This method returns the Mesh.

Parameters

Name Type Description
id string

getAnimatables() IAnimatable[]

Returns as a new array populated with the mesh material and/or skeleton, if any.

bakeTransformIntoVertices(transform) Mesh

Modifies the mesh geometry according to the passed transformation matrix.

This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.

The mesh normals are modified accordingly the same transformation.

tuto : http://doc.babylonjs.com/tutorials/How_Rotations_and_Translations_Work#baking-transform

Note that, under the hood, this method sets a new VertexBuffer each call.

Returns the Mesh.

Parameters

Name Type Description
transform Matrix

bakeCurrentTransformIntoVertices() Mesh

Modifies the mesh geometry according to its own current World Matrix.

The mesh World Matrix is then reset.

This method returns nothing but really modifies the mesh even if it's originally not set as updatable.

tuto : tuto : http://doc.babylonjs.com/resources/baking_transformations

Note that, under the hood, this method sets a new VertexBuffer each call.

Returns the Mesh.

clone(name, newParent, doNotCloneChildren, clonePhysicsImpostor) Mesh

Returns a new Mesh object generated from the current mesh properties.

This method must not get confused with createInstance().

The parameter name is a string, the name given to the new mesh.

The optional parameter newParent can be any Node object (default null).

The optional parameter doNotCloneChildren (default false) allows/denies the recursive cloning of the original mesh children if any.

The parameter clonePhysicsImpostor (default true) allows/denies the cloning in the same time of the original mesh body used by the physics engine, if any.

Parameters

Name Type Description
name string
optional newParent Node
optional doNotCloneChildren boolean

dispose(doNotRecurse, disposeMaterialAndTextures) void

Disposes the Mesh.

By default, all the mesh children are also disposed unless the parameter doNotRecurse is set to true.

Returns nothing.

Parameters

Name Type Description
optional doNotRecurse boolean
optional disposeMaterialAndTextures boolean

applyDisplacementMap(url, minHeight, maxHeight, onSuccess, uvOffset, uvScale) Mesh

Modifies the mesh geometry according to a displacement map.

A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.

The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.

This method returns nothing.

The parameter url is a string, the URL from the image file is to be downloaded.

The parameters minHeight and maxHeight are the lower and upper limits of the displacement.

The parameter onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.

The parameter uvOffset is an optional vector2 used to offset UV.

The parameter uvScale is an optional vector2 used to scale UV.

     * Returns the [Mesh](/classes/3.1/Mesh).

Parameters

Name Type Description
url string
minHeight number
maxHeight number
optional onSuccess mesh Mesh

| optional | uvOffset | Vector2 |

applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale) Mesh

Modifies the mesh geometry according to a displacementMap buffer.

A displacement map is a colored image. Each pixel color value (actually a gradient computed from red, green, blue values) will give the displacement to apply to each mesh vertex.

The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.

This method returns nothing.

The parameter buffer is a Uint8Array buffer containing series of Uint8 lower than 255, the red, green, blue and alpha values of each successive pixel.

The parameters heightMapWidth and heightMapHeight are positive integers to set the width and height of the buffer image.

The parameters minHeight and maxHeight are the lower and upper limits of the displacement.

The parameter uvOffset is an optional vector2 used to offset UV.

The parameter uvScale is an optional vector2 used to scale UV.

     * Returns the [Mesh](/classes/3.1/Mesh).

Parameters

Name Type Description
buffer Uint8Array
heightMapWidth number
heightMapHeight number
minHeight number
maxHeight number
optional uvOffset Vector2

convertToFlatShadedMesh() Mesh

Modify the mesh to get a flat shading rendering.

This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.

This method returns the Mesh.

Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.

convertToUnIndexedMesh() Mesh

This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.

In other words, more vertices, no more indices and a single bigger VBO.

The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.

Returns the Mesh.

flipFaces(flipNormals) Mesh

Inverses facet orientations and inverts also the normals with flipNormals (default false) if true.

This method returns the Mesh.

Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

Parameters

Name Type Description
optional flipNormals boolean

createInstance(name) InstancedMesh

Creates a new InstancedMesh object from the mesh model.

An instance shares the same properties and the same material than its model.

Only these properties of each instance can then be set individually :

tuto : http://doc.babylonjs.com/tutorials/How_to_use_Instances

Warning : this method is not supported for Line mesh and LineSystem

Parameters

Name Type Description
name string

synchronizeInstances() Mesh

Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.

After this call, all the mesh instances have the same submeshes than the current mesh.

This method returns the Mesh.

simplify(settings, parallelProcessing, simplificationType, successCallback) Mesh

Simplify the mesh according to the given array of settings.

Function will return immediately and will simplify async. It returns the Mesh.

Parameters

Name Type Description
settings Array<ISimplificationSettings> a collection of simplification settings.
optional parallelProcessing boolean should all levels calculate parallel or one after the other.
optional simplificationType SimplificationType
optional successCallback optional mesh Mesh
optional submeshIndex number

optimizeIndices(successCallback) Mesh

Optimization of the mesh's indices, in case a mesh has duplicated vertices.

The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.

This should be used together with the simplification to avoid disappearing triangles.

Returns the Mesh.

Parameters

Name Type Description
optional successCallback optional mesh Mesh

| an optional success callback to be called after the optimization finished.

serialize(serializationObject) void

Parameters

Name Type Description
serializationObject any

static Parse(parsedMesh, scene, rootUrl) Mesh

Returns a new Mesh object parsed from the source provided.

The parameter parsedMesh is the source.

The parameter rootUrl is a string, it's the root URL to prefix the delayLoadingFile property with

Parameters

Name Type Description
parsedMesh any
scene Scene
rootUrl string

static CreateRibbon(name, pathArray, closeArray, undefined, closePath, offset, scene, updatable, sideOrientation, instance) Mesh

Creates a ribbon mesh.

Please consider using the same method from the MeshBuilder class instead.

The ribbon is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.

     * Please read this full tutorial to understand how to design a ribbon : http://doc.babylonjs.com/tutorials/Ribbon_Tutorial

The parameter pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.

The parameter closeArray (boolean, default false) creates a seam between the first and the last paths of the path array.

The parameter closePath (boolean, default false) creates a seam between the first and the last points of each path of the path array.

The parameter offset (positive integer, default : rounded half size of the pathArray length), is taken in account only if the pathArray is containing a single path.

It's the offset to join together the points from the same path. Ex : offset = 10 means the point 1 is joined to the point 11.

The optional parameter instance is an instance of an existing Ribbon object to be updated with the passed pathArray parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#ribbon

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
pathArray Vector3[][]
closeArray boolean or undefined
closePath boolean
offset number
optional scene Scene
optional updatable boolean
optional sideOrientation number

static CreateDisc(name, radius, tessellation, scene, updatable, sideOrientation) Mesh

Creates a plane polygonal mesh. By default, this is a disc.

Please consider using the same method from the MeshBuilder class instead.

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 also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
radius number
tessellation number
optional scene Nullable<Scene>
optional updatable boolean

static CreateBox(name, size, scene, updatable, sideOrientation) Mesh

Creates a box mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter size sets the size (float) of each box side (default 1).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
size number
optional scene Nullable<Scene>
optional updatable boolean

static CreateSphere(name, segments, diameter, scene, updatable, sideOrientation) Mesh

Creates a sphere mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter diameter sets the diameter size (float) of the sphere (default 1).

The parameter segments sets the sphere number of horizontal stripes (positive integer, default 32).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
segments number
diameter number
optional scene Scene
optional updatable boolean

static CreateCylinder(name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) Mesh

Creates a cylinder or a cone mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter height sets the height size (float) of the cylinder/cone (float, default 2).

The parameter diameter sets the diameter of the top and bottom cap at once (float, default 1).

The parameters diameterTop and diameterBottom overwrite the parameter diameter and set respectively the top cap and bottom cap diameter (floats, default 1). The parameter "diameterBottom" can't be zero.

The parameter tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.

The parameter subdivisions sets the number of rings along the cylinder height (positive integer, default 1).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
height number
diameterTop number
diameterBottom number
tessellation number
subdivisions any
optional scene Scene
optional updatable any

static CreateTorus(name, diameter, thickness, tessellation, scene, updatable, sideOrientation) Mesh

Creates a torus mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter diameter sets the diameter size (float) of the torus (default 1).

The parameter thickness sets the diameter size of the tube of the torus (float, default 0.5).

The parameter tessellation sets the number of torus sides (postive integer, default 16).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
diameter number
thickness number
tessellation number
optional scene Scene
optional updatable boolean

static CreateTorusKnot(name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) Mesh

Creates a torus knot mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter radius sets the global radius size (float) of the torus knot (default 2).

The parameter radialSegments sets the number of sides on each tube segments (positive integer, default 32).

The parameter tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32).

The parameters p and q are the number of windings on each axis (positive integers, default 2 and 3).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
radius number
tube number
radialSegments number
tubularSegments number
p number
q number
optional scene Scene
optional updatable boolean

static CreateLines(name, points, scene, updatable, instance) LinesMesh

Creates a line mesh.

Please consider using the same method from the MeshBuilder class instead.

A line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.

Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.

The parameter points is an array successive Vector3.

The optional parameter instance is an instance of an existing LineMesh object to be updated with the passed points parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines

When updating an instance, remember that only point positions can change, not the number of points.

The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created.

Parameters

Name Type Description
name string
points Vector3[]
optional scene Nullable<Scene>
optional updatable boolean

static CreateDashedLines(name, points, dashSize, gapSize, dashNb, scene, updatable, instance) LinesMesh

Creates a dashed line mesh.

Please consider using the same method from the MeshBuilder class instead.

A dashed line mesh is considered as a parametric shape since it has no predefined original shape. Its shape is determined by the passed array of points as an input parameter.

Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function.

The parameter points is an array successive Vector3.

The parameter dashNb is the intended total number of dashes (positive integer, default 200).

The parameter dashSize is the size of the dashes relatively the dash number (positive float, default 3).

The parameter gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1).

The optional parameter instance is an instance of an existing LineMesh object to be updated with the passed points parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#lines-and-dashedlines

When updating an instance, remember that only point positions can change, not the number of points.

The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created.

Parameters

Name Type Description
name string
points Vector3[]
dashSize number
gapSize number
dashNb number
optional scene Nullable<Scene>
optional updatable boolean

static CreatePolygon(name, shape, scene, holes, updatable, sideOrientation) Mesh

Creates a polygon mesh.

Please consider using the same method from the MeshBuilder class instead.

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 : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.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.

Remember you can only change the shape positions, not their number when updating a polygon.

Parameters

Name Type Description
name string
shape Vector3[]
scene Scene
optional holes Vector3[][]
optional updatable boolean

static ExtrudePolygon(name, shape, depth, scene, holes, updatable, sideOrientation) Mesh

Creates an extruded polygon mesh, with depth in the Y direction.

Please consider using the same method from the MeshBuilder class instead.

Parameters

Name Type Description
name string
shape Vector3[]
depth number
scene Scene
optional holes Vector3[][]
optional updatable boolean

static ExtrudeShape(name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) Mesh

Creates an extruded shape mesh.

The extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.

Please consider using the same method from the MeshBuilder class instead.

     * Please read this full tutorial to understand how to design an extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion

The parameter shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be

extruded along the Z axis.

The parameter path is a required array of successive Vector3. This is the axis curve the shape is extruded along.

The parameter rotation (float, default 0 radians) is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve.

The parameter scale (float, default 1) is the value to scale the shape.

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

The optional parameter instance is an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape

Remember you can only change the shape or path point positions, not their number when updating an extruded shape.

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
shape Vector3[]
path Vector3[]
scale number
rotation number
cap number
optional scene Nullable<Scene>
optional updatable boolean
optional sideOrientation number

static ExtrudeShapeCustom(name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) Mesh

Creates an custom extruded shape mesh.

The custom extrusion is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.

Please consider using the same method from the MeshBuilder class instead.

     * Please read this full tutorial to understand how to design a custom extruded shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes#extrusion

The parameter shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be

extruded along the Z axis.

The parameter path is a required array of successive Vector3. This is the axis curve the shape is extruded along.

The parameter rotationFunction (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path

and the distance of this point from the begining of the path :


var rotationFunction = function(i, distance) {

    // do things

    return rotationValue; }

It must returns a float value that will be the rotation in radians applied to the shape on each path point.

The parameter scaleFunction (JS function) is a custom Javascript function called on each path point. This function is passed the position i of the point in the path

and the distance of this point from the begining of the path :


var scaleFunction = function(i, distance) {

    // do things

   return scaleValue;}

It must returns a float value that will be the scale value applied to the shape on each path point.

The parameter ribbonClosePath (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its pathArray.

The parameter ribbonCloseArray (boolean, default false) forces the extrusion underlying ribbon to close its pathArray.

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

The optional parameter instance is an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#extruded-shape

Remember you can only change the shape or path point positions, not their number when updating an extruded shape.

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
shape Vector3[]
path Vector3[]
scaleFunction Function
rotationFunction Function
ribbonCloseArray boolean
ribbonClosePath boolean
cap number
scene Scene
optional updatable boolean
optional sideOrientation number

static CreateLathe(name, shape, radius, tessellation, scene, updatable, sideOrientation) Mesh

Creates lathe mesh.

The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.

Please consider using the same method from the MeshBuilder class instead.

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.

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
shape Vector3[]
radius number
tessellation number
scene Scene
optional updatable boolean

static CreatePlane(name, size, scene, updatable, sideOrientation) Mesh

Creates a plane mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter size sets the size (float) of both sides of the plane at once (default 1).

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
size number
scene Scene
optional updatable boolean

static CreateGround(name, width, height, subdivisions, scene, updatable) Mesh

Creates a ground mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameters width and height (floats, default 1) set the width and height sizes of the ground.

The parameter subdivisions (positive integer) sets the number of subdivisions per side.

The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created.

Parameters

Name Type Description
name string
width number
height number
subdivisions number
optional scene Scene

static CreateTiledGround(name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) Mesh

Creates a tiled ground mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameters xmin and xmax (floats, default -1 and 1) set the ground minimum and maximum X coordinates.

The parameters zmin and zmax (floats, default -1 and 1) set the ground minimum and maximum Z coordinates.

The parameter subdivisions is a javascript object {w: positive integer, h: positive integer} (default {w: 6, h: 6}). w and h are the

numbers of subdivisions on the ground width and height. Each subdivision is called a tile.

The parameter precision is a javascript object {w: positive integer, h: positive integer} (default {w: 2, h: 2}). w and h are the

numbers of subdivisions on the ground width and height of each tile.

The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created.

Parameters

Name Type Description
name string
xmin number
zmin number
xmax number
zmax number
subdivisions { w: number, h: number }
precision { w: number, h: number }
scene Scene

static CreateGroundFromHeightMap(name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady) GroundMesh

Creates a ground mesh from a height map.

tuto : http://doc.babylonjs.com/tutorials/14._Height_Map

Please consider using the same method from the MeshBuilder class instead.

The parameter url sets the URL of the height map image resource.

The parameters width and height (positive floats, default 10) set the ground width and height sizes.

The parameter subdivisions (positive integer, default 1) sets the number of subdivision per side.

The parameter minHeight (float, default 0) is the minimum altitude on the ground.

The parameter maxHeight (float, default 1) is the maximum altitude on the ground.

The parameter onReady is a javascript callback function that will be called once the mesh is just built (the height map download can last some time).

This function is passed the newly built mesh :


function(mesh) { // do things

    return; }

The mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created.

Parameters

Name Type Description
name string
url string
width number
height number
subdivisions number
minHeight number
maxHeight number
scene Scene
optional updatable boolean

static CreateTube(name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) Mesh

Creates a tube mesh.

The tube is a parametric shape : http://doc.babylonjs.com/tutorials/Parametric_Shapes. It has no predefined shape. Its final shape will depend on the input parameters.

Please consider using the same method from the MeshBuilder class instead.

The parameter path is a required array of successive Vector3. It is the curve used as the axis of the tube.

The parameter radius (positive float, default 1) sets the tube radius size.

The parameter tessellation (positive float, default 64) is the number of sides on the tubular surface.

The parameter radiusFunction (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter radius.

This function is called on each point of the tube path and is passed the index i of the i-th point and the distance of this point from the first point of the path.

It must return a radius value (positive float) :


var radiusFunction = function(i, distance) {

    // do things

    return radius; }

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

The optional parameter instance is an instance of an existing Tube object to be updated with the passed pathArray parameter : http://doc.babylonjs.com/tutorials/How_to_dynamically_morph_a_mesh#tube

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
path Vector3[]
radius number
tessellation number
radiusFunction { (i, distance): number }
cap number
scene Scene
optional updatable boolean
optional sideOrientation number

static CreatePolyhedron(name, options, scene) Mesh

Creates a polyhedron mesh.

Please consider using the same method from the MeshBuilder class instead.

The parameter type (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embbeded types. Please refer to the type sheet in the tutorial

to choose the wanted type.

The parameter size (positive float, default 1) sets the polygon size.

You can overwrite the size on each dimension bu using the parameters sizeX, sizeY or sizeZ (positive floats, default to size value).

You can build other polyhedron types than the 15 embbeded ones by setting the parameter custom (polyhedronObject, default null). If you set the parameter custom, this overwrittes the parameter type.

A polyhedronObject is a formatted javascript object. You'll find a full file with pre-set polyhedra here : https://github.com/BabylonJS/Extensions/tree/master/Polyhedron

You can set the color and the UV of each side of the polyhedron with the parameters faceColors (Color4, default (1, 1, 1, 1)) and faceUV (Vector4, default (0, 0, 1, 1)).

To understand how to set faceUV or faceColors, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : http://doc.babylonjs.com/tutorials/CreateBox_Per_Face_Textures_And_Colors

The parameter flat (boolean, default true). If set to false, it gives the polyhedron a single global face, so less vertices and shared normals. In this case, faceColors and faceUV are ignored.

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
options { type: number, size: number, sizeX: number, sizeY: number, sizeZ: number, custom: any, faceUV: Vector4[], faceColors: Color4[], updatable: boolean, sideOrientation: number }
scene Scene

static CreateIcoSphere(name, options, scene) Mesh

Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided.

Please consider using the same method from the MeshBuilder class instead.

The parameter radius sets the radius size (float) of the icosphere (default 1).

You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters radiusX, radiusY and radiusZ (all by default have the same value than radius).

The parameter subdivisions sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size.

The parameter flat (boolean, default true) gives each side its own normals. Set it to false to get a smooth continuous light reflection on the surface.

You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE

Detail here : http://doc.babylonjs.com/tutorials/02._Discover_Basic_Elements#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.

Parameters

Name Type Description
name string
options { radius: number, flat: boolean, subdivisions: number, sideOrientation: number, updatable: boolean }
scene Scene

static CreateDecal(name, sourceMesh, position, normal, size, angle) Mesh

Creates a decal mesh.

Please consider using the same method from the MeshBuilder class instead.

A decal is a mesh usually applied as a model onto the surface of another mesh. So don't forget the parameter sourceMesh depicting the decal.

The parameter position (Vector3, default (0, 0, 0)) sets the position of the decal in World coordinates.

The parameter normal (Vector3, default Vector3.Up) sets the normal of the mesh where the decal is applied onto in World coordinates.

The parameter size (Vector3, default (1, 1, 1)) sets the decal scaling.

The parameter angle (float in radian, default 0) sets the angle to rotate the decal.

Parameters

Name Type Description
name string
sourceMesh AbstractMesh
position Vector3
normal Vector3
size Vector3

setPositionsForCPUSkinning() Float32Array

@returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.

setNormalsForCPUSkinning() Float32Array

@returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.

applySkeleton(skeleton) Mesh

Updates the vertex buffer by applying transformation from the bones.

Returns the Mesh.

     * @param {skeleton} skeleton to apply

Parameters

Name Type Description
skeleton Skeleton

static MinMax(meshes) { min: Vector3, max: Vector3 }

Returns an object {min: Vector3, max: Vector3}

This min and max Vector3 are the minimum and maximum vectors of each mesh bounding box from the passed array, in the World system

Parameters

Name Type Description
meshes AbstractMesh[]

static Center(meshesOrMinMaxVector, AbstractMesh) Vector3

Returns a Vector3, the center of the {min: Vector3, max: Vector3} or the center of MinMax vector3 computed from a mesh array.

Parameters

Name Type Description
meshesOrMinMaxVector { min: Vector3, max: Vector3 } or AbstractMesh

static MergeMeshes(meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) Nullable<Mesh>

Merge the array of meshes into a single mesh for performance reasons.

Parameters

Name Type Description
meshes Array<Mesh>
optional disposeSource boolean
optional allow32BitsIndices boolean
optional meshSubclass Mesh