@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 { 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;