@babylonjs/core
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TypeScript
import type { Scene } from "../../scene.js";
import type { Vector4 } from "../../Maths/math.vector.js";
import type { Color4 } from "../../Maths/math.color.js";
import type { Mesh } from "../../Meshes/mesh.js";
import type { Nullable } from "../../types.js";
/**
* Creates the Mesh for a Geodesic Polyhedron
* @see https://en.wikipedia.org/wiki/Geodesic_polyhedron
* @see https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra/geodesic_poly
* @param name defines the name of the mesh
* @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
* * m number of horizontal steps along an isogrid
* * n number of angled steps along an isogrid
* * size the size of the Geodesic, optional default 1
* * sizeX allows stretching in the x direction, optional, default size
* * sizeY allows stretching in the y direction, optional, default size
* * sizeZ allows stretching in the z direction, optional, default size
* * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
* * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
* * flat when true creates a flat shaded mesh, optional, default true
* * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
* * 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)
* @param scene defines the hosting scene
* @returns Geodesic mesh
*/
export declare function CreateGeodesic(name: string, options: {
m?: number;
n?: number;
size?: number;
sizeX?: number;
sizeY?: number;
sizeZ?: number;
faceUV?: Vector4[];
faceColors?: Color4[];
flat?: boolean;
updatable?: boolean;
sideOrientation?: number;
frontUVs?: Vector4;
backUVs?: Vector4;
}, scene?: Nullable<Scene>): Mesh;