@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import type { Scene } from "../../scene.js";
import type { Vector4 } from "../../Maths/math.vector.js";
import { Vector3 } from "../../Maths/math.vector.js";
import { Mesh } from "../mesh.js";
import type { Nullable } from "../../types.js";
/**
* 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;
};