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@jpmorganchase/anu / Exports / PlaneText

Class: PlaneText

Hierarchy

  • Mesh

    PlaneText

Table of contents

Constructors

Properties

Accessors

Methods

Constructors

constructor

new PlaneText(name, options, scene): PlaneText

Parameters

NameType
namestring
optionsPlaneTextOptions
sceneScene

Returns

PlaneText

Overrides

Mesh.constructor

Defined in

src/prefabs/Text/planeText.ts:26

Properties

__occlusionDataStorage

__occlusionDataStorage: _OcclusionDataStorage

Backing filed

Inherited from

Mesh.__occlusionDataStorage

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:79


_accessibilityTag

Protected _accessibilityTag: IAccessibilityTag

Inherited from

Mesh._accessibilityTag

Defined in

node_modules/@babylonjs/core/node.d.ts:82


_binaryInfo

_binaryInfo: any

Inherited from

Mesh._binaryInfo

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:246


_bonesTransformMatrices

_bonesTransformMatrices: Float32Array

Inherited from

Mesh._bonesTransformMatrices

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:527


_boundingInfo

Protected _boundingInfo: BoundingInfo

Inherited from

Mesh._boundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:501


_boundingInfoIsDirty

Protected _boundingInfoIsDirty: boolean

Inherited from

Mesh._boundingInfoIsDirty

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:502


_cache

_cache: any

Inherited from

Mesh._cache

Defined in

node_modules/@babylonjs/core/node.d.ts:119


_childUpdateId

_childUpdateId: number

Inherited from

Mesh._childUpdateId

Defined in

node_modules/@babylonjs/core/node.d.ts:109


_children

Protected _children: Node[]

Inherited from

Mesh._children

Defined in

node_modules/@babylonjs/core/node.d.ts:122


_creationDataStorage

_creationDataStorage: _CreationDataStorage

Inherited from

Mesh._creationDataStorage

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:253


_currentRenderId

_currentRenderId: number

Inherited from

Mesh._currentRenderId

Defined in

node_modules/@babylonjs/core/node.d.ts:106


_decalMap

_decalMap: MeshUVSpaceRenderer

Inherited from

Mesh._decalMap

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.decalMap.d.ts:6


_delayInfo

_delayInfo: string[]

Inherited from

Mesh._delayInfo

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:257


_delayLoadingFunction

_delayLoadingFunction: (any: any, mesh: Mesh) => void

Type declaration

▸ (any, mesh): void

Parameters
NameType
anyany
meshMesh
Returns

void

Inherited from

Mesh._delayLoadingFunction

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:259


_disposePhysicsObserver

_disposePhysicsObserver: Observer<Node>

Inherited from

Mesh._disposePhysicsObserver

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:43


_edgesRenderer

_edgesRenderer: IEdgesRenderer

Inherited from

Mesh._edgesRenderer

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:498


_geometry

_geometry: Geometry

Inherited from

Mesh._geometry

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:255


_indexInSceneTransformNodesArray

_indexInSceneTransformNodesArray: number

Inherited from

Mesh._indexInSceneTransformNodesArray

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:112


_instanceDataStorage

_instanceDataStorage: _InstanceDataStorage

Inherited from

Mesh._instanceDataStorage

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:268


_internalAbstractMeshDataInfo

_internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo

Inherited from

Mesh._internalAbstractMeshDataInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:204


_internalMetadata

_internalMetadata: any

Inherited from

Mesh._internalMetadata

Defined in

node_modules/@babylonjs/core/node.d.ts:67


_intersectionsInProgress

_intersectionsInProgress: AbstractMesh[]

Inherited from

Mesh._intersectionsInProgress

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:511


_isDirty

Protected _isDirty: boolean

Inherited from

Mesh._isDirty

Defined in

node_modules/@babylonjs/core/node.d.ts:24


_isNode

Readonly _isNode: true

Inherited from

Mesh._isNode

Defined in

node_modules/@babylonjs/core/node.d.ts:160


_isWorldMatrixFrozen

Protected _isWorldMatrixFrozen: boolean

Inherited from

Mesh._isWorldMatrixFrozen

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:110


_lightSources

_lightSources: Light[]

Inherited from

Mesh._lightSources

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:515


_localMatrix

_localMatrix: Matrix

Inherited from

Mesh._localMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:101


_masterMesh

_masterMesh: AbstractMesh

Inherited from

Mesh._masterMesh

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:500


_occlusionDataStorage

_occlusionDataStorage: _OcclusionDataStorage

Access property

Inherited from

Mesh._occlusionDataStorage

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:84


_occlusionQuery

_occlusionQuery: number | WebGLQuery

Inherited from

Mesh._occlusionQuery

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:302


_originalBuilderSideOrientation

_originalBuilderSideOrientation: number

Inherited from

Mesh._originalBuilderSideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:274


_parentContainer

_parentContainer: AbstractScene

Inherited from

Mesh._parentContainer

Defined in

node_modules/@babylonjs/core/node.d.ts:93


_parentNode

Protected _parentNode: Node

Inherited from

Mesh._parentNode

Defined in

node_modules/@babylonjs/core/node.d.ts:120


_physicsBody

_physicsBody: PhysicsBody

Inherited from

Mesh._physicsBody

Defined in

node_modules/@babylonjs/core/Physics/v2/physicsEngineComponent.d.ts:14


_physicsImpostor

_physicsImpostor: PhysicsImpostor

Inherited from

Mesh._physicsImpostor

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:13


_poseMatrix

_poseMatrix: Matrix

Inherited from

Mesh._poseMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:99


_postMultiplyPivotMatrix

_postMultiplyPivotMatrix: boolean

Inherited from

Mesh._postMultiplyPivotMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:109


_ranges

Protected _ranges: Object

Index signature

▪ [name: string]: Nullable<AnimationRange>

Inherited from

Mesh._ranges

Defined in

node_modules/@babylonjs/core/node.d.ts:98


_renderId

_renderId: number

Inherited from

Mesh._renderId

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:504


_renderOutline

_renderOutline: boolean

(Backing field)

Inherited from

Mesh._renderOutline

Defined in

node_modules/@babylonjs/core/Rendering/outlineRenderer.d.ts:20


_renderOverlay

_renderOverlay: boolean

(Backing field)

Inherited from

Mesh._renderOverlay

Defined in

node_modules/@babylonjs/core/Rendering/outlineRenderer.d.ts:27


_renderingGroup

_renderingGroup: RenderingGroup

Inherited from

Mesh._renderingGroup

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:304


_scaling

Protected _scaling: Vector3

Inherited from

Mesh._scaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:52


_scene

_scene: Scene

Inherited from

Mesh._scene

Defined in

node_modules/@babylonjs/core/node.d.ts:117


_shouldGenerateFlatShading

_shouldGenerateFlatShading: boolean

Inherited from

Mesh._shouldGenerateFlatShading

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:272


_showBoundingBox

_showBoundingBox: boolean

(Backing field)

Inherited from

Mesh._showBoundingBox

Defined in

node_modules/@babylonjs/core/Rendering/boundingBoxRenderer.d.ts:29


_submeshesOctree

_submeshesOctree: Octree<SubMesh>

Backing Field

Inherited from

Mesh._submeshesOctree

Defined in

node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts:36


_thinInstanceDataStorage

_thinInstanceDataStorage: _ThinInstanceDataStorage

Inherited from

Mesh._thinInstanceDataStorage

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:270


_transformMatrixTexture

_transformMatrixTexture: RawTexture

Inherited from

Mesh._transformMatrixTexture

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:529


_unIndexed

_unIndexed: boolean

Inherited from

Mesh._unIndexed

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:513


_uniformBuffer

_uniformBuffer: UniformBuffer

The current mesh uniform buffer. Internal use only.

Inherited from

Mesh._uniformBuffer

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:544


_userInstancedBuffersStorage

_userInstancedBuffersStorage: Object

Type declaration

NameType
data{ [key: string]: Float32Array; }
sizes{ [key: string]: number; }
strides{ [key: string]: number; }
vertexArrayObjects?{ [key: string]: WebGLVertexArrayObject; }
vertexBuffers{ [key: string]: Nullable<VertexBuffer>; }

Inherited from

Mesh._userInstancedBuffersStorage

Defined in

node_modules/@babylonjs/core/Meshes/instancedMesh.d.ts:280


_userThinInstanceBuffersStorage

_userThinInstanceBuffersStorage: Object

Type declaration

NameType
data{ [key: string]: Float32Array; }
sizes{ [key: string]: number; }
strides{ [key: string]: number; }
vertexBuffers{ [key: string]: Nullable<VertexBuffer>; }

Inherited from

Mesh._userThinInstanceBuffersStorage

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:97


_waitingData

_waitingData: Object

Type declaration

NameType
actionsany
freezeWorldMatrixboolean
lodsany

Inherited from

Mesh._waitingData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:521


_waitingMaterialId

_waitingMaterialId: string

Inherited from

Mesh._waitingMaterialId

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:206


_waitingParentId

_waitingParentId: string

Inherited from

Mesh._waitingParentId

Defined in

node_modules/@babylonjs/core/node.d.ts:111


_waitingParentInstanceIndex

_waitingParentInstanceIndex: string

Inherited from

Mesh._waitingParentInstanceIndex

Defined in

node_modules/@babylonjs/core/node.d.ts:113


_waitingParsedUniqueId

_waitingParsedUniqueId: number

Inherited from

Mesh._waitingParsedUniqueId

Defined in

node_modules/@babylonjs/core/node.d.ts:115


_worldMatrix

_worldMatrix: Matrix

Inherited from

Mesh._worldMatrix

Defined in

node_modules/@babylonjs/core/node.d.ts:124


_worldMatrixDeterminant

_worldMatrixDeterminant: number

Inherited from

Mesh._worldMatrixDeterminant

Defined in

node_modules/@babylonjs/core/node.d.ts:126


_worldMatrixDeterminantIsDirty

_worldMatrixDeterminantIsDirty: boolean

Inherited from

Mesh._worldMatrixDeterminantIsDirty

Defined in

node_modules/@babylonjs/core/node.d.ts:128


actionManager

actionManager: AbstractActionManager

Gets or sets the current action manager

See

https://doc.babylonjs.com/features/featuresDeepDive/events/actions

Inherited from

Mesh.actionManager

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:445


alphaIndex

alphaIndex: number

Gets or sets the alpha index used to sort transparent meshes

See

https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#alpha-index

Inherited from

Mesh.alphaIndex

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:316


alwaysSelectAsActiveMesh

alwaysSelectAsActiveMesh: boolean

True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)

Inherited from

Mesh.alwaysSelectAsActiveMesh

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:436


animations

animations: Animation[]

Gets a list of Animations associated with the node

Inherited from

Mesh.animations

Defined in

node_modules/@babylonjs/core/node.d.ts:97


cullingStrategy

cullingStrategy: number

The culling strategy to use to check whether the mesh must be rendered or not. This value can be changed at any time and will be used on the next render mesh selection. The possible values are :

  • AbstractMesh.CULLINGSTRATEGY_STANDARD
  • AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  • AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  • AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY Please read each static variable documentation to get details about the culling process.

Inherited from

Mesh.cullingStrategy

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:217


decalMap

decalMap: MeshUVSpaceRenderer

Gets or sets the decal map for this mesh

Inherited from

Mesh.decalMap

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.decalMap.d.ts:10


definedFacingForward

definedFacingForward: boolean

Gets or sets the orientation for POV movement & rotation

Inherited from

Mesh.definedFacingForward

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:300


delayLoadState

delayLoadState: number

Gets the delay loading state of the mesh (when delay loading is turned on)

See

https://doc.babylonjs.com/features/featuresDeepDive/importers/incrementalLoading

Inherited from

Mesh.delayLoadState

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:233


delayLoadingFile

delayLoadingFile: string

Gets the file containing delay loading data for this mesh

Inherited from

Mesh.delayLoadingFile

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:244


doNotSyncBoundingInfo

doNotSyncBoundingInfo: boolean

Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)

Inherited from

Mesh.doNotSyncBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:440


edgesColor

edgesColor: Color4

Defines edge color used when edgesRenderer is enabled

See

https://www.babylonjs-playground.com/#10OJSG#13

Inherited from

Mesh.edgesColor

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:496


edgesRenderer

edgesRenderer: EdgesRenderer

Gets the edgesRenderer associated with the mesh

Inherited from

Mesh.edgesRenderer

Defined in

node_modules/@babylonjs/core/Rendering/edgesRenderer.d.ts:23


edgesShareWithInstances

edgesShareWithInstances: boolean

true to use the edge renderer for all instances of this mesh

Inherited from

Mesh.edgesShareWithInstances

Defined in

node_modules/@babylonjs/core/Meshes/instancedMesh.d.ts:278


edgesWidth

edgesWidth: number

Defines edge width used when edgesRenderer is enabled

See

https://www.babylonjs-playground.com/#10OJSG#13

Inherited from

Mesh.edgesWidth

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:491


ellipsoid

ellipsoid: Vector3

Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions

Inherited from

Mesh.ellipsoid

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:450


ellipsoidOffset

ellipsoidOffset: Vector3

Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions

Inherited from

Mesh.ellipsoidOffset

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:455


enablePointerMoveEvents

enablePointerMoveEvents: boolean

Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)

Inherited from

Mesh.enablePointerMoveEvents

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:352


forceRenderingWhenOccluded

forceRenderingWhenOccluded: boolean

Flag to force rendering the mesh even if occluded

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.forceRenderingWhenOccluded

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:120


id

id: string

Gets or sets the id of the node

Inherited from

Mesh.id

Defined in

node_modules/@babylonjs/core/node.d.ts:53


ignoreCameraMaxZ

ignoreCameraMaxZ: boolean

Gets or sets a boolean indicating whether to render ignoring the active camera's max z setting. (false by default) You should not mix meshes that have this property set to true with meshes that have it set to false if they all write to the depth buffer, because the z-values are not comparable in the two cases and you will get rendering artifacts if you do. You can set the property to true for meshes that do not write to the depth buffer, or set the same value (either false or true) otherwise. Note this will reduce performance when set to true.

Inherited from

Mesh.ignoreCameraMaxZ

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:302


ignoreNonUniformScaling

ignoreNonUniformScaling: boolean

Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored. By default the system will update normals to compensate

Inherited from

Mesh.ignoreNonUniformScaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:93


inspectableCustomProperties

inspectableCustomProperties: IInspectable[]

List of inspectable custom properties (used by the Inspector)

See

https://doc.babylonjs.com/toolsAndResources/inspector#extensibility

Inherited from

Mesh.inspectableCustomProperties

Defined in

node_modules/@babylonjs/core/node.d.ts:76


instancedBuffers

instancedBuffers: Object

Object used to store instanced buffers defined by user

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers

Index signature

▪ [key: string]: any

Inherited from

Mesh.instancedBuffers

Defined in

node_modules/@babylonjs/core/Meshes/instancedMesh.d.ts:305


instances

instances: InstancedMesh[]

Gets the list of instances created from this mesh it is not supposed to be modified manually. Note also that the order of the InstancedMesh wihin the array is not significant and might change.

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances

Inherited from

Mesh.instances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:240


isBlocker

isBlocker: boolean

Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)

See

https://doc.babylonjs.com/features/featuresDeepDive/environment/lenseFlare

Inherited from

Mesh.isBlocker

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:348


isNearGrabbable

isNearGrabbable: boolean

Gets or sets a boolean indicating if the mesh can be grabbed. Default is false. Setting this to true, while using the XR near interaction feature, will trigger a pointer event when the mesh is grabbed. Grabbing means that the controller is using the squeeze or main trigger button to grab the mesh. This is different from nearPickable which only triggers the event when the mesh is touched by the controller

Inherited from

Mesh.isNearGrabbable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:342


isNearPickable

isNearPickable: boolean

Gets or sets a boolean indicating if the mesh can be near picked (touched by the XR controller or hands). Default is false

Inherited from

Mesh.isNearPickable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:335


isOccluded

isOccluded: boolean

Gets or sets whether the mesh is occluded or not, it is used also to set the initial state of the mesh to be occluded or not

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.isOccluded

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:110


isOcclusionQueryInProgress

isOcclusionQueryInProgress: boolean

Flag to check the progress status of the query

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.isOcclusionQueryInProgress

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:115


isPickable

isPickable: boolean

Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true

Inherited from

Mesh.isPickable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:331


metadata

metadata: any

Gets or sets an object used to store user defined information for the node

Inherited from

Mesh.metadata

Defined in

node_modules/@babylonjs/core/node.d.ts:65


name

name: string

Overrides

Mesh.name

Defined in

src/prefabs/Text/planeText.ts:22


occlusionQueryAlgorithmType

occlusionQueryAlgorithmType: number

This property determines the type of occlusion query algorithm to run in WebGl, you can use:

  • AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  • AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE (Default Value) which is mapped to GL_ANY_SAMPLES_PASSED_CONSERVATIVE which is a false positive algorithm that is faster than GL_ANY_SAMPLES_PASSED but less accurate.

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.occlusionQueryAlgorithmType

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:105


occlusionRetryCount

occlusionRetryCount: number

This number indicates the number of allowed retries before stop the occlusion query, this is useful if the occlusion query is taking long time before to the query result is retrieved, the query result indicates if the object is visible within the scene or not and based on that Babylon.Js engine decides to show or hide the object. The default value is -1 which means don't break the query and wait till the result

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.occlusionRetryCount

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:90


occlusionType

occlusionType: number

This property is responsible for starting the occlusion query within the Mesh or not, this property is also used to determine what should happen when the occlusionRetryCount is reached. It has supports 3 values:

  • OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query within the Mesh.
  • OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  • OCCLUSION_TYPE_STRICT: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken restore the last state of the mesh occlusion if the mesh was visible then show the mesh if was hidden then hide don't show.

See

https://doc.babylonjs.com/features/featuresDeepDive/occlusionQueries

Inherited from

Mesh.occlusionType

Defined in

node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:98


onAccessibilityTagChangedObservable

onAccessibilityTagChangedObservable: Observable<IAccessibilityTag>

Observable fired when an accessibility tag is changed

Inherited from

Mesh.onAccessibilityTagChangedObservable

Defined in

node_modules/@babylonjs/core/node.d.ts:86


onAfterWorldMatrixUpdateObservable

onAfterWorldMatrixUpdateObservable: Observable<TransformNode>

An event triggered after the world matrix is updated

Inherited from

Mesh.onAfterWorldMatrixUpdateObservable

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:116


onCollideObservable

onCollideObservable: Observable<AbstractMesh>

An event triggered when this mesh collides with another one

Inherited from

Mesh.onCollideObservable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:284


onCollisionPositionChangeObservable

onCollisionPositionChangeObservable: Observable<Vector3>

An event triggered when the collision's position changes

Inherited from

Mesh.onCollisionPositionChangeObservable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:290


onDisposeObservable

onDisposeObservable: Observable<Node>

An event triggered when the mesh is disposed

Inherited from

Mesh.onDisposeObservable

Defined in

node_modules/@babylonjs/core/node.d.ts:164


onLODLevelSelection

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

User defined function used to change how LOD level selection is done

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD

Type declaration

▸ (distance, mesh, selectedLevel): void

Parameters
NameType
distancenumber
meshMesh
selectedLevelMesh
Returns

void

Inherited from

Mesh.onLODLevelSelection

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:251


onMaterialChangedObservable

onMaterialChangedObservable: Observable<AbstractMesh>

An event triggered when material is changed

Inherited from

Mesh.onMaterialChangedObservable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:296


onMeshReadyObservable

onMeshReadyObservable: Observable<Mesh>

Will notify when the mesh is completely ready, including materials. Observers added to this observable will be removed once triggered

Inherited from

Mesh.onMeshReadyObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:199


onReady

onReady: (node: Node) => void

Callback raised when the node is ready to be used

Type declaration

▸ (node): void

Parameters
NameType
nodeNode
Returns

void

Inherited from

Mesh.onReady

Defined in

node_modules/@babylonjs/core/node.d.ts:104


onRebuildObservable

onRebuildObservable: Observable<AbstractMesh>

An event triggered when the mesh is rebuilt.

Inherited from

Mesh.onRebuildObservable

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:539


options

Private options: PlaneTextOptions

Defined in

src/prefabs/Text/planeText.ts:24


outlineColor

outlineColor: Color3

Defines color to use when rendering outline

Inherited from

Mesh.outlineColor

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:390


outlineWidth

outlineWidth: number

Define width to use when rendering outline

Inherited from

Mesh.outlineWidth

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:392


overlayAlpha

overlayAlpha: number

Defines alpha to use when rendering overlay

Inherited from

Mesh.overlayAlpha

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:396


overlayColor

overlayColor: Color3

Defines color to use when rendering overlay

Inherited from

Mesh.overlayColor

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:394


physicsBody

physicsBody: PhysicsBody

See

Inherited from

Mesh.physicsBody

Defined in

node_modules/@babylonjs/core/Physics/v2/physicsEngineComponent.d.ts:18


physicsImpostor

physicsImpostor: PhysicsImpostor

Gets or sets impostor used for physic simulation

See

https://doc.babylonjs.com/features/featuresDeepDive/physics

Inherited from

Mesh.physicsImpostor

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:18


reIntegrateRotationIntoRotationQuaternion

reIntegrateRotationIntoRotationQuaternion: boolean

Gets or sets a boolean indicating that even if rotationQuaternion is defined, you can keep updating rotation property and Babylon.js will just mix both

Inherited from

Mesh.reIntegrateRotationIntoRotationQuaternion

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:97


renderOutline

renderOutline: boolean

Gets or sets a boolean indicating if the outline must be rendered as well

See

https://www.babylonjs-playground.com/#10WJ5S#3

Inherited from

Mesh.renderOutline

Defined in

node_modules/@babylonjs/core/Rendering/outlineRenderer.d.ts:25


renderOverlay

renderOverlay: boolean

Gets or sets a boolean indicating if the overlay must be rendered as well

See

https://www.babylonjs-playground.com/#10WJ5S#2

Inherited from

Mesh.renderOverlay

Defined in

node_modules/@babylonjs/core/Rendering/outlineRenderer.d.ts:32


reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

Inherited from

Mesh.reservedDataStore

Defined in

node_modules/@babylonjs/core/node.d.ts:71


scalingDeterminant

scalingDeterminant: number

Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube

Inherited from

Mesh.scalingDeterminant

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:82


scene

scene: Scene

Defined in

src/prefabs/Text/planeText.ts:23


showBoundingBox

showBoundingBox: boolean

Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)

Inherited from

Mesh.showBoundingBox

Defined in

node_modules/@babylonjs/core/Rendering/boundingBoxRenderer.d.ts:33


showSubMeshesBoundingBox

showSubMeshesBoundingBox: boolean

Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default)

Inherited from

Mesh.showSubMeshesBoundingBox

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:344


state

state: string

Gets or sets a string used to store user defined state for the node

Inherited from

Mesh.state

Defined in

node_modules/@babylonjs/core/node.d.ts:61


subMeshes

subMeshes: SubMesh[]

Gets or sets the list of subMeshes

See

https://doc.babylonjs.com/features/featuresDeepDive/materials/using/multiMaterials

Inherited from

Mesh.subMeshes

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:509


thinInstanceAllowAutomaticStaticBufferRecreation

thinInstanceAllowAutomaticStaticBufferRecreation: boolean

Indicates that a buffer created as static should be recreated if the buffer is updated (by calling thinInstanceSetMatrixAt or thinInstanceSetAttributeAt, for eg.) If this flag is false (the default behavior), a buffer created as "static" won't show any update done to it, and will stay the same as it was created. Note however that recreating a buffer each time there's a change will have some performance cost, that's why it is set to false by default. You should set this flag to true only if your static buffers should change infrequently. If they change frequently, you should create your buffers as "dynamic" instead.

Inherited from

Mesh.thinInstanceAllowAutomaticStaticBufferRecreation

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:16


thinInstanceCount

thinInstanceCount: number

Gets / sets the number of thin instances to display. Note that you can't set a number higher than what the underlying buffer can handle.

Inherited from

Mesh.thinInstanceCount

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:54


thinInstanceEnablePicking

thinInstanceEnablePicking: boolean

Gets or sets a boolean defining if we want picking to pick thin instances as well

Inherited from

Mesh.thinInstanceEnablePicking

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:9


uniqueId

uniqueId: number

Gets or sets the unique id of the node

Inherited from

Mesh.uniqueId

Defined in

node_modules/@babylonjs/core/node.d.ts:57


useOctreeForCollisions

useOctreeForCollisions: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default)

Inherited from

Mesh.useOctreeForCollisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:426


useOctreeForPicking

useOctreeForPicking: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default)

Inherited from

Mesh.useOctreeForPicking

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:424


useOctreeForRenderingSelection

useOctreeForRenderingSelection: boolean

Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default)

Inherited from

Mesh.useOctreeForRenderingSelection

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:422


BACKSIDE

Static Readonly BACKSIDE: 1

Mesh side orientation : usually the internal or back surface

Inherited from

Mesh.BACKSIDE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:105


BOTTOM

Static Readonly BOTTOM: 4

Mesh tile positioning : part tiles on bottom

Inherited from

Mesh.BOTTOM

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:177


BillboardUseParentOrientation

Static BillboardUseParentOrientation: boolean

Child transform with Billboard flags should or should not apply parent rotation (default if off)

Inherited from

Mesh.BillboardUseParentOrientation

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:42


CAP_ALL

Static Readonly CAP_ALL: 3

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

Inherited from

Mesh.CAP_ALL

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:129


CAP_END

Static Readonly CAP_END: 2

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

Inherited from

Mesh.CAP_END

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:125


CAP_START

Static Readonly CAP_START: 1

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

Inherited from

Mesh.CAP_START

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:121


CENTER

Static Readonly CENTER: 0

Mesh tile positioning : part tiles same on left/right or top/bottom

Inherited from

Mesh.CENTER

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:161


CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY

Static Readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: 1

Culling strategy : Bounding Sphere Only. This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested. It's also less accurate than the standard because some not visible objects can still be selected. Test : is the bounding sphere outside the frustum ? If not, then the cullable object is in the frustum.

Inherited from

Mesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:168


CULLINGSTRATEGY_OPTIMISTIC_INCLUSION

Static Readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: 2

Culling strategy : Optimistic Inclusion. This in an inclusion test first, then the standard exclusion test. This can be faster when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside. Anyway, it's as accurate as the standard strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the default culling strategy.

Inherited from

Mesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:178


CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY

Static Readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: 3

Culling strategy : Optimistic Inclusion then Bounding Sphere Only. This in an inclusion test first, then the bounding sphere only exclusion test. This can be the fastest test when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it. It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.

Inherited from

Mesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:188


CULLINGSTRATEGY_STANDARD

Static Readonly CULLINGSTRATEGY_STANDARD: 0

Default culling strategy : this is an exclusion test and it's the more accurate. Test order : Is the bounding sphere outside the frustum ? If not, are the bounding box vertices outside the frustum ? It not, then the cullable object is in the frustum.

Inherited from

Mesh.CULLINGSTRATEGY_STANDARD

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:161


DEFAULTSIDE

Static Readonly DEFAULTSIDE: 0

Mesh side orientation : by default, FRONTSIDE

Inherited from

Mesh.DEFAULTSIDE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:113


DOUBLESIDE

Static Readonly DOUBLESIDE: 2

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

Inherited from

Mesh.DOUBLESIDE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:109


FLIP_N_ROTATE_ROW

Static Readonly FLIP_N_ROTATE_ROW: 6

Mesh pattern setting : rotate pattern and rotate

Inherited from

Mesh.FLIP_N_ROTATE_ROW

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:157


FLIP_N_ROTATE_TILE

Static Readonly FLIP_N_ROTATE_TILE: 5

Mesh pattern setting : flip and rotate alternate tiles on each row or column

Inherited from

Mesh.FLIP_N_ROTATE_TILE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:153


FLIP_ROW

Static Readonly FLIP_ROW: 3

Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows

Inherited from

Mesh.FLIP_ROW

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:145


FLIP_TILE

Static Readonly FLIP_TILE: 1

Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column

Inherited from

Mesh.FLIP_TILE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:137


FRONTSIDE

Static Readonly FRONTSIDE: 0

Mesh side orientation : usually the external or front surface

Inherited from

Mesh.FRONTSIDE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:101


INSTANCEDMESH_SORT_TRANSPARENT

Static INSTANCEDMESH_SORT_TRANSPARENT: boolean

Indicates that the instanced meshes should be sorted from back to front before rendering if their material is transparent

Inherited from

Mesh.INSTANCEDMESH_SORT_TRANSPARENT

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:181


LEFT

Static Readonly LEFT: 1

Mesh tile positioning : part tiles on left

Inherited from

Mesh.LEFT

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:165


NO_CAP

Static Readonly NO_CAP: 0

Mesh cap setting : no cap

Inherited from

Mesh.NO_CAP

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:117


NO_FLIP

Static Readonly NO_FLIP: 0

Mesh pattern setting : no flip or rotate

Inherited from

Mesh.NO_FLIP

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:133


OCCLUSION_ALGORITHM_TYPE_ACCURATE

Static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number

Use an accurate occlusion algorithm

Inherited from

Mesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:152


OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE

Static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number

Use a conservative occlusion algorithm

Inherited from

Mesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:154


OCCLUSION_TYPE_NONE

Static OCCLUSION_TYPE_NONE: number

No occlusion

Inherited from

Mesh.OCCLUSION_TYPE_NONE

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:146


OCCLUSION_TYPE_OPTIMISTIC

Static OCCLUSION_TYPE_OPTIMISTIC: number

Occlusion set to optimistic

Inherited from

Mesh.OCCLUSION_TYPE_OPTIMISTIC

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:148


OCCLUSION_TYPE_STRICT

Static OCCLUSION_TYPE_STRICT: number

Occlusion set to strict

Inherited from

Mesh.OCCLUSION_TYPE_STRICT

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:150


Static Readonly RIGHT: 2

Mesh tile positioning : part tiles on right

Inherited from

Mesh.RIGHT

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:169


ROTATE_ROW

Static Readonly ROTATE_ROW: 4

Mesh pattern setting : rotate (180degs) all tiles on alternate rows

Inherited from

Mesh.ROTATE_ROW

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:149


ROTATE_TILE

Static Readonly ROTATE_TILE: 2

Mesh pattern setting : rotate (180degs) alternate tiles on each row or column

Inherited from

Mesh.ROTATE_TILE

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:141


TOP

Static Readonly TOP: 3

Mesh tile positioning : part tiles on top

Inherited from

Mesh.TOP

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:173


_AnimationRangeFactory

Static _AnimationRangeFactory: (_name: string, _from: number, _to: number) => AnimationRange

Type declaration

▸ (_name, _from, _to): AnimationRange

Parameters
NameType
_namestring
_fromnumber
_tonumber
Returns

AnimationRange

Inherited from

Mesh._AnimationRangeFactory

Defined in

node_modules/@babylonjs/core/node.d.ts:28


_GoldbergMeshParser

Static _GoldbergMeshParser: (parsedMesh: any, scene: Scene) => GoldbergMesh

Type declaration

▸ (parsedMesh, scene): GoldbergMesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

GoldbergMesh

Inherited from

Mesh._GoldbergMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:979


_GreasedLineMeshParser

Static _GreasedLineMeshParser: (parsedMesh: any, scene: Scene) => Mesh

Type declaration

▸ (parsedMesh, scene): Mesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

Mesh

Inherited from

Mesh._GreasedLineMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:987


_GreasedLineRibbonMeshParser

Static _GreasedLineRibbonMeshParser: (parsedMesh: any, scene: Scene) => Mesh

Type declaration

▸ (parsedMesh, scene): Mesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

Mesh

Inherited from

Mesh._GreasedLineRibbonMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:991


_GroundMeshParser

Static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh

Type declaration

▸ (parsedMesh, scene): Mesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

Mesh

Inherited from

Mesh._GroundMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:975


_LinesMeshParser

Static _LinesMeshParser: (parsedMesh: any, scene: Scene) => Mesh

Type declaration

▸ (parsedMesh, scene): Mesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

Mesh

Inherited from

Mesh._LinesMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:983


_TrailMeshParser

Static _TrailMeshParser: (parsedMesh: any, scene: Scene) => Mesh

Type declaration

▸ (parsedMesh, scene): Mesh

Parameters
NameType
parsedMeshany
sceneScene
Returns

Mesh

Inherited from

Mesh._TrailMeshParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:995

Accessors

_isMesh

get _isMesh(): boolean

Returns

boolean

Inherited from

Mesh._isMesh

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:355


_positions

get _positions(): Vector3[]

Returns

Vector3[]

Inherited from

Mesh._positions

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:844


absolutePosition

get absolutePosition(): Vector3

Returns the current mesh absolute position. Returns a Vector3.

Returns

Vector3

Inherited from

Mesh.absolutePosition

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:185


absoluteRotationQuaternion

get absoluteRotationQuaternion(): Quaternion

Returns the current mesh absolute rotation. Returns a Quaternion.

Returns

Quaternion

Inherited from

Mesh.absoluteRotationQuaternion

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:195


absoluteScaling

get absoluteScaling(): Vector3

Returns the current mesh absolute scaling. Returns a Vector3.

Returns

Vector3

Inherited from

Mesh.absoluteScaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:190


accessibilityTag

get accessibilityTag(): IAccessibilityTag

Returns

IAccessibilityTag

Inherited from

Mesh.accessibilityTag

Defined in

node_modules/@babylonjs/core/node.d.ts:81

set accessibilityTag(value): void

Gets or sets the accessibility tag to describe the node for accessibility purpose.

Parameters

NameType
valueIAccessibilityTag

Returns

void

Inherited from

Mesh.accessibilityTag

Defined in

node_modules/@babylonjs/core/node.d.ts:80


align

get align(): "center" | "left" | "right"

Returns

"center" | "left" | "right"

Defined in

src/prefabs/Text/planeText.ts:89

set align(newAlign): void

Parameters

NameType
newAlign"center" | "left" | "right"

Returns

void

Defined in

src/prefabs/Text/planeText.ts:92


animationPropertiesOverride

get animationPropertiesOverride(): AnimationPropertiesOverride

Gets or sets the animation properties override

Returns

AnimationPropertiesOverride

Inherited from

Mesh.animationPropertiesOverride

Defined in

node_modules/@babylonjs/core/node.d.ts:152

set animationPropertiesOverride(value): void

Parameters

NameType
valueAnimationPropertiesOverride

Returns

void

Inherited from

Mesh.animationPropertiesOverride

Defined in

node_modules/@babylonjs/core/node.d.ts:153


applyFog

get applyFog(): boolean

Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default)

Returns

boolean

Inherited from

Mesh.applyFog

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:416

set applyFog(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.applyFog

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:417


areNormalsFrozen

get areNormalsFrozen(): boolean

Gets a boolean indicating if the normals aren't to be recomputed on next mesh positions array update. This property is pertinent only for updatable parametric shapes.

Returns

boolean

Inherited from

Mesh.areNormalsFrozen

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:528


atlas

get atlas(): any

Returns

any

Defined in

src/prefabs/Text/planeText.ts:73

set atlas(newAtlas): void

Parameters

NameType
newAtlasany

Returns

void

Defined in

src/prefabs/Text/planeText.ts:76


bakedVertexAnimationManager

get bakedVertexAnimationManager(): IBakedVertexAnimationManager

Gets or sets the baked vertex animation manager

Returns

IBakedVertexAnimationManager

See

https://doc.babylonjs.com/features/featuresDeepDive/animation/baked_texture_animations

Inherited from

Mesh.bakedVertexAnimationManager

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:270

set bakedVertexAnimationManager(value): void

Parameters

NameType
valueIBakedVertexAnimationManager

Returns

void

Inherited from

Mesh.bakedVertexAnimationManager

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:271


behaviors

get behaviors(): Behavior<Node>[]

Gets the list of attached behaviors

Returns

Behavior<Node>[]

See

https://doc.babylonjs.com/features/featuresDeepDive/behaviors

Inherited from

Mesh.behaviors

Defined in

node_modules/@babylonjs/core/node.d.ts:215


billboardMode

get billboardMode(): number

Gets or sets the billboard mode. Default is 0.

ValueTypeDescription
0BILLBOARDMODE_NONE
1BILLBOARDMODE_X
2BILLBOARDMODE_Y
4BILLBOARDMODE_Z
7BILLBOARDMODE_ALL

Returns

number

Inherited from

Mesh.billboardMode

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:69

set billboardMode(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.billboardMode

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:70


checkCollisions

get checkCollisions(): boolean

Gets or sets a boolean indicating that this mesh can be used in the collision engine

Returns

boolean

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions

Inherited from

Mesh.checkCollisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:914

set checkCollisions(collisionEnabled): void

Parameters

NameType
collisionEnabledboolean

Returns

void

Inherited from

Mesh.checkCollisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:915


cloneMeshMap

get cloneMeshMap(): Object

Gets the list of clones of this mesh The scene must have been constructed with useClonedMeshMap=true for this to work! Note that useClonedMeshMap=true is the default setting

Returns

Object

Inherited from

Mesh.cloneMeshMap

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:312


collider

get collider(): Collider

Gets Collider object used to compute collisions (not physics)

Returns

Collider

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions

Inherited from

Mesh.collider

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:920


collisionGroup

get collisionGroup(): number

Gets or sets the current collision group mask (-1 by default). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0

Returns

number

Inherited from

Mesh.collisionGroup

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:474

set collisionGroup(mask): void

Parameters

NameType
masknumber

Returns

void

Inherited from

Mesh.collisionGroup

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:475


collisionMask

get collisionMask(): number

Gets or sets a collision mask used to mask collisions (default is -1). A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0

Returns

number

Inherited from

Mesh.collisionMask

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:460

set collisionMask(mask): void

Parameters

NameType
masknumber

Returns

void

Inherited from

Mesh.collisionMask

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:461


collisionResponse

get collisionResponse(): boolean

Gets or sets a collision response flag (default is true). when collisionResponse is false, events are still triggered but colliding entity has no response This helps creating trigger volume when user wants collision feedback events but not position/velocity to respond to the collision.

Returns

boolean

Inherited from

Mesh.collisionResponse

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:468

set collisionResponse(response): void

Parameters

NameType
responseboolean

Returns

void

Inherited from

Mesh.collisionResponse

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:469


collisionRetryCount

get collisionRetryCount(): number

number of collision detection tries. Change this value if not all collisions are detected and handled properly

Returns

number

Inherited from

Mesh.collisionRetryCount

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:253

set collisionRetryCount(retryCount): void

Parameters

NameType
retryCountnumber

Returns

void

Inherited from

Mesh.collisionRetryCount

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:254


color

get color(): Color3

Returns

Color3

Defined in

src/prefabs/Text/planeText.ts:48

set color(newColor): void

Parameters

NameType
newColorColor3

Returns

void

Defined in

src/prefabs/Text/planeText.ts:52


computeBonesUsingShaders

get computeBonesUsingShaders(): boolean

Returns

boolean

Inherited from

Mesh.computeBonesUsingShaders

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:200

set computeBonesUsingShaders(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.computeBonesUsingShaders

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:201


doNotSerialize

get doNotSerialize(): boolean

Gets or sets a boolean used to define if the node must be serialized

Returns

boolean

Inherited from

Mesh.doNotSerialize

Defined in

node_modules/@babylonjs/core/node.d.ts:90

set doNotSerialize(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.doNotSerialize

Defined in

node_modules/@babylonjs/core/node.d.ts:91


enableDistantPicking

get enableDistantPicking(): boolean

When enabled, decompose picking matrices for better precision with large values for mesh position and scling

Returns

boolean

Inherited from

Mesh.enableDistantPicking

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:419

set enableDistantPicking(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.enableDistantPicking

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:420


facetDepthSortFrom

get facetDepthSortFrom(): Vector3

The location (Vector3) where the facet depth sort must be computed from. By default, the active camera position. Used only when facet depth sort is enabled

Returns

Vector3

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#facet-depth-sort

Inherited from

Mesh.facetDepthSortFrom

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:250

set facetDepthSortFrom(location): void

Parameters

NameType
locationVector3

Returns

void

Inherited from

Mesh.facetDepthSortFrom

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:251


facetNb

get facetNb(): number

Gets the number of facets in the mesh

Returns

number

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#what-is-a-mesh-facet

Inherited from

Mesh.facetNb

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:222


font

get font(): any

Returns

any

Defined in

src/prefabs/Text/planeText.ts:65

set font(newFont): void

Parameters

NameType
newFontany

Returns

void

Defined in

src/prefabs/Text/planeText.ts:68


fontHeight

get fontHeight(): number

Returns

number

Defined in

src/prefabs/Text/planeText.ts:97

set fontHeight(newFontHeight): void

Parameters

NameType
newFontHeightnumber

Returns

void

Defined in

src/prefabs/Text/planeText.ts:100


forceWorldMatrixInstancedBufferUpdate

get forceWorldMatrixInstancedBufferUpdate(): boolean

Gets or sets a boolean indicating that the update of the instance buffer of the world matrices must be performed in all cases (and notably even in frozen mode)

Returns

boolean

Inherited from

Mesh.forceWorldMatrixInstancedBufferUpdate

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:331

set forceWorldMatrixInstancedBufferUpdate(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.forceWorldMatrixInstancedBufferUpdate

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:332


forcedInstanceCount

get forcedInstanceCount(): number

Gets or sets the forced number of instances to display. If 0 (default value), the number of instances is not forced and depends on the draw type (regular / instance / thin instances mesh)

Returns

number

Inherited from

Mesh.forcedInstanceCount

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:265

set forcedInstanceCount(count): void

Parameters

NameType
countnumber

Returns

void

Inherited from

Mesh.forcedInstanceCount

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:266


forward

get forward(): Vector3

The forward direction of that transform in world space.

Returns

Vector3

Inherited from

Mesh.forward

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:157


geometry

get geometry(): Geometry

Gets the mesh internal Geometry object

Returns

Geometry

Inherited from

Mesh.geometry

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:410


hasBoundingInfo

get hasBoundingInfo(): boolean

Returns true if there is already a bounding info

Returns

boolean

Inherited from

Mesh.hasBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:738


hasInstances

get hasInstances(): boolean

Returns

boolean

Inherited from

Mesh.hasInstances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:227


hasLODLevels

get hasLODLevels(): boolean

Gets a boolean indicating if this mesh has LOD

Returns

boolean

Inherited from

Mesh.hasLODLevels

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:367


hasThinInstances

get hasThinInstances(): boolean

Returns

boolean

Inherited from

Mesh.hasThinInstances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:228


hasVertexAlpha

get hasVertexAlpha(): boolean

Gets or sets a boolean indicating that this mesh needs to use vertex alpha data to render. This property is misnamed and should be useVertexAlpha. Note that the mesh will be rendered with alpha blending when this flag is set even if vertex alpha data is missing from the geometry.

Returns

boolean

Inherited from

Mesh.hasVertexAlpha

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:402

set hasVertexAlpha(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.hasVertexAlpha

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:403


infiniteDistance

get infiniteDistance(): boolean

Gets or sets the distance of the object to max, often used by skybox

Returns

boolean

Inherited from

Mesh.infiniteDistance

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:87

set infiniteDistance(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.infiniteDistance

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:88


inheritVisibility

get inheritVisibility(): boolean

If set to true, a mesh will only be visible only if its parent(s) are also visible (default is false)

Returns

boolean

Inherited from

Mesh.inheritVisibility

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:320

set inheritVisibility(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.inheritVisibility

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:321


isAnInstance

get isAnInstance(): boolean

Gets a boolean indicating if this mesh is an instance or a regular mesh

Returns

boolean

Inherited from

Mesh.isAnInstance

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:783


isBlocked

get isBlocked(): boolean

Returns

boolean

Inherited from

Mesh.isBlocked

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:517


isFacetDataEnabled

get isFacetDataEnabled(): boolean

gets a boolean indicating if facetData is enabled

Returns

boolean

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#what-is-a-mesh-facet

Inherited from

Mesh.isFacetDataEnabled

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:259


isUnIndexed

get isUnIndexed(): boolean

Gets or sets a boolean indicating that this mesh does not use index buffer

Returns

boolean

Inherited from

Mesh.isUnIndexed

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:318

set isUnIndexed(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.isUnIndexed

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:319


isVisible

get isVisible(): boolean

Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true

Returns

boolean

Inherited from

Mesh.isVisible

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:326

set isVisible(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.isVisible

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:327


isWorldMatrixFrozen

get isWorldMatrixFrozen(): boolean

True if the World matrix has been frozen.

Returns

boolean

Inherited from

Mesh.isWorldMatrixFrozen

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:241


layerMask

get layerMask(): number

Gets or sets the current layer mask (default is 0x0FFFFFFF)

Returns

number

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/layerMasksAndMultiCam

Inherited from

Mesh.layerMask

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:431

set layerMask(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.layerMask

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:432


lightSources

get lightSources(): Light[]

Gets the list of lights affecting that mesh

Returns

Light[]

Inherited from

Mesh.lightSources

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:517


manualUpdateOfPreviousWorldMatrixInstancedBuffer

get manualUpdateOfPreviousWorldMatrixInstancedBuffer(): boolean

Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual

Returns

boolean

Inherited from

Mesh.manualUpdateOfPreviousWorldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:328

set manualUpdateOfPreviousWorldMatrixInstancedBuffer(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.manualUpdateOfPreviousWorldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:329


manualUpdateOfWorldMatrixInstancedBuffer

get manualUpdateOfWorldMatrixInstancedBuffer(): boolean

Gets or sets a boolean indicating that the update of the instance buffer of the world matrices is manual

Returns

boolean

Inherited from

Mesh.manualUpdateOfWorldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:325

set manualUpdateOfWorldMatrixInstancedBuffer(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.manualUpdateOfWorldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:326


material

get material(): Material

Returns

Material

Inherited from

Mesh.material

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:293

set material(value): void

Parameters

NameType
valueMaterial

Returns

void

Inherited from

Mesh.material

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:294


morphTargetManager

get morphTargetManager(): MorphTargetManager

Gets or sets the morph target manager

Returns

MorphTargetManager

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/morphTargets

Inherited from

Mesh.morphTargetManager

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:264

set morphTargetManager(value): void

Parameters

NameType
valueMorphTargetManager

Returns

void

Inherited from

Mesh.morphTargetManager

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:265


mustDepthSortFacets

get mustDepthSortFacets(): boolean

Gets or sets a boolean indicating that the facets must be depth sorted on next call to updateFacetData(). Works only for updatable meshes. Doesn't work with multi-materials

Returns

boolean

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#facet-depth-sort

Inherited from

Mesh.mustDepthSortFacets

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:242

set mustDepthSortFacets(sort): void

Parameters

NameType
sortboolean

Returns

void

Inherited from

Mesh.mustDepthSortFacets

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:243


nonUniformScaling

get nonUniformScaling(): boolean

True if the scaling property of this object is non uniform eg. (1,2,1)

Returns

boolean

Inherited from

Mesh.nonUniformScaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:372


numBoneInfluencers

get numBoneInfluencers(): number

Gets or sets the number of allowed bone influences per vertex (4 by default)

Returns

number

Inherited from

Mesh.numBoneInfluencers

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:413

set numBoneInfluencers(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.numBoneInfluencers

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:414


onAfterRenderObservable

get onAfterRenderObservable(): Observable<Mesh>

An event triggered after rendering the mesh

Returns

Observable<Mesh>

Inherited from

Mesh.onAfterRenderObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:213


onBeforeBindObservable

get onBeforeBindObservable(): Observable<Mesh>

An event triggered before binding the mesh

Returns

Observable<Mesh>

Inherited from

Mesh.onBeforeBindObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:209


onBeforeDraw

set onBeforeDraw(callback): void

Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead

Parameters

NameType
callback() => void

Returns

void

Inherited from

Mesh.onBeforeDraw

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:226


onBeforeDrawObservable

get onBeforeDrawObservable(): Observable<Mesh>

An event triggered before drawing the mesh

Returns

Observable<Mesh>

Inherited from

Mesh.onBeforeDrawObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:221


onBeforeRenderObservable

get onBeforeRenderObservable(): Observable<Mesh>

An event triggered before rendering the mesh

Returns

Observable<Mesh>

Inherited from

Mesh.onBeforeRenderObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:205


onBetweenPassObservable

get onBetweenPassObservable(): Observable<SubMesh>

An event triggeredbetween rendering pass when using separateCullingPass = true

Returns

Observable<SubMesh>

Inherited from

Mesh.onBetweenPassObservable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:217


onClonedObservable

get onClonedObservable(): Observable<Node>

An event triggered when the node is cloned

Returns

Observable<Node>

Inherited from

Mesh.onClonedObservable

Defined in

node_modules/@babylonjs/core/node.d.ts:177


onCollide

set onCollide(callback): void

Set a function to call when this mesh collides with another one

Parameters

NameType
callback(collidedMesh?: AbstractMesh) => void

Returns

void

Inherited from

Mesh.onCollide

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:286


onCollisionPositionChange

set onCollisionPositionChange(callback): void

Set a function to call when the collision's position changes

Parameters

NameType
callback() => void

Returns

void

Inherited from

Mesh.onCollisionPositionChange

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:292


onDispose

set onDispose(callback): void

Sets a callback that will be raised when the node will be disposed

Parameters

NameType
callback() => void

Returns

void

Inherited from

Mesh.onDispose

Defined in

node_modules/@babylonjs/core/node.d.ts:169


onEnabledStateChangedObservable

get onEnabledStateChangedObservable(): Observable<boolean>

An event triggered when the enabled state of the node changes

Returns

Observable<boolean>

Inherited from

Mesh.onEnabledStateChangedObservable

Defined in

node_modules/@babylonjs/core/node.d.ts:173


opacity

get opacity(): number

Returns

number

Defined in

src/prefabs/Text/planeText.ts:81

set opacity(newOpacity): void

Parameters

NameType
newOpacitynumber

Returns

void

Defined in

src/prefabs/Text/planeText.ts:84


overrideMaterialSideOrientation

get overrideMaterialSideOrientation(): number

Returns

number

Deprecated

Please use sideOrientation instead.

See

https://doc.babylonjs.com/breaking-changes#7110

Inherited from

Mesh.overrideMaterialSideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:286

set overrideMaterialSideOrientation(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.overrideMaterialSideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:287


overrideRenderingFillMode

get overrideRenderingFillMode(): number

Use this property to override the Material's fillMode value

Returns

number

Inherited from

Mesh.overrideRenderingFillMode

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:291

set overrideRenderingFillMode(fillMode): void

Parameters

NameType
fillModenumber

Returns

void

Inherited from

Mesh.overrideRenderingFillMode

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:292


overridenInstanceCount

set overridenInstanceCount(count): void

Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs

Parameters

NameType
countnumber

Returns

void

Inherited from

Mesh.overridenInstanceCount

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:542


parent

get parent(): Node

Returns

Node

Inherited from

Mesh.parent

Defined in

node_modules/@babylonjs/core/node.d.ts:139

set parent(parent): void

Gets or sets the parent of the node (without keeping the current position in the scene)

Parameters

NameType
parentNode

Returns

void

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent

Inherited from

Mesh.parent

Defined in

node_modules/@babylonjs/core/node.d.ts:138


partitioningBBoxRatio

get partitioningBBoxRatio(): number

The ratio (float) to apply to the bounding box size to set to the partitioning space. Ex : 1.01 (default) the partitioning space is 1% bigger than the bounding box

Returns

number

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#tweaking-the-partitioning

Inherited from

Mesh.partitioningBBoxRatio

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:234

set partitioningBBoxRatio(ratio): void

Parameters

NameType
rationumber

Returns

void

Inherited from

Mesh.partitioningBBoxRatio

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:235


partitioningSubdivisions

get partitioningSubdivisions(): number

Gets or set the number (integer) of subdivisions per axis in the partitioning space

Returns

number

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData#tweaking-the-partitioning

Inherited from

Mesh.partitioningSubdivisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:227

set partitioningSubdivisions(nb): void

Parameters

NameType
nbnumber

Returns

void

Inherited from

Mesh.partitioningSubdivisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:228


pointerOverDisableMeshTesting

get pointerOverDisableMeshTesting(): boolean

Gets or sets the property which disables the test that is checking that the mesh under the pointer is the same than the previous time we tested for it (default: false). Set this property to true if you want thin instances picking to be reported accurately when moving over the mesh. Note that setting this property to true will incur some performance penalties when dealing with pointer events for this mesh so use it sparingly.

Returns

boolean

Inherited from

Mesh.pointerOverDisableMeshTesting

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:358

set pointerOverDisableMeshTesting(disable): void

Parameters

NameType
disableboolean

Returns

void

Inherited from

Mesh.pointerOverDisableMeshTesting

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:359


position

get position(): Vector3

Gets or set the node position (default is (0.0, 0.0, 0.0))

Returns

Vector3

Inherited from

Mesh.position

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:126

set position(newPosition): void

Parameters

NameType
newPositionVector3

Returns

void

Inherited from

Mesh.position

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:127


preserveParentRotationForBillboard

get preserveParentRotationForBillboard(): boolean

Gets or sets a boolean indicating that parent rotation should be preserved when using billboards. This could be useful for glTF objects where parent rotation helps converting from right handed to left handed

Returns

boolean

Inherited from

Mesh.preserveParentRotationForBillboard

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:76

set preserveParentRotationForBillboard(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.preserveParentRotationForBillboard

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:77


previousWorldMatrixInstancedBuffer

get previousWorldMatrixInstancedBuffer(): Float32Array

Gets the array buffer used to store the instanced buffer used for instances' previous world matrices

Returns

Float32Array

Inherited from

Mesh.previousWorldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:323


rawBoundingInfo

get rawBoundingInfo(): BoundingInfo

Returns

BoundingInfo

Inherited from

Mesh.rawBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:279

set rawBoundingInfo(boundingInfo): void

Parameters

NameType
boundingInfoBoundingInfo

Returns

void

Inherited from

Mesh.rawBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:280


receiveShadows

get receiveShadows(): boolean

Gets or sets a boolean indicating that this mesh can receive realtime shadows

Returns

boolean

See

https://doc.babylonjs.com/features/featuresDeepDive/lights/shadows

Inherited from

Mesh.receiveShadows

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:387

set receiveShadows(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.receiveShadows

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:388


renderingGroupId

get renderingGroupId(): number

Specifies the rendering group id for this mesh (0 by default)

Returns

number

See

https://doc.babylonjs.com/features/featuresDeepDive/materials/advanced/transparent_rendering#rendering-groups

Inherited from

Mesh.renderingGroupId

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:364

set renderingGroupId(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.renderingGroupId

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:365


right

get right(): Vector3

The right direction of that transform in world space.

Returns

Vector3

Inherited from

Mesh.right

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:165


rotation

get rotation(): Vector3

Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)). If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion

Returns

Vector3

Inherited from

Mesh.rotation

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:141

set rotation(newRotation): void

Parameters

NameType
newRotationVector3

Returns

void

Inherited from

Mesh.rotation

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:142


rotationQuaternion

get rotationQuaternion(): Quaternion

Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (undefined by default, but can be null). If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)

Returns

Quaternion

Inherited from

Mesh.rotationQuaternion

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:152

set rotationQuaternion(quaternion): void

Parameters

NameType
quaternionQuaternion

Returns

void

Inherited from

Mesh.rotationQuaternion

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:153


scaling

get scaling(): Vector3

Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (1.0, 1.0, 1.0)).

Returns

Vector3

Inherited from

Mesh.scaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:146

set scaling(newScaling): void

Parameters

NameType
newScalingVector3

Returns

void

Inherited from

Mesh.scaling

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:147


sideOrientation

get sideOrientation(): number

Use this property to change the original side orientation defined at construction time Material.sideOrientation will override this value if set User will still be able to change the material sideOrientation afterwards if they really need it

Returns

number

Inherited from

Mesh.sideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:280

set sideOrientation(value): void

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.sideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:281


size

get size(): number

Returns

number

Defined in

src/prefabs/Text/planeText.ts:57

set size(newSize): void

Parameters

NameType
newSizenumber

Returns

void

Defined in

src/prefabs/Text/planeText.ts:60


skeleton

get skeleton(): Skeleton

Returns

Skeleton

Inherited from

Mesh.skeleton

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:535

set skeleton(value): void

Gets or sets a skeleton to apply skinning transformations

Parameters

NameType
valueSkeleton

Returns

void

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/bonesSkeletons

Inherited from

Mesh.skeleton

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:534


source

get source(): Mesh

Gets the source mesh (the one used to clone this one from)

Returns

Mesh

Inherited from

Mesh.source

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:306


surroundingMeshes

get surroundingMeshes(): AbstractMesh[]

Gets or sets current surrounding meshes (null by default).

By default collision detection is tested against every mesh in the scene. It is possible to set surroundingMeshes to a defined list of meshes and then only these specified meshes will be tested for the collision.

Note: if set to an empty array no collision will happen when this mesh is moved.

Returns

AbstractMesh[]

Inherited from

Mesh.surroundingMeshes

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:485

set surroundingMeshes(meshes): void

Parameters

NameType
meshesAbstractMesh[]

Returns

void

Inherited from

Mesh.surroundingMeshes

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:486


text

get text(): string

Returns

string

Defined in

src/prefabs/Text/planeText.ts:40

set text(newText): void

Parameters

NameType
newTextstring

Returns

void

Defined in

src/prefabs/Text/planeText.ts:43


up

get up(): Vector3

The up direction of that transform in world space.

Returns

Vector3

Inherited from

Mesh.up

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:161


useBones

get useBones(): boolean

Gets a boolean indicating if this mesh has skinning data and an attached skeleton

Returns

boolean

Inherited from

Mesh.useBones

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:756


useLODScreenCoverage

get useLODScreenCoverage(): boolean

Determines if the LOD levels are intended to be calculated using screen coverage (surface area ratio) instead of distance.

Returns

boolean

Inherited from

Mesh.useLODScreenCoverage

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:193

set useLODScreenCoverage(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.useLODScreenCoverage

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:194


useVertexColors

get useVertexColors(): boolean

Gets or sets a boolean indicating that this mesh needs to use vertex color data to render (if this kind of vertex data is available in the geometry)

Returns

boolean

Inherited from

Mesh.useVertexColors

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:405

set useVertexColors(value): void

Parameters

NameType
valueboolean

Returns

void

Inherited from

Mesh.useVertexColors

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:406


visibility

get visibility(): number

Gets or sets mesh visibility between 0 and 1 (default is 1)

Returns

number

Inherited from

Mesh.visibility

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:308

set visibility(value): void

Gets or sets mesh visibility between 0 and 1 (default is 1)

Parameters

NameType
valuenumber

Returns

void

Inherited from

Mesh.visibility

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:312


worldMatrixFromCache

get worldMatrixFromCache(): Matrix

Returns directly the latest state of the mesh World matrix. A Matrix is returned.

Returns

Matrix

Inherited from

Mesh.worldMatrixFromCache

Defined in

node_modules/@babylonjs/core/node.d.ts:234


worldMatrixInstancedBuffer

get worldMatrixInstancedBuffer(): Float32Array

Gets the array buffer used to store the instanced buffer used for instances' world matrices

Returns

Float32Array

Inherited from

Mesh.worldMatrixInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:321


BILLBOARDMODE_ALL

get BILLBOARDMODE_ALL(): number

Billboard on all axes

Returns

number

Inherited from

Mesh.BILLBOARDMODE_ALL

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:200


BILLBOARDMODE_NONE

get BILLBOARDMODE_NONE(): number

No billboard

Returns

number

Inherited from

Mesh.BILLBOARDMODE_NONE

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:192


BILLBOARDMODE_USE_POSITION

get BILLBOARDMODE_USE_POSITION(): number

Billboard on using position instead of orientation

Returns

number

Inherited from

Mesh.BILLBOARDMODE_USE_POSITION

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:202


BILLBOARDMODE_X

get BILLBOARDMODE_X(): number

Billboard on X axis

Returns

number

Inherited from

Mesh.BILLBOARDMODE_X

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:194


BILLBOARDMODE_Y

get BILLBOARDMODE_Y(): number

Billboard on Y axis

Returns

number

Inherited from

Mesh.BILLBOARDMODE_Y

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:196


BILLBOARDMODE_Z

get BILLBOARDMODE_Z(): number

Billboard on Z axis

Returns

number

Inherited from

Mesh.BILLBOARDMODE_Z

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:198

Methods

_activate

_activate(renderId, intermediateRendering): boolean

Parameters

NameType
renderIdnumber
intermediateRenderingboolean

Returns

boolean

Inherited from

Mesh._activate

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:766


_addToSceneRootNodes

_addToSceneRootNodes(): void

Returns

void

Inherited from

Mesh._addToSceneRootNodes

Defined in

node_modules/@babylonjs/core/node.d.ts:145


_afterComputeWorldMatrix

_afterComputeWorldMatrix(): void

Returns

void

Inherited from

Mesh._afterComputeWorldMatrix

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:553


_bind

_bind(subMesh, effect, fillMode, allowInstancedRendering?): Mesh

Parameters

NameType
subMeshSubMesh
effectEffect
fillModenumber
allowInstancedRendering?boolean

Returns

Mesh

Inherited from

Mesh._bind

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:702


_bindDirect

_bindDirect(effect, indexToBind, allowInstancedRendering?): Mesh

Parameters

NameType
effectEffect
indexToBindDataBuffer
allowInstancedRendering?boolean

Returns

Mesh

Inherited from

Mesh._bindDirect

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:706


_buildUniformLayout

_buildUniformLayout(): void

Returns

void

Inherited from

Mesh._buildUniformLayout

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:551


_checkCollision

_checkCollision(collider): AbstractMesh

Parameters

NameType
colliderCollider

Returns

AbstractMesh

Inherited from

Mesh._checkCollision

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:942


_checkDelayState

_checkDelayState(): Mesh

Returns

Mesh

Inherited from

Mesh._checkDelayState

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:803


_checkOcclusionQuery

_checkOcclusionQuery(): boolean

Returns

boolean

Inherited from

Mesh._checkOcclusionQuery

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1106


_collideForSubMesh

_collideForSubMesh(subMesh, transformMatrix, collider): AbstractMesh

Parameters

NameType
subMeshSubMesh
transformMatrixMatrix
colliderCollider

Returns

AbstractMesh

Inherited from

Mesh._collideForSubMesh

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:932


_copySource

_copySource(source, doNotCloneChildren?, clonePhysicsImpostor?): void

Parameters

NameType
sourceMesh
doNotCloneChildren?boolean
clonePhysicsImpostor?boolean

Returns

void

Inherited from

Mesh._copySource

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:333


_createGlobalSubMesh

_createGlobalSubMesh(force): SubMesh

Parameters

NameType
forceboolean

Returns

SubMesh

Inherited from

Mesh._createGlobalSubMesh

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:567


_disposeInstanceSpecificData

_disposeInstanceSpecificData(): void

Returns

void

Inherited from

Mesh._disposeInstanceSpecificData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:866


_disposeThinInstanceSpecificData

_disposeThinInstanceSpecificData(): void

Returns

void

Inherited from

Mesh._disposeThinInstanceSpecificData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:868


_draw

_draw(subMesh, fillMode, instancesCount?): Mesh

Parameters

NameType
subMeshSubMesh
fillModenumber
instancesCount?number

Returns

Mesh

Inherited from

Mesh._draw

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:710


_freeze

_freeze(): void

Returns

void

Inherited from

Mesh._freeze

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:760


_generatePointsArray

_generatePointsArray(): boolean

Returns

boolean

Inherited from

Mesh._generatePointsArray

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:848


_getActionManagerForTrigger

_getActionManagerForTrigger(trigger?, initialCall?): AbstractActionManager

Parameters

NameType
trigger?number
initialCall?boolean

Returns

AbstractActionManager

Inherited from

Mesh._getActionManagerForTrigger

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:580


_getData

_getData(options, data, kind?): FloatArray

Parameters

NameType
optionsIMeshDataOptions
dataFloatArray
kind?string

Returns

FloatArray

Inherited from

Mesh._getData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:858


_getDescendants

_getDescendants(results, directDescendantsOnly?, predicate?): void

Parameters

NameType
resultsNode[]
directDescendantsOnly?boolean
predicate?(node: Node) => boolean

Returns

void

Inherited from

Mesh._getDescendants

Defined in

node_modules/@babylonjs/core/node.d.ts:293


_getEffectiveParent

_getEffectiveParent(): Node

Returns

Node

Inherited from

Mesh._getEffectiveParent

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:576


_getInstancesRenderList

_getInstancesRenderList(subMeshId, isReplacementMode?): _InstancesBatch

Parameters

NameType
subMeshIdnumber
isReplacementMode?boolean

Returns

_InstancesBatch

Inherited from

Mesh._getInstancesRenderList

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:738


_getRenderingFillMode

_getRenderingFillMode(fillMode): number

Parameters

NameType
fillModenumber

Returns

number

Inherited from

Mesh._getRenderingFillMode

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1072


_getWorldMatrixDeterminant

_getWorldMatrixDeterminant(): number

Returns

number

Inherited from

Mesh._getWorldMatrixDeterminant

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:779


_initCache

_initCache(): void

Returns

void

Inherited from

Mesh._initCache

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:180


_invalidateInstanceVertexArrayObject

_invalidateInstanceVertexArrayObject(): void

Invalidate VertexArrayObjects belonging to the mesh (but not to the Geometry of the mesh).

Returns

void

Inherited from

Mesh._invalidateInstanceVertexArrayObject

Defined in

node_modules/@babylonjs/core/Meshes/instancedMesh.d.ts:274


_isSynchronized

_isSynchronized(): boolean

Returns

boolean

Inherited from

Mesh._isSynchronized

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:178


_markSubMeshesAsAttributesDirty

_markSubMeshesAsAttributesDirty(): void

Returns

void

Inherited from

Mesh._markSubMeshesAsAttributesDirty

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:603


_markSubMeshesAsLightDirty

_markSubMeshesAsLightDirty(dispose?): void

Parameters

NameType
dispose?boolean

Returns

void

Inherited from

Mesh._markSubMeshesAsLightDirty

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:601


_markSubMeshesAsMiscDirty

_markSubMeshesAsMiscDirty(): void

Returns

void

Inherited from

Mesh._markSubMeshesAsMiscDirty

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:605


_markSyncedWithParent

_markSyncedWithParent(): void

Returns

void

Inherited from

Mesh._markSyncedWithParent

Defined in

node_modules/@babylonjs/core/node.d.ts:252


_postActivate

_postActivate(): void

Returns

void

Inherited from

Mesh._postActivate

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:555


_preActivate

_preActivate(): Mesh

Returns

Mesh

Inherited from

Mesh._preActivate

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:544


_preActivateForIntermediateRendering

_preActivateForIntermediateRendering(renderId): Mesh

Parameters

NameType
renderIdnumber

Returns

Mesh

Inherited from

Mesh._preActivateForIntermediateRendering

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:548


_processCollisionsForSubMeshes

_processCollisionsForSubMeshes(collider, transformMatrix): AbstractMesh

Parameters

NameType
colliderCollider
transformMatrixMatrix

Returns

AbstractMesh

Inherited from

Mesh._processCollisionsForSubMeshes

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:936


_processInstancedBuffers

_processInstancedBuffers(visibleInstances, renderSelf): void

Parameters

NameType
visibleInstancesInstancedMesh[]
renderSelfboolean

Returns

void

Inherited from

Mesh._processInstancedBuffers

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:750


_processRendering

_processRendering(renderingMesh, subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial?): Mesh

Parameters

NameType
renderingMeshAbstractMesh
subMeshSubMesh
effectEffect
fillModenumber
batch_InstancesBatch
hardwareInstancedRenderingboolean
onBeforeDraw(isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void
effectiveMaterial?Material

Returns

Mesh

Inherited from

Mesh._processRendering

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:754


_rebuild

_rebuild(dispose?): void

Parameters

NameType
dispose?boolean

Returns

void

Inherited from

Mesh._rebuild

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:758


_refreshBoundingInfo

_refreshBoundingInfo(data, bias): void

Parameters

NameType
dataFloatArray
biasVector2

Returns

void

Inherited from

Mesh._refreshBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:848


_refreshBoundingInfoDirect

_refreshBoundingInfoDirect(extend): void

Parameters

NameType
extendObject
extend.maximumVector3
extend.minimumVector3

Returns

void

Inherited from

Mesh._refreshBoundingInfoDirect

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:852


_registerInstanceForRenderId

_registerInstanceForRenderId(instance, renderId): Mesh

Parameters

NameType
instanceInstancedMesh
renderIdnumber

Returns

Mesh

Inherited from

Mesh._registerInstanceForRenderId

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:552


_removeFromSceneRootNodes

_removeFromSceneRootNodes(): void

Returns

void

Inherited from

Mesh._removeFromSceneRootNodes

Defined in

node_modules/@babylonjs/core/node.d.ts:147


_removeLightSource

_removeLightSource(light, dispose): void

Parameters

NameType
lightLight
disposeboolean

Returns

void

Inherited from

Mesh._removeLightSource

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:596


_renderWithInstances

_renderWithInstances(subMesh, fillMode, batch, effect, engine): Mesh

Parameters

NameType
subMeshSubMesh
fillModenumber
batch_InstancesBatch
effectEffect
engineAbstractEngine

Returns

Mesh

Inherited from

Mesh._renderWithInstances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:742


_renderWithThinInstances

_renderWithThinInstances(subMesh, fillMode, effect, engine): void

Parameters

NameType
subMeshSubMesh
fillModenumber
effectEffect
engineAbstractEngine

Returns

void

Inherited from

Mesh._renderWithThinInstances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:746


_resetPointsArrayCache

_resetPointsArrayCache(): Mesh

Returns

Mesh

Inherited from

Mesh._resetPointsArrayCache

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:846


_resyncLightSource

_resyncLightSource(light): void

Parameters

NameType
lightLight

Returns

void

Inherited from

Mesh._resyncLightSource

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:590


_resyncLightSources

_resyncLightSources(): void

Returns

void

Inherited from

Mesh._resyncLightSources

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:586


_serializeAsParent

_serializeAsParent(serializationObject): void

Parameters

NameType
serializationObjectany

Returns

void

Inherited from

Mesh._serializeAsParent

Defined in

node_modules/@babylonjs/core/node.d.ts:143


_setMaterial

_setMaterial(value): void

Parameters

NameType
valueMaterial

Returns

void

Inherited from

Mesh._setMaterial

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:370


_setReady

_setReady(state): void

Parameters

NameType
stateboolean

Returns

void

Inherited from

Mesh._setReady

Defined in

node_modules/@babylonjs/core/node.d.ts:339


_shouldConvertRHS

_shouldConvertRHS(): boolean

Returns

boolean

Inherited from

Mesh._shouldConvertRHS

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1070


_syncGeometryWithMorphTargetManager

_syncGeometryWithMorphTargetManager(): void

Returns

void

Inherited from

Mesh._syncGeometryWithMorphTargetManager

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:971


_syncParentEnabledState

_syncParentEnabledState(): void

Returns

void

Inherited from

Mesh._syncParentEnabledState

Defined in

node_modules/@babylonjs/core/node.d.ts:277


_thinInstanceCreateMatrixBuffer

_thinInstanceCreateMatrixBuffer(kind, buffer, staticBuffer): Buffer

Parameters

NameType
kindstring
bufferFloat32Array
staticBufferboolean

Returns

Buffer

Inherited from

Mesh._thinInstanceCreateMatrixBuffer

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:93


_thinInstanceInitializeUserStorage

_thinInstanceInitializeUserStorage(): void

Returns

void

Inherited from

Mesh._thinInstanceInitializeUserStorage

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:89


_thinInstanceRecreateBuffer

_thinInstanceRecreateBuffer(kind, staticBuffer?): void

Parameters

NameType
kindstring
staticBuffer?boolean

Returns

void

Inherited from

Mesh._thinInstanceRecreateBuffer

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:95


_thinInstanceUpdateBufferSize

_thinInstanceUpdateBufferSize(kind, numInstances?): void

Parameters

NameType
kindstring
numInstances?number

Returns

void

Inherited from

Mesh._thinInstanceUpdateBufferSize

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:91


_unBindEffect

_unBindEffect(): void

Returns

void

Inherited from

Mesh._unBindEffect

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:363


_unFreeze

_unFreeze(): void

Returns

void

Inherited from

Mesh._unFreeze

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:762


_updateBoundingInfo

_updateBoundingInfo(): AbstractMesh

Returns

AbstractMesh

Inherited from

Mesh._updateBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:875


_updateCache

_updateCache(_ignoreParentClass?): void

Parameters

NameType
_ignoreParentClass?boolean

Returns

void

Inherited from

Mesh._updateCache

Defined in

node_modules/@babylonjs/core/node.d.ts:248


_updateNonUniformScalingState

_updateNonUniformScalingState(value): boolean

Parameters

NameType
valueboolean

Returns

boolean

Inherited from

Mesh._updateNonUniformScalingState

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:277


_updateSubMeshesBoundingInfo

_updateSubMeshesBoundingInfo(matrix): AbstractMesh

Parameters

NameType
matrixDeepImmutableObject<Matrix>

Returns

AbstractMesh

Inherited from

Mesh._updateSubMeshesBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:879


addBehavior

addBehavior(behavior, attachImmediately?): Node

Attach a behavior to the node

Parameters

NameTypeDescription
behaviorBehavior<Node>defines the behavior to attach
attachImmediately?booleandefines that the behavior must be attached even if the scene is still loading

Returns

Node

the current Node

See

https://doc.babylonjs.com/features/featuresDeepDive/behaviors

Inherited from

Mesh.addBehavior

Defined in

node_modules/@babylonjs/core/node.d.ts:203


addChild

addChild(mesh, preserveScalingSign?): this

Adds the passed mesh as a child to the current mesh

Parameters

NameTypeDescription
meshTransformNodedefines the child mesh
preserveScalingSign?booleanif true, keep scaling sign of child. Otherwise, scaling sign might change.

Returns

this

the current mesh

Inherited from

Mesh.addChild

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:360


addInstance

addInstance(instance): void

Parameters

NameType
instanceInstancedMesh

Returns

void

Inherited from

Mesh.addInstance

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1064


addLODLevel

addLODLevel(distanceOrScreenCoverage, mesh): Mesh

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

Parameters

NameTypeDescription
distanceOrScreenCoveragenumberEither distance from the center of the object to show this level or the screen coverage if useScreenCoverage is set to true. If screen coverage, value is a fraction of the screen's total surface, between 0 and 1. Example Playground for distance https://playground.babylonjs.com/#QE7KM#197 Example Playground for screen coverage https://playground.babylonjs.com/#QE7KM#196
meshMeshThe mesh to be added as LOD level (can be null)

Returns

Mesh

This mesh (for chaining)

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD

Inherited from

Mesh.addLODLevel

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:384


addRotation

addRotation(x, y, z): TransformNode

Adds a rotation step to the mesh current rotation. x, y, z are Euler angles expressed in radians. This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set. This means this rotation is made in the mesh local space only. It's useful to set a custom rotation order different from the BJS standard one YXZ. Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.

javascript
mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);

Note that addRotation() accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values. Under the hood, only quaternions are used. So it's a little faster is you use .rotationQuaternion because it doesn't need to translate them back to Euler angles.

Parameters

NameTypeDescription
xnumberRotation to add
ynumberRotation to add
znumberRotation to add

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.addRotation

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:439


alignWithNormal

alignWithNormal(normal, upDirection?): AbstractMesh

Align the mesh with a normal

Parameters

NameTypeDescription
normalVector3defines the normal to use
upDirection?Vector3can be used to redefined the up vector to use (will use the (0, 1, 0) by default)

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.alignWithNormal

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1104


applyAngularImpulse

applyAngularImpulse(angularImpulse): TransformNode

Apply a physic angular impulse to the mesh

Parameters

NameTypeDescription
angularImpulseVector3defines the torque to apply

Returns

TransformNode

the current mesh

Inherited from

Mesh.applyAngularImpulse

Defined in

node_modules/@babylonjs/core/Physics/v2/physicsEngineComponent.d.ts:33


applyDisplacementMap

applyDisplacementMap(url, minHeight, maxHeight, onSuccess?, uvOffset?, uvScale?, forceUpdate?, onError?): 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.

Parameters

NameTypeDescription
urlstringis a string, the URL from the image file is to be downloaded.
minHeightnumberis the lower limit of the displacement.
maxHeightnumberis the upper limit of the displacement.
onSuccess?(mesh: Mesh) => voidis an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
uvOffset?Vector2is an optional vector2 used to offset UV.
uvScale?Vector2is an optional vector2 used to scale UV.
forceUpdate?booleandefines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
onError?(message?: string, exception?: any) => voiddefines a callback called when an error occurs during the processing of the request.

Returns

Mesh

the Mesh.

Inherited from

Mesh.applyDisplacementMap

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:883


applyDisplacementMapFromBuffer

applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset?, uvScale?, forceUpdate?): 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.

Parameters

NameTypeDescription
bufferUint8Arrayis a Uint8Array buffer containing series of Uint8 lower than 255, the red, green, blue and alpha values of each successive pixel.
heightMapWidthnumberis the width of the buffer image.
heightMapHeightnumberis the height of the buffer image.
minHeightnumberis the lower limit of the displacement.
maxHeightnumberis the upper limit of the displacement.
uvOffset?Vector2is an optional vector2 used to offset UV.
uvScale?Vector2is an optional vector2 used to scale UV.
forceUpdate?booleandefines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.

Returns

Mesh

the Mesh.

Inherited from

Mesh.applyDisplacementMapFromBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:898


applyImpulse

applyImpulse(force, contactPoint): AbstractMesh

Apply a physic impulse to the mesh

Parameters

NameTypeDescription
forceVector3defines the force to apply
contactPointVector3defines where to apply the force

Returns

AbstractMesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/physics/usingPhysicsEngine

Inherited from

Mesh.applyImpulse

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:31


applySkeleton

applySkeleton(skeleton): Mesh

Updates the vertex buffer by applying transformation from the bones

Parameters

NameTypeDescription
skeletonSkeletondefines the skeleton to apply to current mesh

Returns

Mesh

the current mesh

Inherited from

Mesh.applySkeleton

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1019


attachToBone

attachToBone(bone, affectedTransformNode): TransformNode

Attach the current TransformNode to another TransformNode associated with a bone

Parameters

NameTypeDescription
boneBoneBone affecting the TransformNode
affectedTransformNodeTransformNodeTransformNode associated with the bone

Returns

TransformNode

this object

Inherited from

Mesh.attachToBone

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:383


bakeCurrentTransformIntoVertices

bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren?): 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. Note that, under the hood, this method sets a new VertexBuffer each call.

Parameters

NameTypeDescription
bakeIndependentlyOfChildren?booleanindicates whether to preserve all child nodes' World Matrix during baking

Returns

Mesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms

Inherited from

Mesh.bakeCurrentTransformIntoVertices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:842


bakeTransformIntoVertices

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

Parameters

NameTypeDescription
transformMatrixdefines the transform matrix to use

Returns

Mesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms

Inherited from

Mesh.bakeTransformIntoVertices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:832


beginAnimation

beginAnimation(name, loop?, speedRatio?, onAnimationEnd?): Animatable

Will start the animation sequence

Parameters

NameTypeDescription
namestringdefines the range frames for animation sequence
loop?booleandefines if the animation should loop (false by default)
speedRatio?numberdefines the speed factor in which to run the animation (1 by default)
onAnimationEnd?() => voiddefines a function to be executed when the animation ended (undefined by default)

Returns

Animatable

the object created for this animation. If range does not exist, it will return null

Inherited from

Mesh.beginAnimation

Defined in

node_modules/@babylonjs/core/node.d.ts:386


buildBoundingInfo

buildBoundingInfo(minimum, maximum, worldMatrix?): BoundingInfo

Creates a new bounding info for the mesh

Parameters

NameTypeDescription
minimumDeepImmutableObject<Vector3>min vector of the bounding box/sphere
maximumDeepImmutableObject<Vector3>max vector of the bounding box/sphere
worldMatrix?DeepImmutableObject<Matrix>defines the new world matrix

Returns

BoundingInfo

the new bounding info

Inherited from

Mesh.buildBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:746


calcMovePOV

calcMovePOV(amountRight, amountUp, amountForward): Vector3

Calculate relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward definedFacingForwardSearch | See definedFacingForwardSearch.

Parameters

NameTypeDescription
amountRightnumberdefines the distance on the right axis
amountUpnumberdefines the distance on the up axis
amountForwardnumberdefines the distance on the forward axis

Returns

Vector3

the new displacement vector

Inherited from

Mesh.calcMovePOV

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:811


calcRotatePOV

calcRotatePOV(flipBack, twirlClockwise, tiltRight): Vector3

Calculate relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward definedFacingForwardSearch | See definedFacingForwardSearch.

Parameters

NameTypeDescription
flipBacknumberdefines the flip
twirlClockwisenumberdefines the twirl
tiltRightnumberdefines the tilt

Returns

Vector3

the new rotation vector

Inherited from

Mesh.calcRotatePOV

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:829


cleanMatrixWeights

cleanMatrixWeights(): void

Renormalize the mesh and patch it up if there are no weights Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1. However in the case of zero weights then we set just a single influence to 1. We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.

Returns

void

Inherited from

Mesh.cleanMatrixWeights

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:788


clone

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()

Parameters

NameTypeDescription
name?stringis a string, the name given to the new mesh
newParent?Nodecan be any Node object (default null)
doNotCloneChildren?booleanallows/denies the recursive cloning of the original mesh children if any (default false)
clonePhysicsImpostor?booleanallows/denies the cloning in the same time of the original mesh body used by the physics engine, if any (default true)

Returns

Mesh

a new mesh

Inherited from

Mesh.clone

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:858


computeWorldMatrix

computeWorldMatrix(force?, camera?): Matrix

Computes the world matrix of the node

Parameters

NameTypeDescription
force?booleandefines if the cache version should be invalidated forcing the world matrix to be created from scratch
camera?Cameradefines the camera used if different from the scene active camera (This is used with modes like Billboard or infinite distance)

Returns

Matrix

the world matrix

Inherited from

Mesh.computeWorldMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:456


convertToFlatShadedMesh

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

Returns

Mesh

current mesh

Inherited from

Mesh.convertToFlatShadedMesh

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:907


convertToUnIndexedMesh

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

Mesh

current mesh

Inherited from

Mesh.convertToUnIndexedMesh

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:914


copyVerticesData

copyVerticesData(kind, vertexData): void

Parameters

NameType
kindstring
vertexDataObject

Returns

void

Inherited from

Mesh.copyVerticesData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:437


createAnimationRange

createAnimationRange(name, from, to): void

Creates an animation range for this node

Parameters

NameTypeDescription
namestringdefines the name of the range
fromnumberdefines the starting key
tonumberdefines the end key

Returns

void

Inherited from

Mesh.createAnimationRange

Defined in

node_modules/@babylonjs/core/node.d.ts:352


createInstance

createInstance(name): InstancedMesh

Creates a new InstancedMesh object from the mesh model.

Parameters

NameTypeDescription
namestringdefines the name of the new instance

Returns

InstancedMesh

a new InstancedMesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances

Inherited from

Mesh.createInstance

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:949


createNormals

createNormals(updatable): AbstractMesh

Creates new normals data for the mesh

Parameters

NameTypeDescription
updatablebooleandefines if the normal vertex buffer must be flagged as updatable

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.createNormals

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1097


createOrUpdateSubmeshesOctree

createOrUpdateSubmeshesOctree(maxCapacity?, maxDepth?): Octree<SubMesh>

This function will create an octree to help to select the right submeshes for rendering, picking and collision computations. Please note that you must have a decent number of submeshes to get performance improvements when using an octree

Parameters

NameTypeDescription
maxCapacity?numberdefines the maximum size of each block (64 by default)
maxDepth?numberdefines the maximum depth to use (no more than 2 levels by default)

Returns

Octree<SubMesh>

the new octree

See

Inherited from

Mesh.createOrUpdateSubmeshesOctree

Defined in

node_modules/@babylonjs/core/Culling/Octrees/octreeSceneComponent.d.ts:46


deleteAnimationRange

deleteAnimationRange(name, deleteFrames?): void

Delete a specific animation range

Parameters

NameTypeDescription
namestringdefines the name of the range to delete
deleteFrames?booleandefines if animation frames from the range must be deleted as well

Returns

void

Inherited from

Mesh.deleteAnimationRange

Defined in

node_modules/@babylonjs/core/node.d.ts:358


detachFromBone

detachFromBone(resetToPreviousParent?): TransformNode

Detach the transform node if its associated with a bone

Parameters

NameTypeDescription
resetToPreviousParent?booleanIndicates if the parent that was in effect when attachToBone was called should be set back or if we should set parent to null instead (defaults to the latter)

Returns

TransformNode

this object

Inherited from

Mesh.detachFromBone

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:389


disableEdgesRendering

disableEdgesRendering(): AbstractMesh

Disables the mesh edge rendering mode

Returns

AbstractMesh

the currentAbstractMesh

Inherited from

Mesh.disableEdgesRendering

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1111


disableFacetData

disableFacetData(): AbstractMesh

Disables the feature FacetData and frees the related memory

Returns

AbstractMesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.disableFacetData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1083


dispose

dispose(doNotRecurse?, disposeMaterialAndTextures?): void

Parameters

NameType
doNotRecurse?boolean
disposeMaterialAndTextures?boolean

Returns

void

Overrides

Mesh.dispose

Defined in

src/prefabs/Text/planeText.ts:212


enableEdgesRendering

enableEdgesRendering(epsilon?, checkVerticesInsteadOfIndices?, options?): AbstractMesh

Enables the edge rendering mode on the mesh. This mode makes the mesh edges visible

Parameters

NameTypeDescription
epsilon?numberdefines the maximal distance between two angles to detect a face
checkVerticesInsteadOfIndices?booleanindicates that we should check vertex list directly instead of faces
options?IEdgesRendererOptionsoptions to the edge renderer

Returns

AbstractMesh

the currentAbstractMesh

See

https://www.babylonjs-playground.com/#19O9TU#0

Inherited from

Mesh.enableEdgesRendering

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1121


fixScaleAndPivot

fixScaleAndPivot(): void

Returns

void

Defined in

src/prefabs/Text/planeText.ts:193


flipFaces

flipFaces(flipNormals?): Mesh

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

Parameters

NameTypeDescription
flipNormals?booleanwill also inverts the normals

Returns

Mesh

current mesh

Inherited from

Mesh.flipFaces

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:921


forceSharedVertices

forceSharedVertices(): void

Force adjacent facets to share vertices and remove any facets that have all vertices in a line This will undo any application of covertToFlatShadedMesh Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

Returns

void

Inherited from

Mesh.forceSharedVertices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:934


freezeNormals

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

Mesh

the current mesh

Inherited from

Mesh.freezeNormals

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:533


freezeWorldMatrix

freezeWorldMatrix(newWorldMatrix?, decompose?): TransformNode

Prevents the World matrix to be computed any longer

Parameters

NameTypeDescription
newWorldMatrix?Matrixdefines an optional matrix to use as world matrix
decompose?booleandefines whether to decompose the given newWorldMatrix or directly assign

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.freezeWorldMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:232


getAbsolutePivotPoint

getAbsolutePivotPoint(): Vector3

Returns a new Vector3 set with the mesh pivot point World coordinates.

Returns

Vector3

a new Vector3 set with the mesh pivot point World coordinates.

Inherited from

Mesh.getAbsolutePivotPoint

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:328


getAbsolutePivotPointToRef

getAbsolutePivotPointToRef(result): TransformNode

Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.

Parameters

NameTypeDescription
resultVector3vector3 to store the result

Returns

TransformNode

this TransformNode.

Inherited from

Mesh.getAbsolutePivotPointToRef

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:334


getAbsolutePosition

getAbsolutePosition(): Vector3

Returns the mesh absolute position in the World.

Returns

Vector3

a Vector3.

Inherited from

Mesh.getAbsolutePosition

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:246


getAnimatables

getAnimatables(): IAnimatable[]

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

Returns

IAnimatable[]

an array of IAnimatable

Inherited from

Mesh.getAnimatables

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:822


getAnimationByName

getAnimationByName(name): Animation

Get an animation by name

Parameters

NameTypeDescription
namestringdefines the name of the animation to look for

Returns

Animation

null if not found else the requested animation

Inherited from

Mesh.getAnimationByName

Defined in

node_modules/@babylonjs/core/node.d.ts:345


getAnimationRange

getAnimationRange(name): AnimationRange

Get an animation range by name

Parameters

NameTypeDescription
namestringdefines the name of the animation range to look for

Returns

AnimationRange

null if not found else the requested animation range

Inherited from

Mesh.getAnimationRange

Defined in

node_modules/@babylonjs/core/node.d.ts:364


getAnimationRanges

getAnimationRanges(): AnimationRange[]

Gets the list of all animation ranges defined on this node

Returns

AnimationRange[]

an array

Inherited from

Mesh.getAnimationRanges

Defined in

node_modules/@babylonjs/core/node.d.ts:377


getBehaviorByName

getBehaviorByName(name): Behavior<Node>

Gets an attached behavior by name

Parameters

NameTypeDescription
namestringdefines the name of the behavior to look for

Returns

Behavior<Node>

null if behavior was not found else the requested behavior

See

https://doc.babylonjs.com/features/featuresDeepDive/behaviors

Inherited from

Mesh.getBehaviorByName

Defined in

node_modules/@babylonjs/core/node.d.ts:222


getBoundingInfo

getBoundingInfo(): BoundingInfo

Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined. Note that it returns a shallow bounding of the mesh (i.e. it does not include children). However, if the mesh contains thin instances, it will be expanded to include them. If you want the "raw" bounding data instead, then use getRawBoundingInfo(). To get the full bounding of all children, call getHierarchyBoundingVectors instead.

Returns

BoundingInfo

a BoundingInfo

Inherited from

Mesh.getBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:723


getChildMeshes

getChildMeshes<T>(directDescendantsOnly?, predicate?): T[]

Get all child-meshes of this node

Type parameters

NameType
Textends AbstractMesh

Parameters

NameTypeDescription
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
predicate?(node: Node) => node is Tdefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

Returns

T[]

an array of AbstractMesh

Inherited from

Mesh.getChildMeshes

Defined in

node_modules/@babylonjs/core/node.d.ts:314

getChildMeshes(directDescendantsOnly?, predicate?): AbstractMesh[]

Get all child-meshes of this node

Parameters

NameTypeDescription
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: false)
predicate?(node: Node) => booleandefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

Returns

AbstractMesh[]

an array of AbstractMesh

Inherited from

Mesh.getChildMeshes

Defined in

node_modules/@babylonjs/core/node.d.ts:321


getChildTransformNodes

getChildTransformNodes(directDescendantsOnly?, predicate?): TransformNode[]

Get all child-transformNodes of this node

Parameters

NameTypeDescription
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
predicate?(node: Node) => booleandefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

Returns

TransformNode[]

an array of TransformNode

Inherited from

Mesh.getChildTransformNodes

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:516


getChildren

getChildren<T>(predicate?, directDescendantsOnly?): T[]

Get all direct children of this node

Type parameters

NameType
Textends Node

Parameters

NameTypeDescription
predicate?(node: Node) => node is Tdefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

Returns

T[]

an array of Node

Inherited from

Mesh.getChildren

Defined in

node_modules/@babylonjs/core/node.d.ts:328

getChildren(predicate?, directDescendantsOnly?): Node[]

Get all direct children of this node

Parameters

NameTypeDescription
predicate?(node: Node) => booleandefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)

Returns

Node[]

an array of Node

Inherited from

Mesh.getChildren

Defined in

node_modules/@babylonjs/core/node.d.ts:335


getClassName

getClassName(): string

Gets the class name

Returns

string

the string "Mesh".

Inherited from

Mesh.getClassName

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:353


getClosestFacetAtCoordinates

getClosestFacetAtCoordinates(x, y, z, projected?, checkFace?, facing?): number

Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found

Parameters

NameTypeDescription
xnumberdefines x coordinate
ynumberdefines y coordinate
znumberdefines z coordinate
projected?Vector3sets as the (x,y,z) world projection on the facet
checkFace?booleanif true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
facing?booleanif facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position

Returns

number

the face index if found (or null instead)

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getClosestFacetAtCoordinates

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1059


getClosestFacetAtLocalCoordinates

getClosestFacetAtLocalCoordinates(x, y, z, projected?, checkFace?, facing?): number

Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found

Parameters

NameTypeDescription
xnumberdefines x coordinate
ynumberdefines y coordinate
znumberdefines z coordinate
projected?Vector3sets as the (x,y,z) local projection on the facet
checkFace?booleanif true (default false), only the facet "facing" to (x,y,z) or only the ones "turning their backs", according to the parameter "facing" are returned
facing?booleanif facing and checkFace are true, only the facet "facing" to (x, y, z) are returned : positive dot (x, y, z) * facet position. If facing si false and checkFace is true, only the facet "turning their backs" to (x, y, z) are returned : negative dot (x, y, z) * facet position

Returns

number

the face index if found (or null instead)

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getClosestFacetAtLocalCoordinates

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1071


getConnectedParticleSystems

getConnectedParticleSystems(): IParticleSystem[]

This function returns all of the particle systems in the scene that use the mesh as an emitter.

Returns

IParticleSystem[]

an array of particle systems in the scene that use the mesh as an emitter

Inherited from

Mesh.getConnectedParticleSystems

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1126


getDescendants

getDescendants<T>(directDescendantsOnly?, predicate?): T[]

Will return all nodes that have this node as ascendant

Type parameters

NameType
Textends Node

Parameters

NameTypeDescription
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
predicate?(node: Node) => node is Tdefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

Returns

T[]

all children nodes of all types

Inherited from

Mesh.getDescendants

Defined in

node_modules/@babylonjs/core/node.d.ts:300

getDescendants(directDescendantsOnly?, predicate?): Node[]

Will return all nodes that have this node as ascendant

Parameters

NameTypeDescription
directDescendantsOnly?booleandefines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered
predicate?(node: Node) => booleandefines an optional predicate that will be called on every evaluated child, the predicate must return true for a given child to be part of the result, otherwise it will be ignored

Returns

Node[]

all children nodes of all types

Inherited from

Mesh.getDescendants

Defined in

node_modules/@babylonjs/core/node.d.ts:307


getDirection

getDirection(localAxis): Vector3

Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh. This Vector3 is expressed in the World space.

Parameters

NameTypeDescription
localAxisVector3axis to rotate

Returns

Vector3

a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.

Inherited from

Mesh.getDirection

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:287


getDirectionToRef

getDirectionToRef(localAxis, result): TransformNode

Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh. localAxis is expressed in the mesh local space. result is computed in the World space from the mesh World matrix.

Parameters

NameTypeDescription
localAxisVector3axis to rotate
resultVector3the resulting transformnode

Returns

TransformNode

this TransformNode.

Inherited from

Mesh.getDirectionToRef

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:296


getDistanceToCamera

getDistanceToCamera(camera?): number

Returns the distance from the mesh to the active camera

Parameters

NameTypeDescription
camera?Cameradefines the camera to use

Returns

number

the distance

Inherited from

Mesh.getDistanceToCamera

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:487


getEmittedParticleSystems

getEmittedParticleSystems(): IParticleSystem[]

Returns an array populated with IParticleSystem objects whose the mesh is the emitter

Returns

IParticleSystem[]

an array of IParticleSystem

Inherited from

Mesh.getEmittedParticleSystems

Defined in

node_modules/@babylonjs/core/Particles/particleSystemComponent.d.ts:31


getEngine

getEngine(): AbstractEngine

Gets the engine of the node

Returns

AbstractEngine

a Engine

Inherited from

Mesh.getEngine

Defined in

node_modules/@babylonjs/core/node.d.ts:194


getFacetDataParameters

getFacetDataParameters(): any

Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()

Returns

any

the parameters

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetDataParameters

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1077


getFacetLocalNormals

getFacetLocalNormals(): Vector3[]

Returns the facetLocalNormals array. The normals are expressed in the mesh local spac

Returns

Vector3[]

an array of Vector3

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetLocalNormals

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:993


getFacetLocalPartitioning

getFacetLocalPartitioning(): number[][]

Returns the facetLocalPartitioning array

Returns

number[][]

an array of array of numbers

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetLocalPartitioning

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1006


getFacetLocalPositions

getFacetLocalPositions(): Vector3[]

Returns the facetLocalPositions array. The facet positions are expressed in the mesh local space

Returns

Vector3[]

an array of Vector3

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetLocalPositions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1000


getFacetNormal

getFacetNormal(i): Vector3

Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call

Parameters

NameTypeDescription
inumberdefines the facet index

Returns

Vector3

a new Vector3

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetNormal

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1030


getFacetNormalToRef

getFacetNormalToRef(i, ref): this

Sets the reference Vector3 with the i-th facet normal in the world system

Parameters

NameTypeDescription
inumberdefines the facet index
refVector3defines the target vector

Returns

this

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetNormalToRef

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1038


getFacetPosition

getFacetPosition(i): Vector3

Returns the i-th facet position in the world system. This method allocates a new Vector3 per call

Parameters

NameTypeDescription
inumberdefines the facet index

Returns

Vector3

a new Vector3

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetPosition

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1014


getFacetPositionToRef

getFacetPositionToRef(i, ref): AbstractMesh

Sets the reference Vector3 with the i-th facet position in the world system

Parameters

NameTypeDescription
inumberdefines the facet index
refVector3defines the target vector

Returns

AbstractMesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetPositionToRef

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1022


getFacetsAtLocalCoordinates

getFacetsAtLocalCoordinates(x, y, z): number[]

Returns the facets (in an array) in the same partitioning block than the one the passed coordinates are located (expressed in the mesh local system)

Parameters

NameTypeDescription
xnumberdefines x coordinate
ynumberdefines y coordinate
znumberdefines z coordinate

Returns

number[]

the array of facet indexes

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.getFacetsAtLocalCoordinates

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1047


getHierarchyBoundingVectors

getHierarchyBoundingVectors(includeDescendants?, predicate?): Object

Return the minimum and maximum world vectors of the entire hierarchy under current node

Parameters

NameTypeDescription
includeDescendants?booleanInclude bounding info from descendants as well (true by default)
predicate?(abstractMesh: AbstractMesh) => booleandefines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors

Returns

Object

the new bounding vectors

NameType
maxVector3
minVector3

Inherited from

Mesh.getHierarchyBoundingVectors

Defined in

node_modules/@babylonjs/core/node.d.ts:417


getHierarchyEmittedParticleSystems

getHierarchyEmittedParticleSystems(): IParticleSystem[]

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

Returns

IParticleSystem[]

an array of IParticleSystem

Inherited from

Mesh.getHierarchyEmittedParticleSystems

Defined in

node_modules/@babylonjs/core/Particles/particleSystemComponent.d.ts:36


getIndices

getIndices(copyWhenShared?, forceCopy?): IndicesArray

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

Parameters

NameTypeDescription
copyWhenShared?booleanIf 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.
forceCopy?booleandefines a boolean indicating that the returned array must be cloned upon returning it

Returns

IndicesArray

the indices array or an empty array if the mesh has no geometry

Inherited from

Mesh.getIndices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:516


getLOD

getLOD(camera, boundingSphere?): AbstractMesh

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

Parameters

NameTypeDescription
cameraCameradefines the camera to use to compute distance
boundingSphere?BoundingSpheredefines a custom bounding sphere to use instead of the one from this mesh

Returns

AbstractMesh

This mesh (for chaining)

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD

Inherited from

Mesh.getLOD

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:406


getLODLevelAtDistance

getLODLevelAtDistance(distance): Mesh

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

Parameters

NameTypeDescription
distancenumberThe distance from the center of the object to show this level

Returns

Mesh

a Mesh or null

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD

Inherited from

Mesh.getLODLevelAtDistance

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:391


getLODLevels

getLODLevels(): MeshLODLevel[]

Gets the list of MeshLODLevel associated with the current mesh

Returns

MeshLODLevel[]

an array of MeshLODLevel

Inherited from

Mesh.getLODLevels

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:372


getMaterialForRenderPass

getMaterialForRenderPass(renderPassId): Material

Gets the material used to render the mesh in a specific render pass

Parameters

NameTypeDescription
renderPassIdnumberrender pass id

Returns

Material

material used for the render pass. If no specific material is used for this render pass, undefined is returned (meaning mesh.material is used for this pass)

Inherited from

Mesh.getMaterialForRenderPass

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:376


getMeshUniformBuffer

getMeshUniformBuffer(): UniformBuffer

Gets the mesh uniform buffer.

Returns

UniformBuffer

the uniform buffer of the mesh.

Inherited from

Mesh.getMeshUniformBuffer

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:561


getNormalsData

getNormalsData(applySkeleton?, applyMorph?): FloatArray

Get the normals vertex data and optionally apply skeleton and morphing.

Parameters

NameTypeDescription
applySkeleton?booleandefines whether to apply the skeleton
applyMorph?booleandefines whether to apply the morph target

Returns

FloatArray

the normals data

Inherited from

Mesh.getNormalsData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:865


getPhysicsBody

getPhysicsBody(): PhysicsBody

Returns

PhysicsBody

Inherited from

Mesh.getPhysicsBody

Defined in

node_modules/@babylonjs/core/Physics/v2/physicsEngineComponent.d.ts:22


getPhysicsImpostor

getPhysicsImpostor(): PhysicsImpostor

Gets the current physics impostor

Returns

PhysicsImpostor

a physics impostor or null

See

https://doc.babylonjs.com/features/featuresDeepDive/physics

Inherited from

Mesh.getPhysicsImpostor

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:24


getPivotMatrix

getPivotMatrix(): Matrix

Returns the mesh pivot matrix. Default : Identity.

Returns

Matrix

the matrix

Inherited from

Mesh.getPivotMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:214


getPivotPoint

getPivotPoint(): Vector3

Returns a new Vector3 set with the mesh pivot point coordinates in the local space.

Returns

Vector3

the pivot point

Inherited from

Mesh.getPivotPoint

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:317


getPivotPointToRef

getPivotPointToRef(result): TransformNode

Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.

Parameters

NameTypeDescription
resultVector3the vector3 to store the result

Returns

TransformNode

this TransformNode.

Inherited from

Mesh.getPivotPointToRef

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:323


getPoseMatrix

getPoseMatrix(): Matrix

Returns the mesh Pose matrix.

Returns

Matrix

the pose matrix

Inherited from

Mesh.getPoseMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:176


getPositionData

getPositionData(applySkeleton?, applyMorph?, data?): FloatArray

Get the position vertex data and optionally apply skeleton and morphing.

Parameters

NameTypeDescription
applySkeleton?booleandefines whether to apply the skeleton
applyMorph?booleandefines whether to apply the morph target
data?FloatArraydefines the position data to apply the skeleton and morph to

Returns

FloatArray

the position data

Inherited from

Mesh.getPositionData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:873


getPositionExpressedInLocalSpace

getPositionExpressedInLocalSpace(): Vector3

Returns the mesh position in the local space from the current World matrix values.

Returns

Vector3

a new Vector3.

Inherited from

Mesh.getPositionExpressedInLocalSpace

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:263


getPositionInCameraSpace

getPositionInCameraSpace(camera?): Vector3

Gets the position of the current mesh in camera space

Parameters

NameTypeDescription
camera?Cameradefines the camera to use

Returns

Vector3

a position

Inherited from

Mesh.getPositionInCameraSpace

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:481


getRawBoundingInfo

getRawBoundingInfo(): BoundingInfo

Returns the bounding info unnafected by instance data.

Returns

BoundingInfo

the bounding info of the mesh unaffected by instance data.

Inherited from

Mesh.getRawBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:728


getScene

getScene(): Scene

Gets the scene of the node

Returns

Scene

a scene

Inherited from

Mesh.getScene

Defined in

node_modules/@babylonjs/core/node.d.ts:189


getTotalIndices

getTotalIndices(): number

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

Returns

number

the numner of indices or zero if the mesh has no geometry.

Inherited from

Mesh.getTotalIndices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:509


getTotalVertices

getTotalVertices(): number

Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.

Returns

number

the total number of vertices

Inherited from

Mesh.getTotalVertices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:415


getVertexBuffer

getVertexBuffer(kind, bypassInstanceData?): VertexBuffer

Returns the mesh VertexBuffer object from the requested kind

Parameters

NameTypeDescription
kindstringdefines which buffer to read from (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.NormalKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
bypassInstanceData?booleandefines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false

Returns

VertexBuffer

a FloatArray or null if the mesh has no vertex buffer for this kind.

Inherited from

Mesh.getVertexBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:459


getVerticesData

getVerticesData(kind, copyWhenShared?, forceCopy?, bypassInstanceData?): FloatArray

Returns the content of an associated vertex buffer

Parameters

NameTypeDescription
kindstringdefines which buffer to read from (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
copyWhenShared?booleandefines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
forceCopy?booleandefines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
bypassInstanceData?booleandefines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false

Returns

FloatArray

a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.

Inherited from

Mesh.getVerticesData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:436


getVerticesDataKinds

getVerticesDataKinds(bypassInstanceData?): string[]

Returns a string which contains the list of existing kinds of Vertex Data associated with this mesh.

Parameters

NameTypeDescription
bypassInstanceData?booleandefines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false

Returns

string[]

an array of strings

Inherited from

Mesh.getVerticesDataKinds

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:504


getWorldMatrix

getWorldMatrix(): Matrix

Gets the current world matrix

Returns

Matrix

a Matrix

Inherited from

Mesh.getWorldMatrix

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:777


increaseVertices

increaseVertices(numberPerEdge?): void

Increase the number of facets and hence vertices in a mesh Vertex normals are interpolated from existing vertex normals Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.

Parameters

NameTypeDescription
numberPerEdge?numberthe number of new vertices to add to each edge of a facet, optional default 1

Returns

void

Inherited from

Mesh.increaseVertices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:928


instantiateHierarchy

instantiateHierarchy(newParent?, options?, onNewNodeCreated?): TransformNode

Parameters

NameType
newParent?TransformNode
options?Object
options.doNotInstantiateboolean | (node: TransformNode) => boolean
onNewNodeCreated?(source: TransformNode, clone: TransformNode) => void

Returns

TransformNode

Inherited from

Mesh.instantiateHierarchy

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:346


intersects

intersects(ray, fastCheck?, trianglePredicate?, onlyBoundingInfo?, worldToUse?, skipBoundingInfo?): PickingInfo

Checks if the passed Ray intersects with the mesh. A mesh triangle can be picked both from its front and back sides, irrespective of orientation.

Parameters

NameTypeDescription
rayRaydefines the ray to use. It should be in the mesh's LOCAL coordinate space.
fastCheck?booleandefines if fast mode (but less precise) must be used (false by default)
trianglePredicate?TrianglePickingPredicatedefines an optional predicate used to select faces when a mesh intersection is detected
onlyBoundingInfo?booleandefines a boolean indicating if picking should only happen using bounding info (false by default)
worldToUse?Matrixdefines the world matrix to use to get the world coordinate of the intersection point
skipBoundingInfo?booleana boolean indicating if we should skip the bounding info check

Returns

PickingInfo

the picking info

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/interactions/mesh_intersect

Inherited from

Mesh.intersects

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:957


intersectsMesh

intersectsMesh(mesh, precise?, includeDescendants?): boolean

True if the mesh intersects another mesh or a SolidParticle object

Parameters

NameTypeDescription
meshAbstractMesh | SolidParticledefines a target mesh or SolidParticle to test
precise?booleanUnless the parameter precise is set to true the intersection is computed according to Axis Aligned Bounding Boxes (AABB), else according to OBB (Oriented BBoxes)
includeDescendants?booleanCan be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes

Returns

boolean

true if there is an intersection

Inherited from

Mesh.intersectsMesh

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:903


intersectsPoint

intersectsPoint(point): boolean

Returns true if the passed point (Vector3) is inside the mesh bounding box

Parameters

NameTypeDescription
pointVector3defines the point to test

Returns

boolean

true if there is an intersection

Inherited from

Mesh.intersectsPoint

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:909


isCompletelyInFrustum

isCompletelyInFrustum(frustumPlanes): boolean

Returns true if the mesh is completely in the frustum defined be the passed array of planes. A mesh is completely in the frustum if its bounding box it completely inside the frustum.

Parameters

NameTypeDescription
frustumPlanesPlane[]defines the frustum to test

Returns

boolean

true if the mesh is completely in the frustum planes

Inherited from

Mesh.isCompletelyInFrustum

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:895


isDescendantOf

isDescendantOf(ancestor): boolean

Is this node a descendant of the given node? The function will iterate up the hierarchy until the ancestor was found or no more parents defined

Parameters

NameTypeDescription
ancestorNodedefines the parent node to inspect

Returns

boolean

a boolean indicating if this node is a descendant of the given node

Inherited from

Mesh.isDescendantOf

Defined in

node_modules/@babylonjs/core/node.d.ts:289


isDisposed

isDisposed(): boolean

Gets a boolean indicating if the node has been disposed

Returns

boolean

true if the node was disposed

Inherited from

Mesh.isDisposed

Defined in

node_modules/@babylonjs/core/node.d.ts:133


isEnabled

isEnabled(checkAncestors?): boolean

Is this node enabled? If the node has a parent, all ancestors will be checked and false will be returned if any are false (not enabled), otherwise will return true

Parameters

NameTypeDescription
checkAncestors?booleanindicates if this method should check the ancestors. The default is to check the ancestors. If set to false, the method will return the value of this node without checking ancestors

Returns

boolean

whether this node (and its parent) is enabled

Inherited from

Mesh.isEnabled

Defined in

node_modules/@babylonjs/core/node.d.ts:275


isInFrustum

isInFrustum(frustumPlanes): boolean

Returns true if the mesh is within the frustum defined by the passed array of planes. A mesh is in the frustum if its bounding box intersects the frustum

Parameters

NameTypeDescription
frustumPlanesPlane[]defines the frustum to test

Returns

boolean

true if the mesh is in the frustum planes

Inherited from

Mesh.isInFrustum

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:811


isReady

isReady(completeCheck?, forceInstanceSupport?): boolean

Determine if the current mesh is ready to be rendered

Parameters

NameTypeDescription
completeCheck?booleandefines if a complete check (including materials and lights) has to be done (false by default)
forceInstanceSupport?booleanwill check if the mesh will be ready when used with instances (false by default)

Returns

boolean

true if all associated assets are ready (material, textures, shaders)

Inherited from

Mesh.isReady

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:524


isSynchronized

isSynchronized(): boolean

Returns

boolean

Inherited from

Mesh.isSynchronized

Defined in

node_modules/@babylonjs/core/node.d.ts:256


isSynchronizedWithParent

isSynchronizedWithParent(): boolean

Returns

boolean

Inherited from

Mesh.isSynchronizedWithParent

Defined in

node_modules/@babylonjs/core/node.d.ts:254


isUsingPivotMatrix

isUsingPivotMatrix(): boolean

return true if a pivot has been set

Returns

boolean

true if a pivot matrix is used

Inherited from

Mesh.isUsingPivotMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:132


isUsingPostMultiplyPivotMatrix

isUsingPostMultiplyPivotMatrix(): boolean

Returns

boolean

true if pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect.

Inherited from

Mesh.isUsingPostMultiplyPivotMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:136


isVertexBufferUpdatable

isVertexBufferUpdatable(kind, bypassInstanceData?): boolean

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

Parameters

NameTypeDescription
kindstringdefines which buffer to check (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
bypassInstanceData?booleandefines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false

Returns

boolean

a boolean

Inherited from

Mesh.isVertexBufferUpdatable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:498


isVerticesDataPresent

isVerticesDataPresent(kind, bypassInstanceData?): boolean

Tests if a specific vertex buffer is associated with this mesh

Parameters

NameTypeDescription
kindstringdefines which buffer to check (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.NormalKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
bypassInstanceData?booleandefines a boolean indicating that the function should not take into account the instance data (applies only if the mesh has instances). Default: false

Returns

boolean

a boolean

Inherited from

Mesh.isVerticesDataPresent

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:479


isWorldMatrixCameraDependent

isWorldMatrixCameraDependent(): boolean

Returns whether the transform node world matrix computation needs the camera information to be computed. This is the case when the node is a billboard or has an infinite distance for instance.

Returns

boolean

true if the world matrix computation needs the camera information to be computed

Inherited from

Mesh.isWorldMatrixCameraDependent

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:449


locallyTranslate

locallyTranslate(vector3): TransformNode

Translates the mesh along the passed Vector3 in its local space.

Parameters

NameTypeDescription
vector3Vector3the distance to translate in localspace

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.locallyTranslate

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:269


lookAt

lookAt(targetPoint, yawCor?, pitchCor?, rollCor?, space?): TransformNode

Orients a mesh towards a target point. Mesh must be drawn facing user.

Parameters

NameTypeDescription
targetPointVector3the position (must be in same space as current mesh) to look at
yawCor?numberoptional yaw (y-axis) correction in radians
pitchCor?numberoptional pitch (x-axis) correction in radians
rollCor?numberoptional roll (z-axis) correction in radians
space?Spacethe chosen space of the target

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.lookAt

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:280


makeGeometryUnique

makeGeometryUnique(): Mesh

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

Returns

Mesh

the current mesh

Inherited from

Mesh.makeGeometryUnique

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:669


markAsDirty

markAsDirty(property?): AbstractMesh

Flag the AbstractMesh as dirty (Forcing it to update everything)

Parameters

NameTypeDescription
property?stringif set to "rotation" the objects rotationQuaternion will be set to null

Returns

AbstractMesh

this AbstractMesh

Inherited from

Mesh.markAsDirty

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:611


markVerticesDataAsUpdatable

markVerticesDataAsUpdatable(kind, updatable?): void

Flags an associated vertex buffer as updatable

Parameters

NameTypeDescription
kindstringdefines which buffer to use (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
updatable?booleandefines if the updated vertex buffer must be flagged as updatable

Returns

void

Inherited from

Mesh.markVerticesDataAsUpdatable

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:628


movePOV

movePOV(amountRight, amountUp, amountForward): AbstractMesh

Perform relative position change from the point of view of behind the front of the mesh. This is performed taking into account the meshes current rotation, so you do not have to care. Supports definition of mesh facing forward or backward definedFacingForwardSearch | See definedFacingForwardSearch.

Parameters

NameTypeDescription
amountRightnumberdefines the distance on the right axis
amountUpnumberdefines the distance on the up axis
amountForwardnumberdefines the distance on the forward axis

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.movePOV

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:801


moveWithCollisions

moveWithCollisions(displacement): AbstractMesh

Move the mesh using collision engine

Parameters

NameTypeDescription
displacementVector3defines the requested displacement vector

Returns

AbstractMesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_collisions

Inherited from

Mesh.moveWithCollisions

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:927


normalizeToUnitCube

normalizeToUnitCube(includeDescendants?, ignoreRotation?, predicate?): AbstractMesh

Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)

Parameters

NameTypeDescription
includeDescendants?booleanUse the hierarchy's bounding box instead of the mesh's bounding box. Default is false
ignoreRotation?booleanignore rotation when computing the scale (ie. object will be axis aligned). Default is false
predicate?(node: AbstractMesh) => booleanpredicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.normalizeToUnitCube

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:754


optimizeIndices

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.

Parameters

NameTypeDescription
successCallback?(mesh?: Mesh) => voidan optional success callback to be called after the optimization finished.

Returns

Mesh

the current mesh

Inherited from

Mesh.optimizeIndices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:963


refreshBoundingInfo

refreshBoundingInfo(applySkeletonOrOptions?, applyMorph?): 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.

Parameters

NameTypeDescription
applySkeletonOrOptions?boolean | IMeshDataOptionsdefines whether to apply the skeleton before computing the bounding info or a set of options
applyMorph?booleandefines whether to apply the morph target before computing the bounding info

Returns

Mesh

the current mesh

Inherited from

Mesh.refreshBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:563


registerAfterRender

registerAfterRender(func): Mesh

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

Parameters

NameTypeDescription
func(mesh: AbstractMesh) => voiddefines the function to call after rendering this mesh

Returns

Mesh

the current mesh

Inherited from

Mesh.registerAfterRender

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:728


registerAfterWorldMatrixUpdate

registerAfterWorldMatrixUpdate(func): TransformNode

If you'd like to be called back after the mesh position, rotation or scaling has been updated.

Parameters

NameTypeDescription
func(mesh: TransformNode) => voidcallback function to add

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.registerAfterWorldMatrixUpdate

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:469


registerBeforeRender

registerBeforeRender(func): Mesh

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

Parameters

NameTypeDescription
func(mesh: AbstractMesh) => voiddefines the function to call before rendering this mesh

Returns

Mesh

the current mesh

Inherited from

Mesh.registerBeforeRender

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:716


registerInstancedBuffer

registerInstancedBuffer(kind, stride): void

Register a custom buffer that will be instanced

Parameters

NameTypeDescription
kindstringdefines the buffer kind
stridenumberdefines the stride in floats

Returns

void

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/copies/instances#custom-buffers

Inherited from

Mesh.registerInstancedBuffer

Defined in

node_modules/@babylonjs/core/Meshes/instancedMesh.d.ts:270


releaseSubMeshes

releaseSubMeshes(): AbstractMesh

Disposes all the submeshes of the current meshnp

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.releaseSubMeshes

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:970


removeBehavior

removeBehavior(behavior): Node

Remove an attached behavior

Parameters

NameTypeDescription
behaviorBehavior<Node>defines the behavior to attach

Returns

Node

the current Node

See

https://doc.babylonjs.com/features/featuresDeepDive/behaviors

Inherited from

Mesh.removeBehavior

Defined in

node_modules/@babylonjs/core/node.d.ts:210


removeChild

removeChild(mesh, preserveScalingSign?): this

Removes the passed mesh from the current mesh children list

Parameters

NameTypeDescription
meshTransformNodedefines the child mesh
preserveScalingSign?booleanif true, keep scaling sign of child. Otherwise, scaling sign might change.

Returns

this

the current mesh

Inherited from

Mesh.removeChild

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:367


removeInstance

removeInstance(instance): void

Parameters

NameType
instanceInstancedMesh

Returns

void

Inherited from

Mesh.removeInstance

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1068


removeLODLevel

removeLODLevel(mesh): Mesh

Remove a mesh from the LOD array

Parameters

NameTypeDescription
meshMeshdefines the mesh to be removed

Returns

Mesh

This mesh (for chaining)

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/LOD

Inherited from

Mesh.removeLODLevel

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:398


removeVerticesData

removeVerticesData(kind): void

Delete a vertex buffer associated with this mesh

Parameters

NameTypeDescription
kindstringdefines which buffer to delete (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind

Returns

void

Inherited from

Mesh.removeVerticesData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:610


render

render(subMesh, enableAlphaMode, effectiveMeshReplacement?): 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

Parameters

NameTypeDescription
subMeshSubMeshdefines the subMesh to render
enableAlphaModebooleandefines if alpha mode can be changed
effectiveMeshReplacement?AbstractMeshdefines an optional mesh used to provide info for the rendering

Returns

Mesh

the current mesh

Inherited from

Mesh.render

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:780


renderWithRenderPassId

renderWithRenderPassId(renderPassId?, enableAlphaMode?, effectiveMeshReplacement?, subMesh?, checkFrustumCulling?): this

Triggers the draw call for the mesh (or a submesh), for a specific render pass id

Parameters

NameTypeDescription
renderPassId?numberdefines the render pass id to use to draw the mesh / submesh. If not provided, use the current renderPassId of the engine.
enableAlphaMode?booleandefines if alpha mode can be changed (default: false)
effectiveMeshReplacement?AbstractMeshdefines an optional mesh used to provide info for the rendering (default: undefined)
subMesh?SubMeshdefines the subMesh to render. If not provided, draw all mesh submeshes (default: undefined)
checkFrustumCulling?booleandefines if frustum culling must be checked (default: true). If you know the mesh is in the frustum (or if you don't care!), you can pass false to optimize.

Returns

this

the current mesh

Inherited from

Mesh.renderWithRenderPassId

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:772


resetDrawCache

resetDrawCache(passId?): void

Resets the draw wrappers cache for all submeshes of this abstract mesh

Parameters

NameTypeDescription
passId?numberIf provided, releases only the draw wrapper corresponding to this render pass id

Returns

void

Inherited from

Mesh.resetDrawCache

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:616


resetLocalMatrix

resetLocalMatrix(independentOfChildren?): void

Resets this nodeTransform's local matrix to Matrix.Identity().

Parameters

NameTypeDescription
independentOfChildren?booleanindicates if all child nodeTransform's world-space transform should be preserved.

Returns

void

Inherited from

Mesh.resetLocalMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:461


rotate

rotate(axis, amount, space?): TransformNode

Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized.

Parameters

NameTypeDescription
axisVector3the axis to rotate around
amountnumberthe amount to rotate in radians
space?SpaceSpace to rotate in (Default: local)

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.rotate

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:401


rotateAround

rotateAround(point, axis, amount): TransformNode

Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space. Note that the property rotationQuaternion is then automatically updated and the property rotation is set to (0,0,0) and no longer used. The passed axis is also normalized. . Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm

Parameters

NameTypeDescription
pointVector3the point to rotate around
axisVector3the axis to rotate around
amountnumberthe amount to rotate in radians

Returns

TransformNode

the TransformNode

Inherited from

Mesh.rotateAround

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:412


rotatePOV

rotatePOV(flipBack, twirlClockwise, tiltRight): AbstractMesh

Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward definedFacingForwardSearch | See definedFacingForwardSearch.

Parameters

NameTypeDescription
flipBacknumberdefines the flip
twirlClockwisenumberdefines the twirl
tiltRightnumberdefines the tilt

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.rotatePOV

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:820


run

run(): void

Returns

void

Defined in

src/prefabs/Text/planeText.ts:116


serialize

serialize(serializationObject?): any

Serialize current mesh

Parameters

NameTypeDescription
serializationObject?anydefines the object which will receive the serialization data

Returns

any

the serialized object

Inherited from

Mesh.serialize

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:969


serializeAnimationRanges

serializeAnimationRanges(): any

Serialize animation ranges into a JSON compatible object

Returns

any

serialization object

Inherited from

Mesh.serializeAnimationRanges

Defined in

node_modules/@babylonjs/core/node.d.ts:391


setAbsolutePosition

setAbsolutePosition(absolutePosition): TransformNode

Sets the mesh absolute position in the World from a Vector3 or an Array(3).

Parameters

NameTypeDescription
absolutePositionVector3the absolute position to set

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.setAbsolutePosition

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:252


setBoundingInfo

setBoundingInfo(boundingInfo): AbstractMesh

Overwrite the current bounding info

Parameters

NameTypeDescription
boundingInfoBoundingInfodefines the new bounding info

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.setBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:734


setDirection

setDirection(localAxis, yawCor?, pitchCor?, rollCor?): TransformNode

Sets this transform node rotation to the given local axis.

Parameters

NameTypeDescription
localAxisVector3the axis in local space
yawCor?numberoptional yaw (y-axis) correction in radians
pitchCor?numberoptional pitch (x-axis) correction in radians
rollCor?numberoptional roll (z-axis) correction in radians

Returns

TransformNode

this TransformNode

Inherited from

Mesh.setDirection

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:305


setEnabled

setEnabled(value): void

Set the enabled state of this node

Parameters

NameTypeDescription
valuebooleandefines the new enabled state

Returns

void

Inherited from

Mesh.setEnabled

Defined in

node_modules/@babylonjs/core/node.d.ts:282


setIndexBuffer

setIndexBuffer(indexBuffer, totalVertices, totalIndices): void

Sets the index buffer of this mesh.

Parameters

NameTypeDescription
indexBufferDataBufferDefines the index buffer to use for this mesh
totalVerticesnumberDefines the total number of vertices used by the buffer
totalIndicesnumberDefines the total number of indices in the index buffer

Returns

void

Inherited from

Mesh.setIndexBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:676


setIndices

setIndices(indices, totalVertices?, updatable?, dontForceSubMeshRecreation?): AbstractMesh

Set the index buffer of this mesh

Parameters

NameTypeDescription
indicesIndicesArraydefines the source data
totalVertices?numberdefines the total number of vertices referenced by this index data (can be null)
updatable?booleandefines if the updated index buffer must be flagged as updatable (default is false)
dontForceSubMeshRecreation?booleandefines a boolean indicating that we don't want to force the recreation of sub-meshes if we don't have to (false by default)

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.setIndices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:685


setMaterialByID

setMaterialByID(id): Mesh

Sets the mesh material by the material or multiMaterial id property

Parameters

NameTypeDescription
idstringis a string identifying the material or the multiMaterial

Returns

Mesh

the current mesh

Deprecated

Please use MeshBuilder instead Please use setMaterialById instead

Inherited from

Mesh.setMaterialByID

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1079


setMaterialById

setMaterialById(id): Mesh

Sets the mesh material by the material or multiMaterial id property

Parameters

NameTypeDescription
idstringis a string identifying the material or the multiMaterial

Returns

Mesh

the current mesh

Inherited from

Mesh.setMaterialById

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:817


setMaterialForRenderPass

setMaterialForRenderPass(renderPassId, material?): void

Sets the material to be used to render the mesh in a specific render pass

Parameters

NameTypeDescription
renderPassIdnumberrender pass id
material?Materialmaterial to use for this render pass. If undefined is passed, no specific material will be used for this render pass but the regular material will be used instead (mesh.material)

Returns

void

Inherited from

Mesh.setMaterialForRenderPass

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:382


setNormalsForCPUSkinning

setNormalsForCPUSkinning(): Float32Array

Prepare internal normal array for software CPU skinning

Returns

Float32Array

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

Inherited from

Mesh.setNormalsForCPUSkinning

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1013


setParent

setParent(node, preserveScalingSign?, updatePivot?): TransformNode

Defines the passed node as the parent of the current node. The node will remain exactly where it is and its position / rotation will be updated accordingly. Note that if the mesh has a pivot matrix / point defined it will be applied after the parent was updated. In that case the node will not remain in the same space as it is, as the pivot will be applied. To avoid this, you can set updatePivot to true and the pivot will be updated to identity

Parameters

NameTypeDescription
nodeNodethe node ot set as the parent
preserveScalingSign?booleanif true, keep scaling sign of child. Otherwise, scaling sign might change.
updatePivot?booleanif true, update the pivot matrix to keep the node in the same space as before

Returns

TransformNode

this TransformNode.

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/parent_pivot/parent

Inherited from

Mesh.setParent

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:353


setPhysicsLinkWith

setPhysicsLinkWith(otherMesh, pivot1, pivot2, options?): AbstractMesh

Creates a physic joint between two meshes

Parameters

NameTypeDescription
otherMeshMeshdefines the other mesh to use
pivot1Vector3defines the pivot to use on this mesh
pivot2Vector3defines the pivot to use on the other mesh
options?anydefines additional options (can be plugin dependent)

Returns

AbstractMesh

the current mesh

See

https://www.babylonjs-playground.com/#0BS5U0#0

Inherited from

Mesh.setPhysicsLinkWith

Defined in

node_modules/@babylonjs/core/Physics/v1/physicsEngineComponent.d.ts:41


setPivotMatrix

setPivotMatrix(matrix, postMultiplyPivotMatrix?): TransformNode

Sets a new pivot matrix to the current node

Parameters

NameTypeDescription
matrixDeepImmutableObject<Matrix>defines the new pivot matrix to use
postMultiplyPivotMatrix?booleandefines if the pivot matrix must be cancelled in the world matrix. When this parameter is set to true (default), the inverse of the pivot matrix is also applied at the end to cancel the transformation effect

Returns

TransformNode

the current TransformNode

Inherited from

Mesh.setPivotMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:208


setPivotPoint

setPivotPoint(point, space?): TransformNode

Sets a new pivot point to the current node

Parameters

NameTypeDescription
pointVector3defines the new pivot point to use
space?Spacedefines if the point is in world or local space (local by default)

Returns

TransformNode

the current TransformNode

Inherited from

Mesh.setPivotPoint

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:312


setPositionWithLocalVector

setPositionWithLocalVector(vector3): TransformNode

Sets the mesh position in its local space.

Parameters

NameTypeDescription
vector3Vector3the position to set in localspace

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.setPositionWithLocalVector

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:258


setPositionsForCPUSkinning

setPositionsForCPUSkinning(): Float32Array

Prepare internal position array for software CPU skinning

Returns

Float32Array

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

Inherited from

Mesh.setPositionsForCPUSkinning

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1008


setPreTransformMatrix

setPreTransformMatrix(matrix): TransformNode

Sets a new matrix to apply before all other transformation

Parameters

NameTypeDescription
matrixMatrixdefines the transform matrix

Returns

TransformNode

the current TransformNode

Inherited from

Mesh.setPreTransformMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:201


setVerticesBuffer

setVerticesBuffer(buffer, disposeExistingBuffer?): Mesh

Sets the mesh global Vertex Buffer

Parameters

NameTypeDescription
bufferVertexBufferdefines the buffer to use
disposeExistingBuffer?booleandisposes the existing buffer, if any (default: true)

Returns

Mesh

the current mesh

Inherited from

Mesh.setVerticesBuffer

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:635


setVerticesData

setVerticesData(kind, data, updatable?, stride?): AbstractMesh

Copy a FloatArray into a specific associated vertex buffer

Parameters

NameTypeDescription
kindstringdefines which buffer to write to (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
dataFloatArraydefines the data source
updatable?booleandefines if the updated vertex buffer must be flagged as updatable
stride?numberdefines the data stride size (can be null)

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.setVerticesData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:593


simplify

simplify(settings, parallelProcessing?, simplificationType?, successCallback?): Mesh

Simplify the mesh according to the given array of settings. Function will return immediately and will simplify async

Parameters

NameTypeDescription
settingsISimplificationSettings[]a collection of simplification settings
parallelProcessing?booleanshould all levels calculate parallel or one after the other
simplificationType?QUADRATICthe type of simplification to run
successCallback?(mesh?: Mesh, submeshIndex?: number) => voidoptional success callback to be called after the simplification finished processing all settings

Returns

Mesh

the current mesh

Inherited from

Mesh.simplify

Defined in

node_modules/@babylonjs/core/Meshes/meshSimplificationSceneComponent.d.ts:27


subdivide

subdivide(count): void

This function will subdivide the mesh into multiple submeshes

Parameters

NameTypeDescription
countnumberdefines the expected number of submeshes

Returns

void

Inherited from

Mesh.subdivide

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:572


synchronizeInstances

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.

Returns

Mesh

the current mesh

Inherited from

Mesh.synchronizeInstances

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:955


thinInstanceAdd

thinInstanceAdd(matrix, refresh?): number

Creates a new thin instance

Parameters

NameTypeDescription
matrixDeepImmutableObject<Matrix> | DeepImmutableObject<Matrix>[]the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create
refresh?booleantrue to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance

Returns

number

the thin instance index number. If you pass an array of matrices, other instance indexes are index+1, index+2, etc

Inherited from

Mesh.thinInstanceAdd

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:23


thinInstanceAddSelf

thinInstanceAddSelf(refresh?): number

Adds the transformation (matrix) of the current mesh as a thin instance

Parameters

NameTypeDescription
refresh?booleantrue to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance

Returns

number

the thin instance index number

Inherited from

Mesh.thinInstanceAddSelf

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:29


thinInstanceBufferUpdated

thinInstanceBufferUpdated(kind): void

Synchronize the gpu buffers with a thin instance buffer. Call this method if you update later on the buffers passed to thinInstanceSetBuffer

Parameters

NameTypeDescription
kindstringname of the attribute to update. Use "matrix" to update the buffer of matrices

Returns

void

Inherited from

Mesh.thinInstanceBufferUpdated

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:72


thinInstanceGetWorldMatrices

thinInstanceGetWorldMatrices(): Matrix[]

Gets the list of world matrices

Returns

Matrix[]

an array containing all the world matrices from the thin instances

Inherited from

Mesh.thinInstanceGetWorldMatrices

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:67


thinInstancePartialBufferUpdate

thinInstancePartialBufferUpdate(kind, data, offset): void

Applies a partial update to a buffer directly on the GPU Note that the buffer located on the CPU is NOT updated! It's up to you to update it (or not) with the same data you pass to this method

Parameters

NameTypeDescription
kindstringname of the attribute to update. Use "matrix" to update the buffer of matrices
dataFloat32Arraythe data to set in the GPU buffer
offsetnumberthe offset in the GPU buffer where to update the data

Returns

void

Inherited from

Mesh.thinInstancePartialBufferUpdate

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:80


thinInstanceRefreshBoundingInfo

thinInstanceRefreshBoundingInfo(forceRefreshParentInfo?, applySkeleton?, applyMorph?): void

Refreshes the bounding info, taking into account all the thin instances defined

Parameters

NameTypeDescription
forceRefreshParentInfo?booleantrue to force recomputing the mesh bounding info and use it to compute the aggregated bounding info
applySkeleton?booleandefines whether to apply the skeleton before computing the bounding info
applyMorph?booleandefines whether to apply the morph target before computing the bounding info

Returns

void

Inherited from

Mesh.thinInstanceRefreshBoundingInfo

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:87


thinInstanceRegisterAttribute

thinInstanceRegisterAttribute(kind, stride): void

Registers a custom attribute to be used with thin instances

Parameters

NameTypeDescription
kindstringname of the attribute
stridenumbersize in floats of the attribute

Returns

void

Inherited from

Mesh.thinInstanceRegisterAttribute

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:35


thinInstanceSetAttributeAt

thinInstanceSetAttributeAt(kind, index, value, refresh?): void

Sets the value of a custom attribute for a thin instance

Parameters

NameTypeDescription
kindstringname of the attribute
indexnumberindex of the thin instance
valuenumber[]value to set
refresh?booleantrue to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance

Returns

void

Inherited from

Mesh.thinInstanceSetAttributeAt

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:50


thinInstanceSetBuffer

thinInstanceSetBuffer(kind, buffer, stride?, staticBuffer?): void

Sets a buffer to be used with thin instances. This method is a faster way to setup multiple instances than calling thinInstanceAdd repeatedly

Parameters

NameTypeDescription
kindstringname of the attribute. Use "matrix" to setup the buffer of matrices
bufferFloat32Arraybuffer to set
stride?numbersize in floats of each value of the buffer
staticBuffer?booleanindicates that the buffer is static, so that you won't change it after it is set (better performances - true by default)

Returns

void

Inherited from

Mesh.thinInstanceSetBuffer

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:62


thinInstanceSetMatrixAt

thinInstanceSetMatrixAt(index, matrix, refresh?): void

Sets the matrix of a thin instance

Parameters

NameTypeDescription
indexnumberindex of the thin instance
matrixDeepImmutableObject<Matrix>matrix to set
refresh?booleantrue to refresh the underlying gpu buffer (default: true). If you do multiple calls to this method in a row, set refresh to true only for the last call to save performance

Returns

void

Inherited from

Mesh.thinInstanceSetMatrixAt

Defined in

node_modules/@babylonjs/core/Meshes/thinInstanceMesh.d.ts:42


toLeftHanded

toLeftHanded(): Mesh

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

Returns

Mesh

the current mesh

Inherited from

Mesh.toLeftHanded

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:698


toString

toString(fullDetails?): string

Returns a description of this mesh

Parameters

NameTypeDescription
fullDetails?booleandefine if full details about this mesh must be used

Returns

string

a descriptive string representing this mesh

Inherited from

Mesh.toString

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:361


transferFromMesh

transferFromMesh(sourceMesh): void

Parameters

NameType
sourceMeshMesh

Returns

void

Defined in

src/prefabs/Text/planeText.ts:142


transferToEffect

transferToEffect(world): void

Transfer the mesh values to its UBO.

Parameters

NameTypeDescription
worldMatrixThe world matrix associated with the mesh

Returns

void

Inherited from

Mesh.transferToEffect

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:556


translate

translate(axis, distance, space?): TransformNode

Translates the mesh along the axis vector for the passed distance in the given space. space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.

Parameters

NameTypeDescription
axisVector3the axis to translate in
distancenumberthe distance to translate
space?SpaceSpace to rotate in (Default: local)

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.translate

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:421


unfreezeNormals

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

Mesh

the current mesh

Inherited from

Mesh.unfreezeNormals

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:538


unfreezeWorldMatrix

unfreezeWorldMatrix(): this

Allows back the World matrix computation.

Returns

this

the TransformNode.

Inherited from

Mesh.unfreezeWorldMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:237


unregisterAfterRender

unregisterAfterRender(func): Mesh

Disposes a previously registered javascript function called after the rendering.

Parameters

NameTypeDescription
func(mesh: AbstractMesh) => voiddefines the function to remove

Returns

Mesh

the current mesh

Inherited from

Mesh.unregisterAfterRender

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:734


unregisterAfterWorldMatrixUpdate

unregisterAfterWorldMatrixUpdate(func): TransformNode

Removes a registered callback function.

Parameters

NameTypeDescription
func(mesh: TransformNode) => voidcallback function to remove

Returns

TransformNode

the TransformNode.

Inherited from

Mesh.unregisterAfterWorldMatrixUpdate

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:475


unregisterBeforeRender

unregisterBeforeRender(func): Mesh

Disposes a previously registered javascript function called before the rendering

Parameters

NameTypeDescription
func(mesh: AbstractMesh) => voiddefines the function to remove

Returns

Mesh

the current mesh

Inherited from

Mesh.unregisterBeforeRender

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:722


updateCache

updateCache(force?): void

Parameters

NameType
force?boolean

Returns

void

Inherited from

Mesh.updateCache

Defined in

node_modules/@babylonjs/core/node.d.ts:240


updateFacetData

updateFacetData(): AbstractMesh

Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated. This method can be called within the render loop. You don't need to call this method by yourself in the render loop when you update/morph a mesh with the methods CreateXXX() as they automatically manage this computation

Returns

AbstractMesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/facetData

Inherited from

Mesh.updateFacetData

Defined in

node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:986


updateIndices

updateIndices(indices, offset?, gpuMemoryOnly?): AbstractMesh

Update the current index buffer

Parameters

NameTypeDescription
indicesIndicesArraydefines the source data
offset?numberdefines the offset in the index buffer where to store the new data (can be null)
gpuMemoryOnly?booleandefines a boolean indicating that only the GPU memory must be updated leaving the CPU version of the indices unchanged (false by default)

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.updateIndices

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:693


updateMeshPositions

updateMeshPositions(positionFunction, computeNormals?): Mesh

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

Parameters

NameTypeDescription
positionFunction(data: FloatArray) => voidis a simple JS function what is passed the mesh positions array. It doesn't need to return anything
computeNormals?booleanis a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update

Returns

Mesh

the current mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#other-shapes-updatemeshpositions

Inherited from

Mesh.updateMeshPositions

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:664


updatePlaneText

updatePlaneText(options): void

Updates the PlaneText with new options.

Parameters

NameTypeDescription
optionsPlaneTextOptionsAn options object of the properties to change.

Returns

void

Defined in

src/prefabs/Text/planeText.ts:110


updatePoseMatrix

updatePoseMatrix(matrix): TransformNode

Copies the parameter passed Matrix into the mesh Pose matrix.

Parameters

NameTypeDescription
matrixMatrixthe matrix to copy the pose from

Returns

TransformNode

this TransformNode.

Inherited from

Mesh.updatePoseMatrix

Defined in

node_modules/@babylonjs/core/Meshes/transformNode.d.ts:171


updateVerticesData

updateVerticesData(kind, data, updateExtends?, makeItUnique?): AbstractMesh

Update a specific associated vertex buffer

Parameters

NameTypeDescription
kindstringdefines which buffer to write to (positions, indices, normals, etc). Possible kind values : - VertexBuffer.PositionKind - VertexBuffer.UVKind - VertexBuffer.UV2Kind - VertexBuffer.UV3Kind - VertexBuffer.UV4Kind - VertexBuffer.UV5Kind - VertexBuffer.UV6Kind - VertexBuffer.ColorKind - VertexBuffer.MatricesIndicesKind - VertexBuffer.MatricesIndicesExtraKind - VertexBuffer.MatricesWeightsKind - VertexBuffer.MatricesWeightsExtraKind
dataFloatArraydefines the data source
updateExtends?booleandefines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
makeItUnique?booleandefines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)

Returns

AbstractMesh

the current mesh

Inherited from

Mesh.updateVerticesData

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:656


validateSkinning

validateSkinning(): Object

ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights, or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let the user know there was an issue with importing the mesh

Returns

Object

a validation object with skinned, valid and report string

NameType
reportstring
skinnedboolean
validboolean

Inherited from

Mesh.validateSkinning

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:797


AddNodeConstructor

AddNodeConstructor(type, constructorFunc): void

Add a new node constructor

Parameters

NameTypeDescription
typestringdefines the type name of the node to construct
constructorFuncNodeConstructordefines the constructor function

Returns

void

Inherited from

Mesh.AddNodeConstructor

Defined in

node_modules/@babylonjs/core/node.d.ts:35


Center

Center(meshesOrMinMaxVector): Vector3

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

Parameters

NameTypeDescription
meshesOrMinMaxVectorAbstractMesh[] | { max: Vector3 ; min: Vector3 }could be an array of meshes or a {min: Vector3, max: Vector3} object

Returns

Vector3

a vector3

Inherited from

Mesh.Center

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1034


Construct

Construct(type, name, scene, options?): () => Node

Returns a node constructor based on type name

Parameters

NameTypeDescription
typestringdefines the type name
namestringdefines the new node name
sceneScenedefines the hosting scene
options?anydefines optional options to transmit to constructors

Returns

fn

the new constructor or null

▸ (): Node

Returns

Node

Inherited from

Mesh.Construct

Defined in

node_modules/@babylonjs/core/node.d.ts:44


CreateBox

CreateBox(name, size, scene, updatable?, sideOrientation?): Mesh

Creates a box mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
sizenumbersets the size (float) of each box side (default 1)
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateBox

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1118


CreateCapsule

CreateCapsule(name, options, scene): Mesh

Creates a Capsule Mesh

Parameters

NameTypeDescription
namestringdefines the name of the mesh.
optionsICreateCapsuleOptionsthe constructors options used to shape the mesh.
sceneScenedefines the scene the mesh is scoped to.

Returns

Mesh

the capsule mesh

See

https://doc.babylonjs.com/how_to/capsule_shape

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateCapsule

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1464


CreateCylinder

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

Creates a cylinder or a cone mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
heightnumbersets the height size (float) of the cylinder/cone (float, default 2)
diameterTopnumberset the top cap diameter (floats, default 1)
diameterBottomnumberset the bottom cap diameter (floats, default 1). This value can't be zero
tessellationnumbersets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
subdivisionsanysets the number of rings along the cylinder height (positive integer, default 1)
scene?Scenedefines the hosting scene
updatable?anydefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateCylinder

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1155


CreateDashedLines

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

Creates a dashed line mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
pointsVector3[]is an array successive Vector3
dashSizenumberis the size of the dashes relatively the dash number (positive float, default 3)
gapSizenumberis the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
dashNbnumberis the intended total number of dashes (positive integer, default 200)
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
instance?LinesMeshis an instance of an existing LineMesh object to be updated with the passed points parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)

Returns

LinesMesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateDashedLines

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1209


CreateDecal

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

Creates a decal mesh. . A decal is a mesh usually applied as a model onto the surface of another mesh

Parameters

NameTypeDescription
namestringdefines the name of the mesh
sourceMeshAbstractMeshdefines the mesh receiving the decal
positionVector3sets the position of the decal in world coordinates
normalVector3sets the normal of the mesh where the decal is applied onto in world coordinates
sizeVector3sets the decal scaling
anglenumbersets the angle to rotate the decal

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateDecal

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1455


CreateDisc

CreateDisc(name, radius, tessellation, scene, updatable?, sideOrientation?): Mesh

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

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
radiusnumbersets the radius size (float) of the polygon (default 0.5)
tessellationnumbersets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateDisc

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1107


CreateGround

CreateGround(name, width, height, subdivisions, scene?, updatable?): Mesh

Creates a ground mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
widthnumberset the width of the ground
heightnumberset the height of the ground
subdivisionsnumbersets the number of subdivisions per side
scene?Scenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateGround

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1325


CreateGroundFromHeightMap

CreateGroundFromHeightMap(name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable?, onReady?, alphaFilter?): GroundMesh

Creates a ground mesh from a height map.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
urlstringsets the URL of the height map image resource
widthnumberset the ground width size
heightnumberset the ground height size
subdivisionsnumbersets the number of subdivision per side
minHeightnumberis the minimum altitude on the ground
maxHeightnumberis the maximum altitude on the ground
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
onReady?(mesh: GroundMesh) => voidis a callback function that will be called once the mesh is built (the height map download can last some time)
alphaFilter?numberwill filter any data where the alpha channel is below this value, defaults 0 (all data visible)

Returns

GroundMesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set/height_map

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateGroundFromHeightMap

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1364


CreateHemisphere

CreateHemisphere(name, segments, diameter, scene?): Mesh

Creates a hemisphere mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
segmentsnumbersets the sphere number of horizontal stripes (positive integer, default 32)
diameternumbersets the diameter size (float) of the sphere (default 1)
scene?Scenedefines the hosting scene

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateHemisphere

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1140


CreateIcoSphere

CreateIcoSphere(name, options, scene): Mesh

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

  • 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 (positive 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 : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created

Parameters

NameTypeDescription
namestringdefines the name of the mesh
optionsObjectdefines the options used to create the mesh
options.flat?boolean-
options.radius?number-
options.sideOrientation?number-
options.subdivisions?number-
options.updatable?boolean-
sceneScenedefines the hosting scene

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/polyhedra#icosphere

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateIcoSphere

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1435


CreateLathe

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

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.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
shapeVector3[]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
radiusnumberis the radius value of the lathe
tessellationnumberis the side number of the lathe.
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateLathe

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1302


CreateLines

CreateLines(name, points, scene, updatable, instance?): LinesMesh

Creates a line mesh..

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
pointsVector3[]is an array successive Vector3
sceneScenedefines the hosting scene
updatablebooleandefines if the mesh must be flagged as updatable
instance?LinesMeshis an instance of an existing LineMesh object to be updated with the passed points parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).

Returns

LinesMesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateLines

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1195


CreatePlane

CreatePlane(name, size, scene, updatable?, sideOrientation?): Mesh

Creates a plane mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
sizenumbersets the size (float) of both sides of the plane at once (default 1)
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreatePlane

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1313


CreatePolygon

CreatePolygon(name, shape, scene, holes?, updatable?, sideOrientation?, earcutInjection?): 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 : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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

NameTypeDescription
namestringdefines the name of the mesh to create
shapeVector3[]is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
sceneScenedefines the hosting scene
holes?Vector3[][]is a required array of arrays of successive Vector3 used to defines holes in the polygon
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
earcutInjection?anycan be used to inject your own earcut reference

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#non-regular-polygon

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreatePolygon

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1228


CreatePolyhedron

CreatePolyhedron(name, options, scene): Mesh

Creates a polyhedron mesh. .

  • The parameter type (positive integer, max 14, default 0) sets the polyhedron type to build among the 15 embedded 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 : https://doc.babylonjs.com/features/featuresDeepDive/materials/using/texturePerBoxFace
  • 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 : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or 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 mesh can be set to updatable with the boolean parameter updatable (default false) if its internal geometry is supposed to change once created

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
optionsObjectdefines the options used to create the mesh
options.custom?any-
options.faceColors?Color4[]-
options.faceUV?Vector4[]-
options.sideOrientation?number-
options.size?number-
options.sizeX?number-
options.sizeY?number-
options.sizeZ?number-
options.type?number-
options.updatable?boolean-
sceneScenedefines the hosting scene

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreatePolyhedron

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1407


CreateRibbon

CreateRibbon(name, pathArray, closeArray, closePath, offset, scene?, updatable?, sideOrientation?, instance?): Mesh

Creates a ribbon mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
pathArrayVector3[][]is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
closeArraybooleancreates a seam between the first and the last paths of the path array (default is false)
closePathbooleancreates a seam between the first and the last points of each path of the path array
offsetnumberis taken in account only if the pathArray is containing a single path
scene?Scenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
instance?Meshdefines an instance of an existing Ribbon object to be updated with the passed pathArray parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateRibbon

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1095


CreateSphere

CreateSphere(name, segments, diameter, scene?, updatable?, sideOrientation?): Mesh

Creates a sphere mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
segmentsnumbersets the sphere number of horizontal stripes (positive integer, default 32)
diameternumbersets the diameter size (float) of the sphere (default 1)
scene?Scenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateSphere

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1130


CreateTiledGround

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

Creates a tiled ground mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
xminnumberset the ground minimum X coordinate
zminnumberset the ground minimum Y coordinate
xmaxnumberset the ground maximum X coordinate
zmaxnumberset the ground maximum Z coordinate
subdivisionsObjectis an 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
subdivisions.hnumber-
subdivisions.wnumber-
precisionObjectis an 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
precision.hnumber-
precision.wnumber-
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateTiledGround

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1340


CreateTorus

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

Creates a torus mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
diameternumbersets the diameter size (float) of the torus (default 1)
thicknessnumbersets the diameter size of the tube of the torus (float, default 0.5)
tessellationnumbersets the number of torus sides (positive integer, default 16)
scene?Scenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateTorus

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1168


CreateTorusKnot

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

Creates a torus knot mesh.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
radiusnumbersets the global radius size (float) of the torus knot (default 2)
tubenumbersets the diameter size of the tube of the torus (float, default 0.5)
radialSegmentsnumbersets the number of sides on each tube segments (positive integer, default 32)
tubularSegmentsnumbersets the number of tubes to decompose the knot into (positive integer, default 32)
pnumberthe number of windings on X axis (positive integers, default 2)
qnumberthe number of windings on Y axis (positive integers, default 3)
scene?Scenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)

Returns

Mesh

a new Mesh

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateTorusKnot

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1184


CreateTube

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

Creates a tube mesh. The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
pathVector3[]is a required array of successive Vector3. It is the curve used as the axis of the tube
radiusnumbersets the tube radius size
tessellationnumberis the number of sides on the tubular surface
radiusFunction(i: number, distance: number) => numberis a custom function. If it is not null, it overrides 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
capnumbersets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
instance?Meshis an instance of an existing Tube object to be updated with the passed pathArray parameter (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.CreateTube

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1384


ExtendToGoldberg

ExtendToGoldberg(mesh): Mesh

Extends a mesh to a Goldberg mesh Warning the mesh to convert MUST be an import of a perviously exported Goldberg mesh

Parameters

NameTypeDescription
meshMeshthe mesh to convert

Returns

Mesh

the extended mesh

Deprecated

Please use ExtendMeshToGoldberg instead

Inherited from

Mesh.ExtendToGoldberg

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1472


ExtrudePolygon

ExtrudePolygon(name, shape, depth, scene, holes?, updatable?, sideOrientation?, earcutInjection?): Mesh

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

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
shapeVector3[]is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
depthnumberdefines the height of extrusion
sceneScenedefines the hosting scene
holes?Vector3[][]is a required array of arrays of successive Vector3 used to defines holes in the polygon
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
earcutInjection?anycan be used to inject your own earcut reference

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-non-regular-polygon

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.ExtrudePolygon

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1243


ExtrudeShape

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

Creates an extruded shape mesh. The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
shapeVector3[]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
pathVector3[]is a required array of successive Vector3. This is the axis curve the shape is extruded along
scalenumberis the value to scale the shape
rotationnumberis the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
capnumbersets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
instance?Meshis an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters (https://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)

Returns

Mesh

a new Mesh

See

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.ExtrudeShape

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1262


ExtrudeShapeCustom

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. It has no predefined shape. Its final shape will depend on the input parameters.

Parameters

NameTypeDescription
namestringdefines the name of the mesh to create
shapeVector3[]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
pathVector3[]is a required array of successive Vector3. This is the axis curve the shape is extruded along
scaleFunction(i: number, distance: number) => numberis a custom Javascript function called on each path point
rotationFunction(i: number, distance: number) => numberis a custom Javascript function called on each path point
ribbonCloseArraybooleanforces the extrusion underlying ribbon to close all the paths in its pathArray
ribbonClosePathbooleanforces the extrusion underlying ribbon to close its pathArray
capnumbersets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL
sceneScenedefines the hosting scene
updatable?booleandefines if the mesh must be flagged as updatable
sideOrientation?numberdefines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation)
instance?Meshis an instance of an existing ExtrudedShape object to be updated with the passed shape, path, scale or rotation parameters (https://doc.babylonjs.com/features/featuresDeepDive/mesh/dynamicMeshMorph#extruded-shape)

Returns

Mesh

a new Mesh

See

https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes

Deprecated

Please use MeshBuilder instead

Inherited from

Mesh.ExtrudeShapeCustom

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1284


MergeMeshes

MergeMeshes(meshes, disposeSource?, allow32BitsIndices?, meshSubclass?, subdivideWithSubMeshes?, multiMultiMaterials?): Mesh

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

Parameters

NameTypeDescription
meshesMesh[]array of meshes with the vertices to merge. Entries cannot be empty meshes.
disposeSource?booleanwhen true (default), dispose of the vertices from the source meshes.
allow32BitsIndices?booleanwhen the sum of the vertices > 64k, this must be set to true.
meshSubclass?Mesh(optional) can be set to a Mesh where the merged vertices will be inserted.
subdivideWithSubMeshes?booleanwhen true (false default), subdivide mesh into subMeshes.
multiMultiMaterials?booleanwhen true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.

Returns

Mesh

a new mesh

Inherited from

Mesh.MergeMeshes

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1048


MergeMeshesAsync

MergeMeshesAsync(meshes, disposeSource?, allow32BitsIndices?, meshSubclass?, subdivideWithSubMeshes?, multiMultiMaterials?): Promise<any>

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

Parameters

NameTypeDescription
meshesMesh[]array of meshes with the vertices to merge. Entries cannot be empty meshes.
disposeSource?booleanwhen true (default), dispose of the vertices from the source meshes.
allow32BitsIndices?booleanwhen the sum of the vertices > 64k, this must be set to true.
meshSubclass?Mesh(optional) can be set to a Mesh where the merged vertices will be inserted.
subdivideWithSubMeshes?booleanwhen true (false default), subdivide mesh into subMeshes.
multiMultiMaterials?booleanwhen true (false default), subdivide mesh into subMeshes with multiple materials, ignores subdivideWithSubMeshes.

Returns

Promise<any>

a new mesh

Inherited from

Mesh.MergeMeshesAsync

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1059


MinMax

MinMax(meshes): Object

Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates

Parameters

NameTypeDescription
meshesAbstractMesh[]defines the list of meshes to scan

Returns

Object

an object {min: Vector3, max: Vector3}

NameType
maxVector3
minVector3

Inherited from

Mesh.MinMax

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1025


Parse

Parse(parsedMesh, scene, rootUrl): Mesh

Returns a new Mesh object parsed from the source provided.

Parameters

NameTypeDescription
parsedMeshanyis the source
sceneScenedefines the hosting scene
rootUrlstringis the root URL to prefix the delayLoadingFile property with

Returns

Mesh

a new Mesh

Inherited from

Mesh.Parse

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:1003


ParseAnimationRanges

ParseAnimationRanges(node, parsedNode, _scene): void

Parse animation range data from a serialization object and store them into a given node

Parameters

NameTypeDescription
nodeNodedefines where to store the animation ranges
parsedNodeanydefines the serialization object to read data from
_sceneScenedefines the hosting scene

Returns

void

Inherited from

Mesh.ParseAnimationRanges

Defined in

node_modules/@babylonjs/core/node.d.ts:410


_GetDefaultSideOrientation

_GetDefaultSideOrientation(orientation?): number

Gets the default side orientation.

Parameters

NameTypeDescription
orientation?numberthe orientation to value to attempt to get

Returns

number

the default orientation

Inherited from

Mesh._GetDefaultSideOrientation

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:188


_PhysicsImpostorParser

_PhysicsImpostorParser(scene, physicObject, jsonObject): PhysicsImpostor

Parameters

NameType
sceneScene
physicObjectIPhysicsEnabledObject
jsonObjectany

Returns

PhysicsImpostor

Inherited from

Mesh._PhysicsImpostorParser

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:942


_instancedMeshFactory

_instancedMeshFactory(name, mesh): InstancedMesh

Parameters

NameType
namestring
meshMesh

Returns

InstancedMesh

Inherited from

Mesh._instancedMeshFactory

Defined in

node_modules/@babylonjs/core/Meshes/mesh.d.ts:938