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@babylonjs/core

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import type { AnimationGroup } from "../Animations/animationGroup.js"; import type { Nullable } from "../types.js"; import type { AbstractMesh } from "./abstractMesh.js"; import type { Mesh } from "./mesh.js"; import { Vector3 } from "../Maths/math.vector.js"; /** * Computes the maximum extents of the given meshes considering animation, skeleton, and morph targets. * @param meshes The array of meshes to compute * @param animationGroup An optional animation group to animate (must be started to take effect) * @param animationStep An optional value indicating the number of seconds to step while looping through the given animation group * @returns An array of world space extents corresponding to the given meshes */ export declare function computeMaxExtents(meshes: Array<AbstractMesh>, animationGroup?: Nullable<AnimationGroup>, animationStep?: number): Array<{ minimum: Vector3; maximum: Vector3; }>; /** * @experimental * Removes unreferenced vertex data from the given meshes. * This is useful for cleaning up unused vertex data, such as UV sets, to reduce memory usage and stay under graphics device limits. * @remarks * This function currently only removes unreferenced UV sets (UV2, UV3, etc.) from the meshes. * @param meshes The array of meshes to clean up. */ export declare function RemoveUnreferencedVerticesData(meshes: readonly Mesh[]): void;