@jpmorganchase/anu / Exports / PlaneText
Class: PlaneText 
Hierarchy 
Mesh↳
PlaneText
Table of contents 
Constructors 
Properties 
- __occlusionDataStorage
 - _accessibilityTag
 - _binaryInfo
 - _bonesTransformMatrices
 - _boundingInfo
 - _boundingInfoIsDirty
 - _cache
 - _childUpdateId
 - _children
 - _creationDataStorage
 - _currentRenderId
 - _decalMap
 - _delayInfo
 - _delayLoadingFunction
 - _disposePhysicsObserver
 - _edgesRenderer
 - _geometry
 - _indexInSceneTransformNodesArray
 - _instanceDataStorage
 - _internalAbstractMeshDataInfo
 - _internalMetadata
 - _intersectionsInProgress
 - _isDirty
 - _isNode
 - _isWorldMatrixFrozen
 - _lightSources
 - _localMatrix
 - _masterMesh
 - _occlusionDataStorage
 - _occlusionQuery
 - _originalBuilderSideOrientation
 - _parentContainer
 - _parentNode
 - _physicsBody
 - _physicsImpostor
 - _poseMatrix
 - _postMultiplyPivotMatrix
 - _ranges
 - _renderId
 - _renderOutline
 - _renderOverlay
 - _renderingGroup
 - _scaling
 - _scene
 - _shouldGenerateFlatShading
 - _showBoundingBox
 - _submeshesOctree
 - _thinInstanceDataStorage
 - _transformMatrixTexture
 - _unIndexed
 - _uniformBuffer
 - _userInstancedBuffersStorage
 - _userThinInstanceBuffersStorage
 - _waitingData
 - _waitingMaterialId
 - _waitingMorphTargetManagerId
 - _waitingParentId
 - _waitingParentInstanceIndex
 - _waitingParsedUniqueId
 - _worldMatrix
 - _worldMatrixDeterminant
 - _worldMatrixDeterminantIsDirty
 - actionManager
 - alphaIndex
 - alwaysSelectAsActiveMesh
 - animations
 - cullingStrategy
 - customMarkAsDirty
 - decalMap
 - definedFacingForward
 - delayLoadState
 - delayLoadingFile
 - doNotSyncBoundingInfo
 - edgesColor
 - edgesRenderer
 - edgesShareWithInstances
 - edgesWidth
 - ellipsoid
 - ellipsoidOffset
 - enablePointerMoveEvents
 - forceRenderingWhenOccluded
 - id
 - ignoreCameraMaxZ
 - ignoreNonUniformScaling
 - inspectableCustomProperties
 - instancedBuffers
 - instances
 - isBlocker
 - isNearGrabbable
 - isNearPickable
 - isOccluded
 - isOcclusionQueryInProgress
 - isPickable
 - metadata
 - name
 - occlusionQueryAlgorithmType
 - occlusionRetryCount
 - occlusionType
 - onAccessibilityTagChangedObservable
 - onAfterWorldMatrixUpdateObservable
 - onCollideObservable
 - onCollisionPositionChangeObservable
 - onDisposeObservable
 - onLODLevelSelection
 - onMaterialChangedObservable
 - onMeshReadyObservable
 - onReady
 - onRebuildObservable
 - options
 - outlineColor
 - outlineWidth
 - overlayAlpha
 - overlayColor
 - physicsBody
 - physicsImpostor
 - reIntegrateRotationIntoRotationQuaternion
 - renderOutline
 - renderOverlay
 - reservedDataStore
 - scalingDeterminant
 - scene
 - showBoundingBox
 - showSubMeshesBoundingBox
 - state
 - subMeshes
 - thinInstanceAllowAutomaticStaticBufferRecreation
 - thinInstanceCount
 - thinInstanceEnablePicking
 - uniqueId
 - useOctreeForCollisions
 - useOctreeForPicking
 - useOctreeForRenderingSelection
 - BACKSIDE
 - BOTTOM
 - BillboardUseParentOrientation
 - CAP_ALL
 - CAP_END
 - CAP_START
 - CENTER
 - CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
 - CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
 - CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
 - CULLINGSTRATEGY_STANDARD
 - DEFAULTSIDE
 - DOUBLESIDE
 - FLIP_N_ROTATE_ROW
 - FLIP_N_ROTATE_TILE
 - FLIP_ROW
 - FLIP_TILE
 - FRONTSIDE
 - INSTANCEDMESH_SORT_TRANSPARENT
 - LEFT
 - NO_CAP
 - NO_FLIP
 - OCCLUSION_ALGORITHM_TYPE_ACCURATE
 - OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE
 - OCCLUSION_TYPE_NONE
 - OCCLUSION_TYPE_OPTIMISTIC
 - OCCLUSION_TYPE_STRICT
 - RIGHT
 - ROTATE_ROW
 - ROTATE_TILE
 - TOP
 - _AnimationRangeFactory
 - _GoldbergMeshParser
 - _GreasedLineMeshParser
 - _GreasedLineRibbonMeshParser
 - _GroundMeshParser
 - _LinesMeshParser
 - _TrailMeshParser
 
Accessors 
- _isMesh
 - _positions
 - absolutePosition
 - absoluteRotationQuaternion
 - absoluteScaling
 - accessibilityTag
 - align
 - animationPropertiesOverride
 - applyFog
 - areNormalsFrozen
 - atlas
 - bakedVertexAnimationManager
 - behaviors
 - billboardMode
 - checkCollisions
 - cloneMeshMap
 - collider
 - collisionGroup
 - collisionMask
 - collisionResponse
 - collisionRetryCount
 - color
 - computeBonesUsingShaders
 - doNotSerialize
 - enableDistantPicking
 - facetDepthSortFrom
 - facetNb
 - font
 - fontHeight
 - forceWorldMatrixInstancedBufferUpdate
 - forcedInstanceCount
 - forward
 - geometry
 - hasBoundingInfo
 - hasInstances
 - hasLODLevels
 - hasThinInstances
 - hasVertexAlpha
 - infiniteDistance
 - inheritVisibility
 - isAnInstance
 - isBlocked
 - isFacetDataEnabled
 - isUnIndexed
 - isVisible
 - isWorldMatrixFrozen
 - layerMask
 - lightSources
 - manualUpdateOfPreviousWorldMatrixInstancedBuffer
 - manualUpdateOfWorldMatrixInstancedBuffer
 - material
 - morphTargetManager
 - mustDepthSortFacets
 - nonUniformScaling
 - numBoneInfluencers
 - onAfterRenderObservable
 - onBeforeBindObservable
 - onBeforeDraw
 - onBeforeDrawObservable
 - onBeforeRenderObservable
 - onBetweenPassObservable
 - onClonedObservable
 - onCollide
 - onCollisionPositionChange
 - onDispose
 - onEnabledStateChangedObservable
 - opacity
 - overrideMaterialSideOrientation
 - overrideRenderingFillMode
 - overridenInstanceCount
 - parent
 - partitioningBBoxRatio
 - partitioningSubdivisions
 - pointerOverDisableMeshTesting
 - position
 - preserveParentRotationForBillboard
 - previousWorldMatrixInstancedBuffer
 - rawBoundingInfo
 - receiveShadows
 - renderingGroupId
 - right
 - rotation
 - rotationQuaternion
 - scaling
 - sideOrientation
 - size
 - skeleton
 - source
 - surroundingMeshes
 - text
 - up
 - useBones
 - useLODScreenCoverage
 - useVertexColors
 - visibility
 - worldMatrixFromCache
 - worldMatrixInstancedBuffer
 - BILLBOARDMODE_ALL
 - BILLBOARDMODE_NONE
 - BILLBOARDMODE_USE_POSITION
 - BILLBOARDMODE_X
 - BILLBOARDMODE_Y
 - BILLBOARDMODE_Z
 
Methods 
- _activate
 - _addToSceneRootNodes
 - _afterComputeWorldMatrix
 - _bind
 - _bindDirect
 - _buildUniformLayout
 - _checkCollision
 - _checkDelayState
 - _checkOcclusionQuery
 - _collideForSubMesh
 - _copySource
 - _createGlobalSubMesh
 - _disposeInstanceSpecificData
 - _disposeThinInstanceSpecificData
 - _draw
 - _freeze
 - _generatePointsArray
 - _getActionManagerForTrigger
 - _getData
 - _getDescendants
 - _getEffectiveParent
 - _getInstancesRenderList
 - _getRenderingFillMode
 - _getWorldMatrixDeterminant
 - _initCache
 - _invalidateInstanceVertexArrayObject
 - _isSynchronized
 - _markSubMeshesAsAttributesDirty
 - _markSubMeshesAsLightDirty
 - _markSubMeshesAsMiscDirty
 - _markSyncedWithParent
 - _postActivate
 - _preActivate
 - _preActivateForIntermediateRendering
 - _processCollisionsForSubMeshes
 - _processInstancedBuffers
 - _processRendering
 - _rebuild
 - _refreshBoundingInfo
 - _refreshBoundingInfoDirect
 - _registerInstanceForRenderId
 - _removeFromSceneRootNodes
 - _removeLightSource
 - _renderWithInstances
 - _renderWithThinInstances
 - _resetPointsArrayCache
 - _resyncLightSource
 - _resyncLightSources
 - _serializeAsParent
 - _setMaterial
 - _setReady
 - _shouldConvertRHS
 - _syncGeometryWithMorphTargetManager
 - _syncParentEnabledState
 - _thinInstanceCreateMatrixBuffer
 - _thinInstanceInitializeUserStorage
 - _thinInstanceRecreateBuffer
 - _thinInstanceUpdateBufferSize
 - _unBindEffect
 - _unFreeze
 - _updateBoundingInfo
 - _updateCache
 - _updateInstancedBuffers
 - _updateNonUniformScalingState
 - _updateSubMeshesBoundingInfo
 - addBehavior
 - addChild
 - addInstance
 - addLODLevel
 - addRotation
 - alignWithNormal
 - applyAngularImpulse
 - applyDisplacementMap
 - applyDisplacementMapFromBuffer
 - applyImpulse
 - applySkeleton
 - attachToBone
 - bakeCurrentTransformIntoVertices
 - bakeTransformIntoVertices
 - beginAnimation
 - buildBoundingInfo
 - calcMovePOV
 - calcRotatePOV
 - cleanMatrixWeights
 - clone
 - computeWorldMatrix
 - convertToFlatShadedMesh
 - convertToUnIndexedMesh
 - copyVerticesData
 - createAnimationRange
 - createInstance
 - createNormals
 - createOrUpdateSubmeshesOctree
 - deleteAnimationRange
 - detachFromBone
 - directRender
 - disableEdgesRendering
 - disableFacetData
 - dispose
 - enableEdgesRendering
 - fixScaleAndPivot
 - flipFaces
 - forceSharedVertices
 - freezeNormals
 - freezeWorldMatrix
 - getAbsolutePivotPoint
 - getAbsolutePivotPointToRef
 - getAbsolutePosition
 - getAnimatables
 - getAnimationByName
 - getAnimationRange
 - getAnimationRanges
 - getBehaviorByName
 - getBoundingInfo
 - getChildMeshes
 - getChildTransformNodes
 - getChildren
 - getClassName
 - getClosestFacetAtCoordinates
 - getClosestFacetAtLocalCoordinates
 - getConnectedParticleSystems
 - getDescendants
 - getDirection
 - getDirectionToRef
 - getDistanceToCamera
 - getEmittedParticleSystems
 - getEngine
 - getFacetDataParameters
 - getFacetLocalNormals
 - getFacetLocalPartitioning
 - getFacetLocalPositions
 - getFacetNormal
 - getFacetNormalToRef
 - getFacetPosition
 - getFacetPositionToRef
 - getFacetsAtLocalCoordinates
 - getHierarchyBoundingVectors
 - getHierarchyEmittedParticleSystems
 - getIndices
 - getLOD
 - getLODLevelAtDistance
 - getLODLevels
 - getMaterialForRenderPass
 - getMeshUniformBuffer
 - getNormalsData
 - getPhysicsBody
 - getPhysicsImpostor
 - getPivotMatrix
 - getPivotPoint
 - getPivotPointToRef
 - getPoseMatrix
 - getPositionData
 - getPositionExpressedInLocalSpace
 - getPositionInCameraSpace
 - getRawBoundingInfo
 - getScene
 - getTotalIndices
 - getTotalVertices
 - getVertexBuffer
 - getVerticesData
 - getVerticesDataKinds
 - getWorldMatrix
 - increaseVertices
 - instantiateHierarchy
 - intersects
 - intersectsMesh
 - intersectsPoint
 - isCompletelyInFrustum
 - isDescendantOf
 - isDisposed
 - isEnabled
 - isInFrustum
 - isReady
 - isSynchronized
 - isSynchronizedWithParent
 - isUsingPivotMatrix
 - isUsingPostMultiplyPivotMatrix
 - isVertexBufferUpdatable
 - isVerticesDataPresent
 - isWorldMatrixCameraDependent
 - locallyTranslate
 - lookAt
 - makeGeometryUnique
 - markAsDirty
 - markVerticesDataAsUpdatable
 - movePOV
 - moveWithCollisions
 - normalizeToUnitCube
 - optimizeIndices
 - optimizeIndicesAsync
 - refreshBoundingInfo
 - registerAfterRender
 - registerAfterWorldMatrixUpdate
 - registerBeforeRender
 - registerInstancedBuffer
 - releaseSubMeshes
 - removeBehavior
 - removeChild
 - removeInstance
 - removeLODLevel
 - removeVerticesData
 - render
 - renderWithRenderPassId
 - resetDrawCache
 - resetLocalMatrix
 - rotate
 - rotateAround
 - rotatePOV
 - run
 - serialize
 - serializeAnimationRanges
 - setAbsolutePosition
 - setBoundingInfo
 - setDirection
 - setEnabled
 - setIndexBuffer
 - setIndices
 - setMaterialByID
 - setMaterialById
 - setMaterialForRenderPass
 - setNormalsForCPUSkinning
 - setParent
 - setPhysicsLinkWith
 - setPivotMatrix
 - setPivotPoint
 - setPositionWithLocalVector
 - setPositionsForCPUSkinning
 - setPreTransformMatrix
 - setVerticesBuffer
 - setVerticesData
 - simplify
 - subdivide
 - synchronizeInstances
 - thinInstanceAdd
 - thinInstanceAddSelf
 - thinInstanceBufferUpdated
 - thinInstanceGetWorldMatrices
 - thinInstancePartialBufferUpdate
 - thinInstanceRefreshBoundingInfo
 - thinInstanceRegisterAttribute
 - thinInstanceSetAttributeAt
 - thinInstanceSetBuffer
 - thinInstanceSetMatrixAt
 - toLeftHanded
 - toString
 - transferFromMesh
 - transferToEffect
 - translate
 - unfreezeNormals
 - unfreezeWorldMatrix
 - unregisterAfterRender
 - unregisterAfterWorldMatrixUpdate
 - unregisterBeforeRender
 - updateCache
 - updateFacetData
 - updateIndices
 - updateMeshPositions
 - updatePlaneText
 - updatePoseMatrix
 - updateVerticesData
 - validateSkinning
 - AddNodeConstructor
 - Center
 - Construct
 - CreateBox
 - CreateCapsule
 - CreateCylinder
 - CreateDashedLines
 - CreateDecal
 - CreateDisc
 - CreateGround
 - CreateGroundFromHeightMap
 - CreateHemisphere
 - CreateIcoSphere
 - CreateLathe
 - CreateLines
 - CreatePlane
 - CreatePolygon
 - CreatePolyhedron
 - CreateRibbon
 - CreateSphere
 - CreateTiledGround
 - CreateTorus
 - CreateTorusKnot
 - CreateTube
 - ExtendToGoldberg
 - ExtrudePolygon
 - ExtrudeShape
 - ExtrudeShapeCustom
 - MergeMeshes
 - MergeMeshesAsync
 - MinMax
 - Parse
 - ParseAnimationRanges
 - _GetDefaultSideOrientation
 - _PhysicsImpostorParser
 - _instancedMeshFactory
 
Constructors 
constructor 
• new PlaneText(name, options, scene): PlaneText
Parameters 
| Name | Type | 
|---|---|
name | string | 
options | PlaneTextOptions | 
scene | Scene | 
Returns 
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:68
_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:311
_bonesTransformMatrices 
• _bonesTransformMatrices: Float32Array
Inherited from 
Mesh._bonesTransformMatrices
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:528
_boundingInfo 
• Protected _boundingInfo: BoundingInfo
Inherited from 
Mesh._boundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:502
_boundingInfoIsDirty 
• Protected _boundingInfoIsDirty: boolean
Inherited from 
Mesh._boundingInfoIsDirty
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:503
_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:318
_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:322
_delayLoadingFunction 
• _delayLoadingFunction: (any: any, mesh: Mesh) => void
Type declaration 
▸ (any, mesh): void
Parameters 
| Name | Type | 
|---|---|
any | any | 
mesh | Mesh | 
Returns 
void
Inherited from 
Mesh._delayLoadingFunction
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:324
_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:499
_geometry 
• _geometry: Geometry
Inherited from 
Mesh._geometry
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:320
_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:333
_internalAbstractMeshDataInfo 
• _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo
Inherited from 
Mesh._internalAbstractMeshDataInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:203
_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:512
_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:516
_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:501
_occlusionDataStorage 
• _occlusionDataStorage: _OcclusionDataStorage
Access property
Inherited from 
Mesh._occlusionDataStorage
Defined in 
node_modules/@babylonjs/core/Engines/AbstractEngine/abstractEngine.query.d.ts:73
_occlusionQuery 
• _occlusionQuery: number | WebGLQuery
Inherited from 
Mesh._occlusionQuery
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:303
_originalBuilderSideOrientation 
• _originalBuilderSideOrientation: number
Inherited from 
Mesh._originalBuilderSideOrientation
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:339
_parentContainer 
• _parentContainer: IAssetContainer
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:505
_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:305
_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:337
_showBoundingBox 
• _showBoundingBox: boolean
(Backing field)
Inherited from 
Mesh._showBoundingBox
Defined in 
node_modules/@babylonjs/core/Rendering/boundingBoxRenderer.d.ts:31
_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:335
_transformMatrixTexture 
• _transformMatrixTexture: RawTexture
Inherited from 
Mesh._transformMatrixTexture
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:530
_unIndexed 
• _unIndexed: boolean
Inherited from 
Mesh._unIndexed
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:514
_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:545
_userInstancedBuffersStorage 
• _userInstancedBuffersStorage: Object
Type declaration 
| Name | Type | 
|---|---|
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:285
_userThinInstanceBuffersStorage 
• _userThinInstanceBuffersStorage: Object
Type declaration 
| Name | Type | 
|---|---|
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 
| Name | Type | 
|---|---|
actions | any | 
freezeWorldMatrix | boolean | 
lods | any | 
Inherited from 
Mesh._waitingData
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:522
_waitingMaterialId 
• _waitingMaterialId: string
Inherited from 
Mesh._waitingMaterialId
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:205
_waitingMorphTargetManagerId 
• _waitingMorphTargetManagerId: number
Inherited from 
Mesh._waitingMorphTargetManagerId
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:207
_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:446
alphaIndex 
• alphaIndex: number
Gets or sets the alpha index used to sort transparent meshes
See
Inherited from 
Mesh.alphaIndex
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:317
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:437
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:218
customMarkAsDirty 
• customMarkAsDirty: () => void
Allow user to specify custom mechanism for mark as dirty
Type declaration 
▸ (): void
Returns 
void
Inherited from 
Mesh.customMarkAsDirty
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:157
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:301
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:298
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:309
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:441
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:497
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:283
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:492
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:451
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:456
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:353
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:109
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:367
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:310
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:305
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:349
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:343
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:336
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:99
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:104
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:332
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:94
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:79
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:87
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:285
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:291
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 
| Name | Type | 
|---|---|
distance | number | 
mesh | Mesh | 
selectedLevel | Mesh | 
Returns 
void
Inherited from 
Mesh.onLODLevelSelection
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:316
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:297
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:264
onReady 
• onReady: (node: Node) => void
Callback raised when the node is ready to be used
Type declaration 
▸ (node): void
Parameters 
| Name | Type | 
|---|---|
node | Node | 
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:540
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:391
outlineWidth 
• outlineWidth: number
Define width to use when rendering outline
Inherited from 
Mesh.outlineWidth
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:393
overlayAlpha 
• overlayAlpha: number
Defines alpha to use when rendering overlay
Inherited from 
Mesh.overlayAlpha
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:397
overlayColor 
• overlayColor: Color3
Defines color to use when rendering overlay
Inherited from 
Mesh.overlayColor
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:395
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:35
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:345
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:510
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:427
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:425
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:423
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:170
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:242
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:194
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:190
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:186
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:226
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:167
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:177
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:187
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:160
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:178
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:174
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:222
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:218
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:210
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:202
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:166
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:246
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:230
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:182
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:198
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:151
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:153
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:145
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:147
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:149
RIGHT 
▪ 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:234
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:214
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:206
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:238
_AnimationRangeFactory 
▪ Static _AnimationRangeFactory: (_name: string, _from: number, _to: number) => AnimationRange
Type declaration 
▸ (_name, _from, _to): AnimationRange
Parameters 
| Name | Type | 
|---|---|
_name | string | 
_from | number | 
_to | number | 
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 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
GoldbergMesh
Inherited from 
Mesh._GoldbergMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1065
_GreasedLineMeshParser 
▪ Static _GreasedLineMeshParser: (parsedMesh: any, scene: Scene) => Mesh
Type declaration 
▸ (parsedMesh, scene): Mesh
Parameters 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
Mesh
Inherited from 
Mesh._GreasedLineMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1073
_GreasedLineRibbonMeshParser 
▪ Static _GreasedLineRibbonMeshParser: (parsedMesh: any, scene: Scene) => Mesh
Type declaration 
▸ (parsedMesh, scene): Mesh
Parameters 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
Mesh
Inherited from 
Mesh._GreasedLineRibbonMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1077
_GroundMeshParser 
▪ Static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh
Type declaration 
▸ (parsedMesh, scene): Mesh
Parameters 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
Mesh
Inherited from 
Mesh._GroundMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1061
_LinesMeshParser 
▪ Static _LinesMeshParser: (parsedMesh: any, scene: Scene) => Mesh
Type declaration 
▸ (parsedMesh, scene): Mesh
Parameters 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
Mesh
Inherited from 
Mesh._LinesMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1069
_TrailMeshParser 
▪ Static _TrailMeshParser: (parsedMesh: any, scene: Scene) => Mesh
Type declaration 
▸ (parsedMesh, scene): Mesh
Parameters 
| Name | Type | 
|---|---|
parsedMesh | any | 
scene | Scene | 
Returns 
Mesh
Inherited from 
Mesh._TrailMeshParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1081
Accessors 
_isMesh 
• get _isMesh(): boolean
Returns 
boolean
Inherited from 
Mesh._isMesh
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:427
_positions 
• get _positions(): Vector3[]
Returns 
Vector3[]
Inherited from 
Mesh._positions
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:930
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:190
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:200
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:195
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 
| Name | Type | 
|---|---|
value | IAccessibilityTag | 
Returns 
void
Inherited from 
Mesh.accessibilityTag
Defined in 
node_modules/@babylonjs/core/node.d.ts:80
align 
• get align(): "left" | "right" | "center"
Returns 
"left" | "right" | "center"
Defined in 
src/prefabs/Text/planeText.ts:89
• set align(newAlign): void
Parameters 
| Name | Type | 
|---|---|
newAlign | "left" | "right" | "center" | 
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 
| Name | Type | 
|---|---|
value | AnimationPropertiesOverride | 
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:417
• set applyFog(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.applyFog
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:418
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:600
atlas 
• get atlas(): any
Returns 
any
Defined in 
src/prefabs/Text/planeText.ts:73
• set atlas(newAtlas): void
Parameters 
| Name | Type | 
|---|---|
newAtlas | any | 
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:271
• set bakedVertexAnimationManager(value): void
Parameters 
| Name | Type | 
|---|---|
value | IBakedVertexAnimationManager | 
Returns 
void
Inherited from 
Mesh.bakedVertexAnimationManager
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:272
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.
| Value | Type | Description | 
|---|---|---|
| 0 | BILLBOARDMODE_NONE | |
| 1 | BILLBOARDMODE_X | |
| 2 | BILLBOARDMODE_Y | |
| 4 | BILLBOARDMODE_Z | |
| 7 | BILLBOARDMODE_ALL | 
Returns 
number
Inherited from 
Mesh.billboardMode
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:69
• set billboardMode(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
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:916
• set checkCollisions(collisionEnabled): void
Parameters 
| Name | Type | 
|---|---|
collisionEnabled | boolean | 
Returns 
void
Inherited from 
Mesh.checkCollisions
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:917
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:377
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:922
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:475
• set collisionGroup(mask): void
Parameters 
| Name | Type | 
|---|---|
mask | number | 
Returns 
void
Inherited from 
Mesh.collisionGroup
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:476
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:461
• set collisionMask(mask): void
Parameters 
| Name | Type | 
|---|---|
mask | number | 
Returns 
void
Inherited from 
Mesh.collisionMask
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:462
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:469
• set collisionResponse(response): void
Parameters 
| Name | Type | 
|---|---|
response | boolean | 
Returns 
void
Inherited from 
Mesh.collisionResponse
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:470
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:254
• set collisionRetryCount(retryCount): void
Parameters 
| Name | Type | 
|---|---|
retryCount | number | 
Returns 
void
Inherited from 
Mesh.collisionRetryCount
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:255
color 
• get color(): Color3
Returns 
Color3
Defined in 
src/prefabs/Text/planeText.ts:48
• set color(newColor): void
Parameters 
| Name | Type | 
|---|---|
newColor | Color3 | 
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:265
• set computeBonesUsingShaders(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.computeBonesUsingShaders
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:266
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 
| Name | Type | 
|---|---|
value | boolean | 
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:420
• set enableDistantPicking(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.enableDistantPicking
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:421
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:251
• set facetDepthSortFrom(location): void
Parameters 
| Name | Type | 
|---|---|
location | Vector3 | 
Returns 
void
Inherited from 
Mesh.facetDepthSortFrom
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:252
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:223
font 
• get font(): any
Returns 
any
Defined in 
src/prefabs/Text/planeText.ts:65
• set font(newFont): void
Parameters 
| Name | Type | 
|---|---|
newFont | any | 
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 
| Name | Type | 
|---|---|
newFontHeight | number | 
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:396
• set forceWorldMatrixInstancedBufferUpdate(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.forceWorldMatrixInstancedBufferUpdate
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:397
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:330
• set forcedInstanceCount(count): void
Parameters 
| Name | Type | 
|---|---|
count | number | 
Returns 
void
Inherited from 
Mesh.forcedInstanceCount
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:331
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:162
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:482
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:740
hasInstances 
• get hasInstances(): boolean
Returns 
boolean
Inherited from 
Mesh.hasInstances
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:292
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:439
hasThinInstances 
• get hasThinInstances(): boolean
Returns 
boolean
Inherited from 
Mesh.hasThinInstances
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:293
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:403
• set hasVertexAlpha(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.hasVertexAlpha
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:404
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 
| Name | Type | 
|---|---|
value | boolean | 
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:321
• set inheritVisibility(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.inheritVisibility
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:322
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:785
isBlocked 
• get isBlocked(): boolean
Returns 
boolean
Inherited from 
Mesh.isBlocked
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:589
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:260
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:383
• set isUnIndexed(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.isUnIndexed
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:384
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:327
• set isVisible(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.isVisible
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:328
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:246
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:432
• set layerMask(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.layerMask
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:433
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:518
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:393
• set manualUpdateOfPreviousWorldMatrixInstancedBuffer(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.manualUpdateOfPreviousWorldMatrixInstancedBuffer
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:394
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:390
• set manualUpdateOfWorldMatrixInstancedBuffer(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.manualUpdateOfWorldMatrixInstancedBuffer
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:391
material 
• get material(): Material
Returns 
Material
Inherited from 
Mesh.material
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:358
• set material(value): void
Parameters 
| Name | Type | 
|---|---|
value | Material | 
Returns 
void
Inherited from 
Mesh.material
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:359
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:265
• set morphTargetManager(value): void
Parameters 
| Name | Type | 
|---|---|
value | MorphTargetManager | 
Returns 
void
Inherited from 
Mesh.morphTargetManager
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:266
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:243
• set mustDepthSortFacets(sort): void
Parameters 
| Name | Type | 
|---|---|
sort | boolean | 
Returns 
void
Inherited from 
Mesh.mustDepthSortFacets
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:244
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:380
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:414
• set numBoneInfluencers(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.numBoneInfluencers
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:415
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:278
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:274
onBeforeDraw 
• set onBeforeDraw(callback): void
Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
Parameters 
| Name | Type | 
|---|---|
callback | () => void | 
Returns 
void
Inherited from 
Mesh.onBeforeDraw
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:291
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:286
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:270
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:282
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 
| Name | Type | 
|---|---|
callback | (collidedMesh?: AbstractMesh) => void | 
Returns 
void
Inherited from 
Mesh.onCollide
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:287
onCollisionPositionChange 
• set onCollisionPositionChange(callback): void
Set a function to call when the collision's position changes
Parameters 
| Name | Type | 
|---|---|
callback | () => void | 
Returns 
void
Inherited from 
Mesh.onCollisionPositionChange
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:293
onDispose 
• set onDispose(callback): void
Sets a callback that will be raised when the node will be disposed
Parameters 
| Name | Type | 
|---|---|
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 
| Name | Type | 
|---|---|
newOpacity | number | 
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:351
• set overrideMaterialSideOrientation(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.overrideMaterialSideOrientation
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:352
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:356
• set overrideRenderingFillMode(fillMode): void
Parameters 
| Name | Type | 
|---|---|
fillMode | number | 
Returns 
void
Inherited from 
Mesh.overrideRenderingFillMode
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:357
overridenInstanceCount 
• set overridenInstanceCount(count): void
Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
Parameters 
| Name | Type | 
|---|---|
count | number | 
Returns 
void
Inherited from 
Mesh.overridenInstanceCount
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:614
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 
| Name | Type | 
|---|---|
parent | Node | 
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:235
• set partitioningBBoxRatio(ratio): void
Parameters 
| Name | Type | 
|---|---|
ratio | number | 
Returns 
void
Inherited from 
Mesh.partitioningBBoxRatio
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:236
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:228
• set partitioningSubdivisions(nb): void
Parameters 
| Name | Type | 
|---|---|
nb | number | 
Returns 
void
Inherited from 
Mesh.partitioningSubdivisions
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:229
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:359
• set pointerOverDisableMeshTesting(disable): void
Parameters 
| Name | Type | 
|---|---|
disable | boolean | 
Returns 
void
Inherited from 
Mesh.pointerOverDisableMeshTesting
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:360
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 
| Name | Type | 
|---|---|
newPosition | Vector3 | 
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 
| Name | Type | 
|---|---|
value | boolean | 
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:388
rawBoundingInfo 
• get rawBoundingInfo(): BoundingInfo
Returns 
BoundingInfo
Inherited from 
Mesh.rawBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:280
• set rawBoundingInfo(boundingInfo): void
Parameters 
| Name | Type | 
|---|---|
boundingInfo | BoundingInfo | 
Returns 
void
Inherited from 
Mesh.rawBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:281
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:388
• set receiveShadows(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.receiveShadows
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:389
renderingGroupId 
• get renderingGroupId(): number
Specifies the rendering group id for this mesh (0 by default)
Returns 
number
See
Inherited from 
Mesh.renderingGroupId
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:365
• set renderingGroupId(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.renderingGroupId
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:366
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:170
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 
| Name | Type | 
|---|---|
newRotation | Vector3 | 
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 
| Name | Type | 
|---|---|
quaternion | Quaternion | 
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 
| Name | Type | 
|---|---|
newScaling | Vector3 | 
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:345
• set sideOrientation(value): void
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.sideOrientation
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:346
size 
• get size(): number
Returns 
number
Defined in 
src/prefabs/Text/planeText.ts:57
• set size(newSize): void
Parameters 
| Name | Type | 
|---|---|
newSize | number | 
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:536
• set skeleton(value): void
Gets or sets a skeleton to apply skinning transformations
Parameters 
| Name | Type | 
|---|---|
value | Skeleton | 
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:535
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:371
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:486
• set surroundingMeshes(meshes): void
Parameters 
| Name | Type | 
|---|---|
meshes | AbstractMesh[] | 
Returns 
void
Inherited from 
Mesh.surroundingMeshes
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:487
text 
• get text(): string
Returns 
string
Defined in 
src/prefabs/Text/planeText.ts:40
• set text(newText): void
Parameters 
| Name | Type | 
|---|---|
newText | string | 
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:166
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:758
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:258
• set useLODScreenCoverage(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.useLODScreenCoverage
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:259
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:406
• set useVertexColors(value): void
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
void
Inherited from 
Mesh.useVertexColors
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:407
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:309
• set visibility(value): void
Gets or sets mesh visibility between 0 and 1 (default is 1)
Parameters 
| Name | Type | 
|---|---|
value | number | 
Returns 
void
Inherited from 
Mesh.visibility
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:313
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:386
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:199
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:191
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:201
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:193
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:195
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:197
Methods 
_activate 
▸ _activate(renderId, intermediateRendering): boolean
Parameters 
| Name | Type | 
|---|---|
renderId | number | 
intermediateRendering | boolean | 
Returns 
boolean
Inherited from 
Mesh._activate
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:768
_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:625
_bind 
▸ _bind(subMesh, effect, fillMode, allowInstancedRendering?): Mesh
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
effect | Effect | 
fillMode | number | 
allowInstancedRendering? | boolean | 
Returns 
Mesh
Inherited from 
Mesh._bind
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:775
_bindDirect 
▸ _bindDirect(effect, indexToBind, allowInstancedRendering?): Mesh
Parameters 
| Name | Type | 
|---|---|
effect | Effect | 
indexToBind | DataBuffer | 
allowInstancedRendering? | boolean | 
Returns 
Mesh
Inherited from 
Mesh._bindDirect
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:779
_buildUniformLayout 
▸ _buildUniformLayout(): void
Returns 
void
Inherited from 
Mesh._buildUniformLayout
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:552
_checkCollision 
▸ _checkCollision(collider): AbstractMesh
Parameters 
| Name | Type | 
|---|---|
collider | Collider | 
Returns 
AbstractMesh
Inherited from 
Mesh._checkCollision
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:944
_checkDelayState 
▸ _checkDelayState(): Mesh
Returns 
Mesh
Inherited from 
Mesh._checkDelayState
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:888
_checkOcclusionQuery 
▸ _checkOcclusionQuery(): boolean
Returns 
boolean
Inherited from 
Mesh._checkOcclusionQuery
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1114
_collideForSubMesh 
▸ _collideForSubMesh(subMesh, transformMatrix, collider): AbstractMesh
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
transformMatrix | Matrix | 
collider | Collider | 
Returns 
AbstractMesh
Inherited from 
Mesh._collideForSubMesh
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:934
_copySource 
▸ _copySource(source, doNotCloneChildren?, clonePhysicsImpostor?, cloneThinInstances?): void
Parameters 
| Name | Type | 
|---|---|
source | Mesh | 
doNotCloneChildren? | boolean | 
clonePhysicsImpostor? | boolean | 
cloneThinInstances? | boolean | 
Returns 
void
Inherited from 
Mesh._copySource
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:398
_createGlobalSubMesh 
▸ _createGlobalSubMesh(force): SubMesh
Parameters 
| Name | Type | 
|---|---|
force | boolean | 
Returns 
SubMesh
Inherited from 
Mesh._createGlobalSubMesh
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:639
_disposeInstanceSpecificData 
▸ _disposeInstanceSpecificData(): void
Returns 
void
Inherited from 
Mesh._disposeInstanceSpecificData
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:952
_disposeThinInstanceSpecificData 
▸ _disposeThinInstanceSpecificData(): void
Returns 
void
Inherited from 
Mesh._disposeThinInstanceSpecificData
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:954
_draw 
▸ _draw(subMesh, fillMode, instancesCount?): Mesh
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
fillMode | number | 
instancesCount? | number | 
Returns 
Mesh
Inherited from 
Mesh._draw
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:783
_freeze 
▸ _freeze(): void
Returns 
void
Inherited from 
Mesh._freeze
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:838
_generatePointsArray 
▸ _generatePointsArray(): boolean
Returns 
boolean
Inherited from 
Mesh._generatePointsArray
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:934
_getActionManagerForTrigger 
▸ _getActionManagerForTrigger(trigger?, initialCall?): AbstractActionManager
Parameters 
| Name | Type | 
|---|---|
trigger? | number | 
initialCall? | boolean | 
Returns 
AbstractActionManager
Inherited from 
Mesh._getActionManagerForTrigger
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:581
_getData 
▸ _getData(options, data, kind?): FloatArray
Parameters 
| Name | Type | 
|---|---|
options | IMeshDataOptions | 
data | FloatArray | 
kind? | string | 
Returns 
FloatArray
Inherited from 
Mesh._getData
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:860
_getDescendants 
▸ _getDescendants(results, directDescendantsOnly?, predicate?): void
Parameters 
| Name | Type | 
|---|---|
results | Node[] | 
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:577
_getInstancesRenderList 
▸ _getInstancesRenderList(subMeshId, isReplacementMode?): _InstancesBatch
Parameters 
| Name | Type | 
|---|---|
subMeshId | number | 
isReplacementMode? | boolean | 
Returns 
_InstancesBatch
Inherited from 
Mesh._getInstancesRenderList
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:811
_getRenderingFillMode 
▸ _getRenderingFillMode(fillMode): number
Parameters 
| Name | Type | 
|---|---|
fillMode | number | 
Returns 
number
Inherited from 
Mesh._getRenderingFillMode
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1158
_getWorldMatrixDeterminant 
▸ _getWorldMatrixDeterminant(): number
Returns 
number
Inherited from 
Mesh._getWorldMatrixDeterminant
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:781
_initCache 
▸ _initCache(): void
Returns 
void
Inherited from 
Mesh._initCache
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:185
_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:279
_isSynchronized 
▸ _isSynchronized(): boolean
Returns 
boolean
Inherited from 
Mesh._isSynchronized
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:183
_markSubMeshesAsAttributesDirty 
▸ _markSubMeshesAsAttributesDirty(): void
Returns 
void
Inherited from 
Mesh._markSubMeshesAsAttributesDirty
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:604
_markSubMeshesAsLightDirty 
▸ _markSubMeshesAsLightDirty(dispose?): void
Parameters 
| Name | Type | 
|---|---|
dispose? | boolean | 
Returns 
void
Inherited from 
Mesh._markSubMeshesAsLightDirty
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:602
_markSubMeshesAsMiscDirty 
▸ _markSubMeshesAsMiscDirty(): void
Returns 
void
Inherited from 
Mesh._markSubMeshesAsMiscDirty
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:606
_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:627
_preActivate 
▸ _preActivate(): Mesh
Returns 
Mesh
Inherited from 
Mesh._preActivate
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:616
_preActivateForIntermediateRendering 
▸ _preActivateForIntermediateRendering(renderId): Mesh
Parameters 
| Name | Type | 
|---|---|
renderId | number | 
Returns 
Mesh
Inherited from 
Mesh._preActivateForIntermediateRendering
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:620
_processCollisionsForSubMeshes 
▸ _processCollisionsForSubMeshes(collider, transformMatrix): AbstractMesh
Parameters 
| Name | Type | 
|---|---|
collider | Collider | 
transformMatrix | Matrix | 
Returns 
AbstractMesh
Inherited from 
Mesh._processCollisionsForSubMeshes
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:938
_processInstancedBuffers 
▸ _processInstancedBuffers(visibleInstances, renderSelf): void
Parameters 
| Name | Type | 
|---|---|
visibleInstances | InstancedMesh[] | 
renderSelf | boolean | 
Returns 
void
Inherited from 
Mesh._processInstancedBuffers
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:828
_processRendering 
▸ _processRendering(renderingMesh, subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial?): Mesh
Parameters 
| Name | Type | 
|---|---|
renderingMesh | AbstractMesh | 
subMesh | SubMesh | 
effect | Effect | 
fillMode | number | 
batch | _InstancesBatch | 
hardwareInstancedRendering | boolean | 
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:832
_rebuild 
▸ _rebuild(dispose?): void
Parameters 
| Name | Type | 
|---|---|
dispose? | boolean | 
Returns 
void
Inherited from 
Mesh._rebuild
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:836
_refreshBoundingInfo 
▸ _refreshBoundingInfo(data, bias): void
Parameters 
| Name | Type | 
|---|---|
data | FloatArray | 
bias | Vector2 | 
Returns 
void
Inherited from 
Mesh._refreshBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:850
_refreshBoundingInfoDirect 
▸ _refreshBoundingInfoDirect(extend): void
Parameters 
| Name | Type | 
|---|---|
extend | Object | 
extend.maximum | Vector3 | 
extend.minimum | Vector3 | 
Returns 
void
Inherited from 
Mesh._refreshBoundingInfoDirect
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:854
_registerInstanceForRenderId 
▸ _registerInstanceForRenderId(instance, renderId): Mesh
Parameters 
| Name | Type | 
|---|---|
instance | InstancedMesh | 
renderId | number | 
Returns 
Mesh
Inherited from 
Mesh._registerInstanceForRenderId
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:624
_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 
| Name | Type | 
|---|---|
light | Light | 
dispose | boolean | 
Returns 
void
Inherited from 
Mesh._removeLightSource
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:597
_renderWithInstances 
▸ _renderWithInstances(subMesh, fillMode, batch, effect, engine): Mesh
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
fillMode | number | 
batch | _InstancesBatch | 
effect | Effect | 
engine | AbstractEngine | 
Returns 
Mesh
Inherited from 
Mesh._renderWithInstances
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:820
_renderWithThinInstances 
▸ _renderWithThinInstances(subMesh, fillMode, effect, engine): void
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
fillMode | number | 
effect | Effect | 
engine | AbstractEngine | 
Returns 
void
Inherited from 
Mesh._renderWithThinInstances
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:824
_resetPointsArrayCache 
▸ _resetPointsArrayCache(): Mesh
Returns 
Mesh
Inherited from 
Mesh._resetPointsArrayCache
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:932
_resyncLightSource 
▸ _resyncLightSource(light): void
Parameters 
| Name | Type | 
|---|---|
light | Light | 
Returns 
void
Inherited from 
Mesh._resyncLightSource
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:591
_resyncLightSources 
▸ _resyncLightSources(): void
Returns 
void
Inherited from 
Mesh._resyncLightSources
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:587
_serializeAsParent 
▸ _serializeAsParent(serializationObject): void
Parameters 
| Name | Type | 
|---|---|
serializationObject | any | 
Returns 
void
Inherited from 
Mesh._serializeAsParent
Defined in 
node_modules/@babylonjs/core/node.d.ts:143
_setMaterial 
▸ _setMaterial(value): void
Parameters 
| Name | Type | 
|---|---|
value | Material | 
Returns 
void
Inherited from 
Mesh._setMaterial
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:371
_setReady 
▸ _setReady(state): void
Parameters 
| Name | Type | 
|---|---|
state | boolean | 
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:1156
_syncGeometryWithMorphTargetManager 
▸ _syncGeometryWithMorphTargetManager(): void
Returns 
void
Inherited from 
Mesh._syncGeometryWithMorphTargetManager
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1057
_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 
| Name | Type | 
|---|---|
kind | string | 
buffer | Float32Array | 
staticBuffer | boolean | 
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 
| Name | Type | 
|---|---|
kind | string | 
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 
| Name | Type | 
|---|---|
kind | string | 
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:435
_unFreeze 
▸ _unFreeze(): void
Returns 
void
Inherited from 
Mesh._unFreeze
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:840
_updateBoundingInfo 
▸ _updateBoundingInfo(): AbstractMesh
Returns 
AbstractMesh
Inherited from 
Mesh._updateBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:877
_updateCache 
▸ _updateCache(_ignoreParentClass?): void
Parameters 
| Name | Type | 
|---|---|
_ignoreParentClass? | boolean | 
Returns 
void
Inherited from 
Mesh._updateCache
Defined in 
node_modules/@babylonjs/core/node.d.ts:248
_updateInstancedBuffers 
▸ _updateInstancedBuffers(subMesh, batch, currentInstancesBufferSize, engine, fillMode?, effect?): void
This method will also draw the instances if fillMode and effect are passed
Parameters 
| Name | Type | 
|---|---|
subMesh | SubMesh | 
batch | _InstancesBatch | 
currentInstancesBufferSize | number | 
engine | AbstractEngine | 
fillMode? | number | 
effect? | Effect | 
Returns 
void
Inherited from 
Mesh._updateInstancedBuffers
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:816
_updateNonUniformScalingState 
▸ _updateNonUniformScalingState(value): boolean
Parameters 
| Name | Type | 
|---|---|
value | boolean | 
Returns 
boolean
Inherited from 
Mesh._updateNonUniformScalingState
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:278
_updateSubMeshesBoundingInfo 
▸ _updateSubMeshesBoundingInfo(matrix): AbstractMesh
Parameters 
| Name | Type | 
|---|---|
matrix | DeepImmutableObject<Matrix> | 
Returns 
AbstractMesh
Inherited from 
Mesh._updateSubMeshesBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:881
addBehavior 
▸ addBehavior(behavior, attachImmediately?): Node
Attach a behavior to the node
Parameters 
| Name | Type | Description | 
|---|---|---|
behavior | Behavior<Node> | defines the behavior to attach | 
attachImmediately? | boolean | defines 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. The node will remain exactly where it is and its position / rotation will be updated accordingly. This method is equivalent to calling setParent().
Parameters 
| Name | Type | Description | 
|---|---|---|
mesh | TransformNode | defines the child mesh | 
preserveScalingSign? | boolean | if 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:368
addInstance 
▸ addInstance(instance): void
Parameters 
| Name | Type | 
|---|---|
instance | InstancedMesh | 
Returns 
void
Inherited from 
Mesh.addInstance
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1150
addLODLevel 
▸ addLODLevel(distanceOrScreenCoverage, mesh): Mesh
Add a mesh as LOD level triggered at the given distance.
Parameters 
| Name | Type | Description | 
|---|---|---|
distanceOrScreenCoverage | number | Either 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 | 
mesh | Mesh | The 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:456
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.
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 
| Name | Type | Description | 
|---|---|---|
x | number | Rotation to add | 
y | number | Rotation to add | 
z | number | Rotation to add | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.addRotation
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:447
alignWithNormal 
▸ alignWithNormal(normal, upDirection?): AbstractMesh
Align the mesh with a normal
Parameters 
| Name | Type | Description | 
|---|---|---|
normal | Vector3 | defines the normal to use | 
upDirection? | Vector3 | can 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:1112
applyAngularImpulse 
▸ applyAngularImpulse(angularImpulse): TransformNode
Apply a physic angular impulse to the mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
angularImpulse | Vector3 | defines 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 
| Name | Type | Description | 
|---|---|---|
url | string | is a string, the URL from the image file is to be downloaded. | 
minHeight | number | is the lower limit of the displacement. | 
maxHeight | number | is the upper limit of the displacement. | 
onSuccess? | (mesh: Mesh) => void | is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing. | 
uvOffset? | Vector2 | is an optional vector2 used to offset UV. | 
uvScale? | Vector2 | is an optional vector2 used to scale UV. | 
forceUpdate? | boolean | defines 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) => void | defines 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:969
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 
| Name | Type | Description | 
|---|---|---|
buffer | Uint8Array | is a Uint8Array buffer containing series of Uint8 lower than 255, the red, green, blue and alpha values of each successive pixel. | 
heightMapWidth | number | is the width of the buffer image. | 
heightMapHeight | number | is the height of the buffer image. | 
minHeight | number | is the lower limit of the displacement. | 
maxHeight | number | is the upper limit of the displacement. | 
uvOffset? | Vector2 | is an optional vector2 used to offset UV. | 
uvScale? | Vector2 | is an optional vector2 used to scale UV. | 
forceUpdate? | boolean | defines 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:984
applyImpulse 
▸ applyImpulse(force, contactPoint): AbstractMesh
Apply a physic impulse to the mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
force | Vector3 | defines the force to apply | 
contactPoint | Vector3 | defines 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 
| Name | Type | Description | 
|---|---|---|
skeleton | Skeleton | defines 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:1105
attachToBone 
▸ attachToBone(bone, affectedTransformNode): TransformNode
Attach the current TransformNode to another TransformNode associated with a bone
Parameters 
| Name | Type | Description | 
|---|---|---|
bone | Bone | Bone affecting the TransformNode | 
affectedTransformNode | TransformNode | TransformNode associated with the bone | 
Returns 
TransformNode
this object
Inherited from 
Mesh.attachToBone
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:391
bakeCurrentTransformIntoVertices 
▸ bakeCurrentTransformIntoVertices(bakeIndependentlyOfChildren?, forceUnique?): 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 
| Name | Type | Description | 
|---|---|---|
bakeIndependentlyOfChildren? | boolean | indicates whether to preserve all child nodes' World Matrix during baking | 
forceUnique? | boolean | indicates whether to force the mesh geometry to be unique | 
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:928
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 
| Name | Type | Description | 
|---|---|---|
transform | Matrix | defines 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:917
beginAnimation 
▸ beginAnimation(name, loop?, speedRatio?, onAnimationEnd?): Animatable
Will start the animation sequence
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the range frames for animation sequence | 
loop? | boolean | defines if the animation should loop (false by default) | 
speedRatio? | number | defines the speed factor in which to run the animation (1 by default) | 
onAnimationEnd? | () => void | defines 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 
| Name | Type | Description | 
|---|---|---|
minimum | DeepImmutableObject<Vector3> | min vector of the bounding box/sphere | 
maximum | DeepImmutableObject<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:748
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 
| Name | Type | Description | 
|---|---|---|
amountRight | number | defines the distance on the right axis | 
amountUp | number | defines the distance on the up axis | 
amountForward | number | defines 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:813
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 
| Name | Type | Description | 
|---|---|---|
flipBack | number | defines the flip | 
twirlClockwise | number | defines the twirl | 
tiltRight | number | defines the tilt | 
Returns 
Vector3
the new rotation vector
Inherited from 
Mesh.calcRotatePOV
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:831
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:873
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 
| Name | Type | Description | 
|---|---|---|
name? | string | is a string, the name given to the new mesh | 
newParent? | Node | MeshCloneOptions | can be any Node object (default null) or an instance of MeshCloneOptions. If the latter, doNotCloneChildren and clonePhysicsImpostor are unused. | 
doNotCloneChildren? | boolean | allows/denies the recursive cloning of the original mesh children if any (default false) | 
clonePhysicsImpostor? | boolean | allows/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:944
computeWorldMatrix 
▸ computeWorldMatrix(force?, camera?): Matrix
Computes the world matrix of the node
Parameters 
| Name | Type | Description | 
|---|---|---|
force? | boolean | defines if the cache version should be invalidated forcing the world matrix to be created from scratch | 
camera? | Camera | defines 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:464
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:993
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:1000
copyVerticesData 
▸ copyVerticesData(kind, vertexData): void
Parameters 
| Name | Type | 
|---|---|
kind | string | 
vertexData | Object | 
Returns 
void
Inherited from 
Mesh.copyVerticesData
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:509
createAnimationRange 
▸ createAnimationRange(name, from, to): void
Creates an animation range for this node
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the range | 
from | number | defines the starting key | 
to | number | defines 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 
| Name | Type | Description | 
|---|---|---|
name | string | defines 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:1035
createNormals 
▸ createNormals(updatable): AbstractMesh
Creates new normals data for the mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
updatable | boolean | defines 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:1100
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 
| Name | Type | Description | 
|---|---|---|
maxCapacity? | number | defines the maximum size of each block (64 by default) | 
maxDepth? | number | defines the maximum depth to use (no more than 2 levels by default) | 
Returns 
Octree<SubMesh>
the new octree
See
- https://www.babylonjs-playground.com/#NA4OQ#12
 - https://doc.babylonjs.com/features/featuresDeepDive/scene/optimizeOctrees
 
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the range to delete | 
deleteFrames? | boolean | defines 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 
| Name | Type | Description | 
|---|---|---|
resetToPreviousParent? | boolean | Indicates 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:397
directRender 
▸ directRender(): Mesh
Render a complete mesh by going through all submeshes
Returns 
Mesh
the current mesh
See
Inherited from 
Mesh.directRender
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:857
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:1119
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:1086
dispose 
▸ dispose(doNotRecurse?, disposeMaterialAndTextures?): void
Parameters 
| Name | Type | 
|---|---|
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 
| Name | Type | Description | 
|---|---|---|
epsilon? | number | defines the maximal distance between two angles to detect a face | 
checkVerticesInsteadOfIndices? | boolean | indicates that we should check vertex list directly instead of faces | 
options? | IEdgesRendererOptions | options 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:1129
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 
| Name | Type | Description | 
|---|---|---|
flipNormals? | boolean | will also inverts the normals | 
Returns 
Mesh
current mesh
Inherited from 
Mesh.flipFaces
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1007
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:1020
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:605
freezeWorldMatrix 
▸ freezeWorldMatrix(newWorldMatrix?, decompose?): TransformNode
Prevents the World matrix to be computed any longer
Parameters 
| Name | Type | Description | 
|---|---|---|
newWorldMatrix? | Matrix | defines an optional matrix to use as world matrix | 
decompose? | boolean | defines 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:237
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:333
getAbsolutePivotPointToRef 
▸ getAbsolutePivotPointToRef(result): TransformNode
Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
Parameters 
| Name | Type | Description | 
|---|---|---|
result | Vector3 | vector3 to store the result | 
Returns 
TransformNode
this TransformNode.
Inherited from 
Mesh.getAbsolutePivotPointToRef
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:339
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:251
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:907
getAnimationByName 
▸ getAnimationByName(name): Animation
Get an animation by name
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines 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 
| Name | Type | Description | 
|---|---|---|
name | string | defines 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 
| Name | Type | Description | 
|---|---|---|
name | string | defines 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:725
getChildMeshes 
▸ getChildMeshes<T>(directDescendantsOnly?, predicate?): T[]
Get all child-meshes of this node
Type parameters 
| Name | Type | 
|---|---|
T | extends AbstractMesh | 
Parameters 
| Name | Type | Description | 
|---|---|---|
directDescendantsOnly? | boolean | defines 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 T | defines 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 
| Name | Type | Description | 
|---|---|---|
directDescendantsOnly? | boolean | defines 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) => boolean | defines 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 
| Name | Type | Description | 
|---|---|---|
directDescendantsOnly? | boolean | defines 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) => boolean | defines 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:524
getChildren 
▸ getChildren<T>(predicate?, directDescendantsOnly?): T[]
Get all direct children of this node
Type parameters 
| Name | Type | 
|---|---|
T | extends Node | 
Parameters 
| Name | Type | Description | 
|---|---|---|
predicate? | (node: Node) => node is T | defines 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? | boolean | defines 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 
| Name | Type | Description | 
|---|---|---|
predicate? | (node: Node) => boolean | defines 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? | boolean | defines 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:425
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 
| Name | Type | Description | 
|---|---|---|
x | number | defines x coordinate | 
y | number | defines y coordinate | 
z | number | defines z coordinate | 
projected? | Vector3 | sets as the (x,y,z) world projection on the facet | 
checkFace? | boolean | if 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? | boolean | if 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:1062
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 
| Name | Type | Description | 
|---|---|---|
x | number | defines x coordinate | 
y | number | defines y coordinate | 
z | number | defines z coordinate | 
projected? | Vector3 | sets as the (x,y,z) local projection on the facet | 
checkFace? | boolean | if 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? | boolean | if 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:1074
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:1134
getDescendants 
▸ getDescendants<T>(directDescendantsOnly?, predicate?): T[]
Will return all nodes that have this node as ascendant
Type parameters 
| Name | Type | 
|---|---|
T | extends Node | 
Parameters 
| Name | Type | Description | 
|---|---|---|
directDescendantsOnly? | boolean | defines 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 T | defines 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 
| Name | Type | Description | 
|---|---|---|
directDescendantsOnly? | boolean | defines 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) => boolean | defines 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 
| Name | Type | Description | 
|---|---|---|
localAxis | Vector3 | axis 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:292
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 
| Name | Type | Description | 
|---|---|---|
localAxis | Vector3 | axis to rotate | 
result | Vector3 | the resulting transformnode | 
Returns 
TransformNode
this TransformNode.
Inherited from 
Mesh.getDirectionToRef
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:301
getDistanceToCamera 
▸ getDistanceToCamera(camera?): number
Returns the distance from the mesh to the active camera
Parameters 
| Name | Type | Description | 
|---|---|---|
camera? | Camera | defines the camera to use | 
Returns 
number
the distance
Inherited from 
Mesh.getDistanceToCamera
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:495
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:32
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:1080
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:996
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:1009
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:1003
getFacetNormal 
▸ getFacetNormal(i): Vector3
Returns the i-th facet normal in the world system. This method allocates a new Vector3 per call
Parameters 
| Name | Type | Description | 
|---|---|---|
i | number | defines 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:1033
getFacetNormalToRef 
▸ getFacetNormalToRef(i, ref): this
Sets the reference Vector3 with the i-th facet normal in the world system
Parameters 
| Name | Type | Description | 
|---|---|---|
i | number | defines the facet index | 
ref | Vector3 | defines 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:1041
getFacetPosition 
▸ getFacetPosition(i): Vector3
Returns the i-th facet position in the world system. This method allocates a new Vector3 per call
Parameters 
| Name | Type | Description | 
|---|---|---|
i | number | defines 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:1017
getFacetPositionToRef 
▸ getFacetPositionToRef(i, ref): AbstractMesh
Sets the reference Vector3 with the i-th facet position in the world system
Parameters 
| Name | Type | Description | 
|---|---|---|
i | number | defines the facet index | 
ref | Vector3 | defines 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:1025
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 
| Name | Type | Description | 
|---|---|---|
x | number | defines x coordinate | 
y | number | defines y coordinate | 
z | number | defines 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:1050
getHierarchyBoundingVectors 
▸ getHierarchyBoundingVectors(includeDescendants?, predicate?): Object
Return the minimum and maximum world vectors of the entire hierarchy under current node
Parameters 
| Name | Type | Description | 
|---|---|---|
includeDescendants? | boolean | Include bounding info from descendants as well (true by default) | 
predicate? | (abstractMesh: AbstractMesh) => boolean | defines 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
| Name | Type | 
|---|---|
max | Vector3 | 
min | Vector3 | 
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:37
getIndices 
▸ getIndices(copyWhenShared?, forceCopy?): IndicesArray
Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
Parameters 
| Name | Type | Description | 
|---|---|---|
copyWhenShared? | boolean | If 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? | boolean | defines 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:588
getLOD 
▸ getLOD(camera, boundingSphere?): AbstractMesh
Returns the registered LOD mesh distant from the parameter camera position if any, else returns the current mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
camera | Camera | defines the camera to use to compute distance | 
boundingSphere? | BoundingSphere | defines 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:478
getLODLevelAtDistance 
▸ getLODLevelAtDistance(distance): Mesh
Returns the LOD level mesh at the passed distance or null if not found.
Parameters 
| Name | Type | Description | 
|---|---|---|
distance | number | The 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:463
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:444
getMaterialForRenderPass 
▸ getMaterialForRenderPass(renderPassId): Material
Gets the material used to render the mesh in a specific render pass
Parameters 
| Name | Type | Description | 
|---|---|---|
renderPassId | number | render 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:377
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:562
getNormalsData 
▸ getNormalsData(applySkeleton?, applyMorph?): FloatArray
Get the normals vertex data and optionally apply skeleton and morphing.
Parameters 
| Name | Type | Description | 
|---|---|---|
applySkeleton? | boolean | defines whether to apply the skeleton | 
applyMorph? | boolean | defines 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:867
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:219
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:322
getPivotPointToRef 
▸ getPivotPointToRef(result): TransformNode
Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
Parameters 
| Name | Type | Description | 
|---|---|---|
result | Vector3 | the vector3 to store the result | 
Returns 
TransformNode
this TransformNode.
Inherited from 
Mesh.getPivotPointToRef
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:328
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:181
getPositionData 
▸ getPositionData(applySkeleton?, applyMorph?, data?): FloatArray
Get the position vertex data and optionally apply skeleton and morphing.
Parameters 
| Name | Type | Description | 
|---|---|---|
applySkeleton? | boolean | defines whether to apply the skeleton | 
applyMorph? | boolean | defines whether to apply the morph target | 
data? | FloatArray | defines 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:875
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:268
getPositionInCameraSpace 
▸ getPositionInCameraSpace(camera?): Vector3
Gets the position of the current mesh in camera space
Parameters 
| Name | Type | Description | 
|---|---|---|
camera? | Camera | defines the camera to use | 
Returns 
Vector3
a position
Inherited from 
Mesh.getPositionInCameraSpace
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:489
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:730
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:581
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:487
getVertexBuffer 
▸ getVertexBuffer(kind, bypassInstanceData?): VertexBuffer
Returns the mesh VertexBuffer object from the requested kind
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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? | boolean | defines 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:531
getVerticesData 
▸ getVerticesData(kind, copyWhenShared?, forceCopy?, bypassInstanceData?): FloatArray
Returns the content of an associated vertex buffer
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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? | boolean | defines 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? | boolean | defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is | 
bypassInstanceData? | boolean | defines 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:508
getVerticesDataKinds 
▸ getVerticesDataKinds(bypassInstanceData?): string[]
Returns a string which contains the list of existing kinds of Vertex Data associated with this mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
bypassInstanceData? | boolean | defines 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:576
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:779
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 
| Name | Type | Description | 
|---|---|---|
numberPerEdge? | number | the 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:1014
instantiateHierarchy 
▸ instantiateHierarchy(newParent?, options?, onNewNodeCreated?): TransformNode
Parameters 
| Name | Type | 
|---|---|
newParent? | TransformNode | 
options? | Object | 
options.doNotInstantiate | boolean | (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:418
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 
| Name | Type | Description | 
|---|---|---|
ray | Ray | defines the ray to use. It should be in the mesh's LOCAL coordinate space. | 
fastCheck? | boolean | defines if fast mode (but less precise) must be used (false by default) | 
trianglePredicate? | TrianglePickingPredicate | defines an optional predicate used to select faces when a mesh intersection is detected | 
onlyBoundingInfo? | boolean | defines a boolean indicating if picking should only happen using bounding info (false by default) | 
worldToUse? | Matrix | defines the world matrix to use to get the world coordinate of the intersection point | 
skipBoundingInfo? | boolean | a 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:959
intersectsMesh 
▸ intersectsMesh(mesh, precise?, includeDescendants?): boolean
True if the mesh intersects another mesh or a SolidParticle object
Parameters 
| Name | Type | Description | 
|---|---|---|
mesh | AbstractMesh | SolidParticle | defines a target mesh or SolidParticle to test | 
precise? | boolean | Unless 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? | boolean | Can 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:905
intersectsPoint 
▸ intersectsPoint(point): boolean
Returns true if the passed point (Vector3) is inside the mesh bounding box
Parameters 
| Name | Type | Description | 
|---|---|---|
point | Vector3 | defines 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:911
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 
| Name | Type | Description | 
|---|---|---|
frustumPlanes | Plane[] | 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:897
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 
| Name | Type | Description | 
|---|---|---|
ancestor | Node | defines 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 
| Name | Type | Description | 
|---|---|---|
checkAncestors? | boolean | indicates 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 
| Name | Type | Description | 
|---|---|---|
frustumPlanes | Plane[] | 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:896
isReady 
▸ isReady(completeCheck?, forceInstanceSupport?): boolean
Determine if the current mesh is ready to be rendered
Parameters 
| Name | Type | Description | 
|---|---|---|
completeCheck? | boolean | defines if a complete check (including materials and lights) has to be done (false by default) | 
forceInstanceSupport? | boolean | will 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:596
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 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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? | boolean | defines 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:570
isVerticesDataPresent 
▸ isVerticesDataPresent(kind, bypassInstanceData?): boolean
Tests if a specific vertex buffer is associated with this mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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? | boolean | defines 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:551
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:457
locallyTranslate 
▸ locallyTranslate(vector3): TransformNode
Translates the mesh along the passed Vector3 in its local space.
Parameters 
| Name | Type | Description | 
|---|---|---|
vector3 | Vector3 | the distance to translate in localspace | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.locallyTranslate
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:274
lookAt 
▸ lookAt(targetPoint, yawCor?, pitchCor?, rollCor?, space?): TransformNode
Orients a mesh towards a target point. Mesh must be drawn facing user.
Parameters 
| Name | Type | Description | 
|---|---|---|
targetPoint | Vector3 | the position (must be in same space as current mesh) to look at | 
yawCor? | number | optional yaw (y-axis) correction in radians | 
pitchCor? | number | optional pitch (x-axis) correction in radians | 
rollCor? | number | optional roll (z-axis) correction in radians | 
space? | Space | the chosen space of the target | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.lookAt
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:285
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:741
markAsDirty 
▸ markAsDirty(property?): AbstractMesh
Flag the AbstractMesh as dirty (Forcing it to update everything)
Parameters 
| Name | Type | Description | 
|---|---|---|
property? | string | if 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:612
markVerticesDataAsUpdatable 
▸ markVerticesDataAsUpdatable(kind, updatable?): void
Flags an associated vertex buffer as updatable
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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? | boolean | defines 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:700
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 
| Name | Type | Description | 
|---|---|---|
amountRight | number | defines the distance on the right axis | 
amountUp | number | defines the distance on the up axis | 
amountForward | number | defines 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:803
moveWithCollisions 
▸ moveWithCollisions(displacement): AbstractMesh
Move the mesh using collision engine
Parameters 
| Name | Type | Description | 
|---|---|---|
displacement | Vector3 | defines 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:929
normalizeToUnitCube 
▸ normalizeToUnitCube(includeDescendants?, ignoreRotation?, predicate?): AbstractMesh
Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
Parameters 
| Name | Type | Description | 
|---|---|---|
includeDescendants? | boolean | Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false | 
ignoreRotation? | boolean | ignore rotation when computing the scale (ie. object will be axis aligned). Default is false | 
predicate? | (node: AbstractMesh) => boolean | predicate 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:756
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 
| Name | Type | Description | 
|---|---|---|
successCallback? | (mesh?: Mesh) => void | an 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:1049
optimizeIndicesAsync 
▸ optimizeIndicesAsync(): Promise<AbstractMesh>
Optimize the indices order so that we keep the faces with similar indices together
Returns 
Promise<AbstractMesh>
the current mesh
Inherited from 
Mesh.optimizeIndicesAsync
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:1105
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 
| Name | Type | Description | 
|---|---|---|
applySkeletonOrOptions? | boolean | IMeshDataOptions | defines whether to apply the skeleton before computing the bounding info or a set of options | 
applyMorph? | boolean | defines 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:635
registerAfterRender 
▸ registerAfterRender(func): Mesh
Registers for this mesh a javascript function called just after the rendering is complete
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: AbstractMesh) => void | defines 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:801
registerAfterWorldMatrixUpdate 
▸ registerAfterWorldMatrixUpdate(func): TransformNode
If you'd like to be called back after the mesh position, rotation or scaling has been updated.
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: TransformNode) => void | callback function to add | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.registerAfterWorldMatrixUpdate
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:477
registerBeforeRender 
▸ registerBeforeRender(func): Mesh
Registers for this mesh a javascript function called just before the rendering process
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: AbstractMesh) => void | defines 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:789
registerInstancedBuffer 
▸ registerInstancedBuffer(kind, stride): void
Register a custom buffer that will be instanced
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines the buffer kind | 
stride | number | defines 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:275
releaseSubMeshes 
▸ releaseSubMeshes(immediate?): AbstractMesh
Disposes all the submeshes of the current mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
immediate? | boolean | should dispose the effects immediately or not | 
Returns 
AbstractMesh
the current mesh
Inherited from 
Mesh.releaseSubMeshes
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:973
removeBehavior 
▸ removeBehavior(behavior): Node
Remove an attached behavior
Parameters 
| Name | Type | Description | 
|---|---|---|
behavior | Behavior<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 
| Name | Type | Description | 
|---|---|---|
mesh | TransformNode | defines the child mesh | 
preserveScalingSign? | boolean | if 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:375
removeInstance 
▸ removeInstance(instance): void
Parameters 
| Name | Type | 
|---|---|
instance | InstancedMesh | 
Returns 
void
Inherited from 
Mesh.removeInstance
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1154
removeLODLevel 
▸ removeLODLevel(mesh): Mesh
Remove a mesh from the LOD array
Parameters 
| Name | Type | Description | 
|---|---|---|
mesh | Mesh | defines 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:470
removeVerticesData 
▸ removeVerticesData(kind): void
Delete a vertex buffer associated with this mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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:682
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 
| Name | Type | Description | 
|---|---|---|
subMesh | SubMesh | defines the subMesh to render | 
enableAlphaMode | boolean | defines if alpha mode can be changed | 
effectiveMeshReplacement? | AbstractMesh | defines 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:865
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 
| Name | Type | Description | 
|---|---|---|
renderPassId? | number | defines the render pass id to use to draw the mesh / submesh. If not provided, use the current renderPassId of the engine. | 
enableAlphaMode? | boolean | defines if alpha mode can be changed (default: false) | 
effectiveMeshReplacement? | AbstractMesh | defines an optional mesh used to provide info for the rendering (default: undefined) | 
subMesh? | SubMesh | defines the subMesh to render. If not provided, draw all mesh submeshes (default: undefined) | 
checkFrustumCulling? | boolean | defines 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:850
resetDrawCache 
▸ resetDrawCache(passId?, immediate?): void
Resets the draw wrappers cache for all submeshes of this abstract mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
passId? | number | If provided, releases only the draw wrapper corresponding to this render pass id | 
immediate? | boolean | If true, the effect will be released immediately, otherwise it will be released at the next frame | 
Returns 
void
Inherited from 
Mesh.resetDrawCache
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:618
resetLocalMatrix 
▸ resetLocalMatrix(independentOfChildren?): void
Resets this nodeTransform's local matrix to Matrix.Identity().
Parameters 
| Name | Type | Description | 
|---|---|---|
independentOfChildren? | boolean | indicates 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:469
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 
| Name | Type | Description | 
|---|---|---|
axis | Vector3 | the axis to rotate around | 
amount | number | the amount to rotate in radians | 
space? | Space | Space to rotate in (Default: local) | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.rotate
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:409
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 
| Name | Type | Description | 
|---|---|---|
point | Vector3 | the point to rotate around | 
axis | Vector3 | the axis to rotate around | 
amount | number | the amount to rotate in radians | 
Returns 
TransformNode
the TransformNode
Inherited from 
Mesh.rotateAround
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:420
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 
| Name | Type | Description | 
|---|---|---|
flipBack | number | defines the flip | 
twirlClockwise | number | defines the twirl | 
tiltRight | number | defines the tilt | 
Returns 
AbstractMesh
the current mesh
Inherited from 
Mesh.rotatePOV
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:822
run 
▸ run(): void
Returns 
void
Defined in 
src/prefabs/Text/planeText.ts:116
serialize 
▸ serialize(serializationObject?): any
Serialize current mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
serializationObject? | any | defines 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:1055
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 
| Name | Type | Description | 
|---|---|---|
absolutePosition | Vector3 | the absolute position to set | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.setAbsolutePosition
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:257
setBoundingInfo 
▸ setBoundingInfo(boundingInfo): AbstractMesh
Overwrite the current bounding info
Parameters 
| Name | Type | Description | 
|---|---|---|
boundingInfo | BoundingInfo | defines the new bounding info | 
Returns 
AbstractMesh
the current mesh
Inherited from 
Mesh.setBoundingInfo
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:736
setDirection 
▸ setDirection(localAxis, yawCor?, pitchCor?, rollCor?): TransformNode
Sets this transform node rotation to the given local axis.
Parameters 
| Name | Type | Description | 
|---|---|---|
localAxis | Vector3 | the axis in local space | 
yawCor? | number | optional yaw (y-axis) correction in radians | 
pitchCor? | number | optional pitch (x-axis) correction in radians | 
rollCor? | number | optional roll (z-axis) correction in radians | 
Returns 
TransformNode
this TransformNode
Inherited from 
Mesh.setDirection
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:310
setEnabled 
▸ setEnabled(value): void
Set the enabled state of this node
Parameters 
| Name | Type | Description | 
|---|---|---|
value | boolean | defines 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, is32Bits?): void
Sets the index buffer of this mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
indexBuffer | DataBuffer | Defines the index buffer to use for this mesh | 
totalVertices | number | Defines the total number of vertices used by the buffer | 
totalIndices | number | Defines the total number of indices in the index buffer | 
is32Bits? | boolean | Defines if the indices are 32 bits. If null (default), the value is guessed from the number of vertices | 
Returns 
void
Inherited from 
Mesh.setIndexBuffer
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:749
setIndices 
▸ setIndices(indices, totalVertices?, updatable?, dontForceSubMeshRecreation?): AbstractMesh
Set the index buffer of this mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
indices | IndicesArray | defines the source data | 
totalVertices? | number | defines the total number of vertices referenced by this index data (can be null) | 
updatable? | boolean | defines if the updated index buffer must be flagged as updatable (default is false) | 
dontForceSubMeshRecreation? | boolean | defines 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:758
setMaterialByID 
▸ setMaterialByID(id): Mesh
Sets the mesh material by the material or multiMaterial id property
Parameters 
| Name | Type | Description | 
|---|---|---|
id | string | is 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:1165
setMaterialById 
▸ setMaterialById(id): Mesh
Sets the mesh material by the material or multiMaterial id property
Parameters 
| Name | Type | Description | 
|---|---|---|
id | string | is 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:902
setMaterialForRenderPass 
▸ setMaterialForRenderPass(renderPassId, material?): void
Sets the material to be used to render the mesh in a specific render pass
Parameters 
| Name | Type | Description | 
|---|---|---|
renderPassId | number | render pass id | 
material? | Material | material 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:383
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:1099
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. If you don't want to preserve the current rotation / position, assign the parent through parent accessor. 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 
| Name | Type | Description | 
|---|---|---|
node | Node | the node ot set as the parent | 
preserveScalingSign? | boolean | if true, keep scaling sign of child. Otherwise, scaling sign might change. | 
updatePivot? | boolean | if 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:359
setPhysicsLinkWith 
▸ setPhysicsLinkWith(otherMesh, pivot1, pivot2, options?): AbstractMesh
Creates a physic joint between two meshes
Parameters 
| Name | Type | Description | 
|---|---|---|
otherMesh | Mesh | defines the other mesh to use | 
pivot1 | Vector3 | defines the pivot to use on this mesh | 
pivot2 | Vector3 | defines the pivot to use on the other mesh | 
options? | any | defines 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 
| Name | Type | Description | 
|---|---|---|
matrix | DeepImmutableObject<Matrix> | defines the new pivot matrix to use | 
postMultiplyPivotMatrix? | boolean | defines 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:213
setPivotPoint 
▸ setPivotPoint(point, space?): TransformNode
Sets a new pivot point to the current node
Parameters 
| Name | Type | Description | 
|---|---|---|
point | Vector3 | defines the new pivot point to use | 
space? | Space | defines 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:317
setPositionWithLocalVector 
▸ setPositionWithLocalVector(vector3): TransformNode
Sets the mesh position in its local space.
Parameters 
| Name | Type | Description | 
|---|---|---|
vector3 | Vector3 | the position to set in localspace | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.setPositionWithLocalVector
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:263
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:1094
setPreTransformMatrix 
▸ setPreTransformMatrix(matrix): TransformNode
Sets a new matrix to apply before all other transformation
Parameters 
| Name | Type | Description | 
|---|---|---|
matrix | Matrix | defines the transform matrix | 
Returns 
TransformNode
the current TransformNode
Inherited from 
Mesh.setPreTransformMatrix
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:206
setVerticesBuffer 
▸ setVerticesBuffer(buffer, disposeExistingBuffer?): Mesh
Sets the mesh global Vertex Buffer
Parameters 
| Name | Type | Description | 
|---|---|---|
buffer | VertexBuffer | defines the buffer to use | 
disposeExistingBuffer? | boolean | disposes 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:707
setVerticesData 
▸ setVerticesData(kind, data, updatable?, stride?): AbstractMesh
Copy a FloatArray into a specific associated vertex buffer
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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 | 
data | FloatArray | defines the data source | 
updatable? | boolean | defines if the updated vertex buffer must be flagged as updatable | 
stride? | number | defines 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:665
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 
| Name | Type | Description | 
|---|---|---|
settings | ISimplificationSettings[] | a collection of simplification settings | 
parallelProcessing? | boolean | should all levels calculate parallel or one after the other | 
simplificationType? | QUADRATIC | the type of simplification to run | 
successCallback? | (mesh?: Mesh, submeshIndex?: number) => void | optional 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 
| Name | Type | Description | 
|---|---|---|
count | number | defines the expected number of submeshes | 
Returns 
void
Inherited from 
Mesh.subdivide
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:644
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:1041
thinInstanceAdd 
▸ thinInstanceAdd(matrix, refresh?): number
Creates a new thin instance
Parameters 
| Name | Type | Description | 
|---|---|---|
matrix | DeepImmutableObject<Matrix> | DeepImmutableObject<Matrix>[] | the matrix or array of matrices (position, rotation, scale) of the thin instance(s) to create | 
refresh? | boolean | true 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 
| Name | Type | Description | 
|---|---|---|
refresh? | boolean | true 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 
| Name | Type | Description | 
|---|---|---|
kind | string | name 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 
| Name | Type | Description | 
|---|---|---|
kind | string | name of the attribute to update. Use "matrix" to update the buffer of matrices | 
data | Float32Array | the data to set in the GPU buffer | 
offset | number | the 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 
| Name | Type | Description | 
|---|---|---|
forceRefreshParentInfo? | boolean | true to force recomputing the mesh bounding info and use it to compute the aggregated bounding info | 
applySkeleton? | boolean | defines whether to apply the skeleton before computing the bounding info | 
applyMorph? | boolean | defines 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 
| Name | Type | Description | 
|---|---|---|
kind | string | name of the attribute | 
stride | number | size 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 
| Name | Type | Description | 
|---|---|---|
kind | string | name of the attribute | 
index | number | index of the thin instance | 
value | number[] | value to set | 
refresh? | boolean | true 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 
| Name | Type | Description | 
|---|---|---|
kind | string | name of the attribute. Use "matrix" to setup the buffer of matrices | 
buffer | Float32Array | buffer to set | 
stride? | number | size in floats of each value of the buffer | 
staticBuffer? | boolean | indicates 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 
| Name | Type | Description | 
|---|---|---|
index | number | index of the thin instance | 
matrix | DeepImmutableObject<Matrix> | matrix to set | 
refresh? | boolean | true 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:771
toString 
▸ toString(fullDetails?): string
Returns a description of this mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
fullDetails? | boolean | define 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:433
transferFromMesh 
▸ transferFromMesh(sourceMesh): void
Parameters 
| Name | Type | 
|---|---|
sourceMesh | Mesh | 
Returns 
void
Defined in 
src/prefabs/Text/planeText.ts:142
transferToEffect 
▸ transferToEffect(world): void
Transfer the mesh values to its UBO.
Parameters 
| Name | Type | Description | 
|---|---|---|
world | Matrix | The world matrix associated with the mesh | 
Returns 
void
Inherited from 
Mesh.transferToEffect
Defined in 
node_modules/@babylonjs/core/Meshes/abstractMesh.d.ts:557
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 
| Name | Type | Description | 
|---|---|---|
axis | Vector3 | the axis to translate in | 
distance | number | the distance to translate | 
space? | Space | Space to rotate in (Default: local) | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.translate
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:429
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:610
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:242
unregisterAfterRender 
▸ unregisterAfterRender(func): Mesh
Disposes a previously registered javascript function called after the rendering.
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: AbstractMesh) => void | defines the function to remove | 
Returns 
Mesh
the current mesh
Inherited from 
Mesh.unregisterAfterRender
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:807
unregisterAfterWorldMatrixUpdate 
▸ unregisterAfterWorldMatrixUpdate(func): TransformNode
Removes a registered callback function.
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: TransformNode) => void | callback function to remove | 
Returns 
TransformNode
the TransformNode.
Inherited from 
Mesh.unregisterAfterWorldMatrixUpdate
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:483
unregisterBeforeRender 
▸ unregisterBeforeRender(func): Mesh
Disposes a previously registered javascript function called before the rendering
Parameters 
| Name | Type | Description | 
|---|---|---|
func | (mesh: AbstractMesh) => void | defines the function to remove | 
Returns 
Mesh
the current mesh
Inherited from 
Mesh.unregisterBeforeRender
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:795
updateCache 
▸ updateCache(force?): void
Parameters 
| Name | Type | 
|---|---|
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:989
updateIndices 
▸ updateIndices(indices, offset?, gpuMemoryOnly?): AbstractMesh
Update the current index buffer
Parameters 
| Name | Type | Description | 
|---|---|---|
indices | IndicesArray | defines the source data | 
offset? | number | defines the offset in the index buffer where to store the new data (can be null) | 
gpuMemoryOnly? | boolean | defines 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:766
updateMeshPositions 
▸ updateMeshPositions(positionFunction, computeNormals?): Mesh
This method updates the vertex positions of an updatable mesh according to the positionFunction returned values.
Parameters 
| Name | Type | Description | 
|---|---|---|
positionFunction | (data: FloatArray) => void | is a simple JS function what is passed the mesh positions array. It doesn't need to return anything | 
computeNormals? | boolean | is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update | 
Returns 
Mesh
the current mesh
See
Inherited from 
Mesh.updateMeshPositions
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:736
updatePlaneText 
▸ updatePlaneText(options): void
Updates the PlaneText with new options.
Parameters 
| Name | Type | Description | 
|---|---|---|
options | PlaneTextOptions | An 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 
| Name | Type | Description | 
|---|---|---|
matrix | Matrix | the matrix to copy the pose from | 
Returns 
TransformNode
this TransformNode.
Inherited from 
Mesh.updatePoseMatrix
Defined in 
node_modules/@babylonjs/core/Meshes/transformNode.d.ts:176
updateVerticesData 
▸ updateVerticesData(kind, data, updateExtends?, makeItUnique?): AbstractMesh
Update a specific associated vertex buffer
Parameters 
| Name | Type | Description | 
|---|---|---|
kind | string | defines 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 | 
data | FloatArray | defines the data source | 
updateExtends? | boolean | defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind | 
makeItUnique? | boolean | defines 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:728
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
| Name | Type | 
|---|---|
report | string | 
skinned | boolean | 
valid | boolean | 
Inherited from 
Mesh.validateSkinning
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:882
AddNodeConstructor 
▸ AddNodeConstructor(type, constructorFunc): void
Add a new node constructor
Parameters 
| Name | Type | Description | 
|---|---|---|
type | string | defines the type name of the node to construct | 
constructorFunc | NodeConstructor | defines 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 
| Name | Type | Description | 
|---|---|---|
meshesOrMinMaxVector | AbstractMesh[] | { 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:1120
Construct 
▸ Construct(type, name, scene, options?): () => Node
Returns a node constructor based on type name
Parameters 
| Name | Type | Description | 
|---|---|---|
type | string | defines the type name | 
name | string | defines the new node name | 
scene | Scene | defines the hosting scene | 
options? | any | defines 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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
size | number | sets the size (float) of each box side (default 1) | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1204
CreateCapsule 
▸ CreateCapsule(name, options, scene): Mesh
Creates a Capsule Mesh
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh. | 
options | ICreateCapsuleOptions | the constructors options used to shape the mesh. | 
scene | Scene | defines 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:1550
CreateCylinder 
▸ CreateCylinder(name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene?, updatable?, sideOrientation?): Mesh
Creates a cylinder or a cone mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
height | number | sets the height size (float) of the cylinder/cone (float, default 2) | 
diameterTop | number | set the top cap diameter (floats, default 1) | 
diameterBottom | number | set the bottom cap diameter (floats, default 1). This value can't be zero | 
tessellation | number | sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance | 
subdivisions | any | sets the number of rings along the cylinder height (positive integer, default 1) | 
scene? | Scene | defines the hosting scene | 
updatable? | any | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1241
CreateDashedLines 
▸ CreateDashedLines(name, points, dashSize, gapSize, dashNb, scene, updatable?, instance?): LinesMesh
Creates a dashed line mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
points | Vector3[] | is an array successive Vector3 | 
dashSize | number | is the size of the dashes relatively the dash number (positive float, default 3) | 
gapSize | number | is the size of the gap between two successive dashes relatively the dash number (positive float, default 1) | 
dashNb | number | is the intended total number of dashes (positive integer, default 200) | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
instance? | LinesMesh | is 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:1295
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh | 
sourceMesh | AbstractMesh | defines the mesh receiving the decal | 
position | Vector3 | sets the position of the decal in world coordinates | 
normal | Vector3 | sets the normal of the mesh where the decal is applied onto in world coordinates | 
size | Vector3 | sets the decal scaling | 
angle | number | sets 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:1541
CreateDisc 
▸ CreateDisc(name, radius, tessellation, scene, updatable?, sideOrientation?): Mesh
Creates a plane polygonal mesh. By default, this is a disc.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
radius | number | sets the radius size (float) of the polygon (default 0.5) | 
tessellation | number | sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1193
CreateGround 
▸ CreateGround(name, width, height, subdivisions, scene?, updatable?): Mesh
Creates a ground mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
width | number | set the width of the ground | 
height | number | set the height of the ground | 
subdivisions | number | sets the number of subdivisions per side | 
scene? | Scene | defines the hosting scene | 
updatable? | boolean | defines 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:1411
CreateGroundFromHeightMap 
▸ CreateGroundFromHeightMap(name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable?, onReady?, alphaFilter?): GroundMesh
Creates a ground mesh from a height map.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
url | string | sets the URL of the height map image resource | 
width | number | set the ground width size | 
height | number | set the ground height size | 
subdivisions | number | sets the number of subdivision per side | 
minHeight | number | is the minimum altitude on the ground | 
maxHeight | number | is the maximum altitude on the ground | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
onReady? | (mesh: GroundMesh) => void | is a callback function that will be called once the mesh is built (the height map download can last some time) | 
alphaFilter? | number | will 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:1450
CreateHemisphere 
▸ CreateHemisphere(name, segments, diameter, scene?): Mesh
Creates a hemisphere mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
segments | number | sets the sphere number of horizontal stripes (positive integer, default 32) | 
diameter | number | sets the diameter size (float) of the sphere (default 1) | 
scene? | Scene | defines 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:1226
CreateIcoSphere 
▸ CreateIcoSphere(name, options, scene): Mesh
Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
- The parameter 
radiussets 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,radiusYandradiusZ(all by default have the same value thanradius) - The parameter 
subdivisionssets 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 
frontUVsandbackUVs(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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh | 
options | Object | defines the options used to create the mesh | 
options.flat? | boolean | - | 
options.radius? | number | - | 
options.sideOrientation? | number | - | 
options.subdivisions? | number | - | 
options.updatable? | boolean | - | 
scene | Scene | defines 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:1521
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
shape | Vector3[] | 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 | 
radius | number | is the radius value of the lathe | 
tessellation | number | is the side number of the lathe. | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1388
CreateLines 
▸ CreateLines(name, points, scene, updatable, instance?): LinesMesh
Creates a line mesh..
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
points | Vector3[] | is an array successive Vector3 | 
scene | Scene | defines the hosting scene | 
updatable | boolean | defines if the mesh must be flagged as updatable | 
instance? | LinesMesh | is 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:1281
CreatePlane 
▸ CreatePlane(name, size, scene, updatable?, sideOrientation?): Mesh
Creates a plane mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
size | number | sets the size (float) of both sides of the plane at once (default 1) | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1399
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
shape | Vector3[] | is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors | 
scene | Scene | defines the hosting scene | 
holes? | Vector3[][] | is a required array of arrays of successive Vector3 used to defines holes in the polygon | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
earcutInjection? | any | can 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:1314
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 
sizeon each dimension bu using the parameterssizeX,sizeYorsizeZ(positive floats, default tosizevalue) - You can build other polyhedron types than the 15 embbeded ones by setting the parameter 
custom(polyhedronObject, default null). If you set the parametercustom, this overwrittes the parametertype - A 
polyhedronObjectis 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 
faceUVorfaceColors, 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,faceColorsandfaceUVare 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 
frontUVsandbackUVs(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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
options | Object | defines 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 | - | 
scene | Scene | defines 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:1493
CreateRibbon 
▸ CreateRibbon(name, pathArray, closeArray, closePath, offset, scene?, updatable?, sideOrientation?, instance?): Mesh
Creates a ribbon mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
pathArray | Vector3[][] | is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry. | 
closeArray | boolean | creates a seam between the first and the last paths of the path array (default is false) | 
closePath | boolean | creates a seam between the first and the last points of each path of the path array | 
offset | number | is taken in account only if the pathArray is containing a single path | 
scene? | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
instance? | Mesh | defines 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:1181
CreateSphere 
▸ CreateSphere(name, segments, diameter, scene?, updatable?, sideOrientation?): Mesh
Creates a sphere mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
segments | number | sets the sphere number of horizontal stripes (positive integer, default 32) | 
diameter | number | sets the diameter size (float) of the sphere (default 1) | 
scene? | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1216
CreateTiledGround 
▸ CreateTiledGround(name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable?): Mesh
Creates a tiled ground mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
xmin | number | set the ground minimum X coordinate | 
zmin | number | set the ground minimum Y coordinate | 
xmax | number | set the ground maximum X coordinate | 
zmax | number | set the ground maximum Z coordinate | 
subdivisions | Object | is 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.h | number | - | 
subdivisions.w | number | - | 
precision | Object | is 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.h | number | - | 
precision.w | number | - | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines 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:1426
CreateTorus 
▸ CreateTorus(name, diameter, thickness, tessellation, scene?, updatable?, sideOrientation?): Mesh
Creates a torus mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
diameter | number | sets the diameter size (float) of the torus (default 1) | 
thickness | number | sets the diameter size of the tube of the torus (float, default 0.5) | 
tessellation | number | sets the number of torus sides (positive integer, default 16) | 
scene? | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1254
CreateTorusKnot 
▸ CreateTorusKnot(name, radius, tube, radialSegments, tubularSegments, p, q, scene?, updatable?, sideOrientation?): Mesh
Creates a torus knot mesh.
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
radius | number | sets the global radius size (float) of the torus knot (default 2) | 
tube | number | sets the diameter size of the tube of the torus (float, default 0.5) | 
radialSegments | number | sets the number of sides on each tube segments (positive integer, default 32) | 
tubularSegments | number | sets the number of tubes to decompose the knot into (positive integer, default 32) | 
p | number | the number of windings on X axis (positive integers, default 2) | 
q | number | the number of windings on Y axis (positive integers, default 3) | 
scene? | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines 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:1270
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
path | Vector3[] | is a required array of successive Vector3. It is the curve used as the axis of the tube | 
radius | number | sets the tube radius size | 
tessellation | number | is the number of sides on the tubular surface | 
radiusFunction | (i: number, distance: number) => number | is 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 | 
cap | number | sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
instance? | Mesh | is 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:1470
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 
| Name | Type | Description | 
|---|---|---|
mesh | Mesh | the 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:1558
ExtrudePolygon 
▸ ExtrudePolygon(name, shape, depth, scene, holes?, updatable?, sideOrientation?, earcutInjection?): Mesh
Creates an extruded polygon mesh, with depth in the Y direction..
Parameters 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
shape | Vector3[] | is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors | 
depth | number | defines the height of extrusion | 
scene | Scene | defines the hosting scene | 
holes? | Vector3[][] | is a required array of arrays of successive Vector3 used to defines holes in the polygon | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
earcutInjection? | any | can 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:1329
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
shape | Vector3[] | 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 | 
path | Vector3[] | is a required array of successive Vector3. This is the axis curve the shape is extruded along | 
scale | number | is the value to scale the shape | 
rotation | number | is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve | 
cap | number | sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
instance? | Mesh | is 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
- https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param
 - https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/param#extruded-shapes
 
Deprecated
Please use MeshBuilder instead
Inherited from 
Mesh.ExtrudeShape
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1348
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 
| Name | Type | Description | 
|---|---|---|
name | string | defines the name of the mesh to create | 
shape | Vector3[] | 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 | 
path | Vector3[] | is a required array of successive Vector3. This is the axis curve the shape is extruded along | 
scaleFunction | (i: number, distance: number) => number | is a custom Javascript function called on each path point | 
rotationFunction | (i: number, distance: number) => number | is a custom Javascript function called on each path point | 
ribbonCloseArray | boolean | forces the extrusion underlying ribbon to close all the paths in its pathArray | 
ribbonClosePath | boolean | forces the extrusion underlying ribbon to close its pathArray | 
cap | number | sets the way the extruded shape is capped. Possible values : Mesh.NO_CAP (default), Mesh.CAP_START, Mesh.CAP_END, Mesh.CAP_ALL | 
scene | Scene | defines the hosting scene | 
updatable? | boolean | defines if the mesh must be flagged as updatable | 
sideOrientation? | number | defines the mesh side orientation (https://doc.babylonjs.com/features/featuresDeepDive/mesh/creation/set#side-orientation) | 
instance? | Mesh | is 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:1370
MergeMeshes 
▸ MergeMeshes(meshes, disposeSource?, allow32BitsIndices?, meshSubclass?, subdivideWithSubMeshes?, multiMultiMaterials?): Mesh
Merge the array of meshes into a single mesh for performance reasons.
Parameters 
| Name | Type | Description | 
|---|---|---|
meshes | Mesh[] | array of meshes with the vertices to merge. Entries cannot be empty meshes. | 
disposeSource? | boolean | when true (default), dispose of the vertices from the source meshes. | 
allow32BitsIndices? | boolean | when 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? | boolean | when true (false default), subdivide mesh into subMeshes. | 
multiMultiMaterials? | boolean | when 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:1134
MergeMeshesAsync 
▸ MergeMeshesAsync(meshes, disposeSource?, allow32BitsIndices?, meshSubclass?, subdivideWithSubMeshes?, multiMultiMaterials?): Promise<any>
Merge the array of meshes into a single mesh for performance reasons.
Parameters 
| Name | Type | Description | 
|---|---|---|
meshes | Mesh[] | array of meshes with the vertices to merge. Entries cannot be empty meshes. | 
disposeSource? | boolean | when true (default), dispose of the vertices from the source meshes. | 
allow32BitsIndices? | boolean | when 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? | boolean | when true (false default), subdivide mesh into subMeshes. | 
multiMultiMaterials? | boolean | when 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:1145
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 
| Name | Type | Description | 
|---|---|---|
meshes | AbstractMesh[] | defines the list of meshes to scan | 
Returns 
Object
an object {min: Vector3, max: Vector3}
| Name | Type | 
|---|---|
max | Vector3 | 
min | Vector3 | 
Inherited from 
Mesh.MinMax
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1111
Parse 
▸ Parse(parsedMesh, scene, rootUrl): Mesh
Returns a new Mesh object parsed from the source provided.
Parameters 
| Name | Type | Description | 
|---|---|---|
parsedMesh | any | is the source | 
scene | Scene | defines the hosting scene | 
rootUrl | string | is 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:1089
ParseAnimationRanges 
▸ ParseAnimationRanges(node, parsedNode, _scene): void
Parse animation range data from a serialization object and store them into a given node
Parameters 
| Name | Type | Description | 
|---|---|---|
node | Node | defines where to store the animation ranges | 
parsedNode | any | defines the serialization object to read data from | 
_scene | Scene | defines 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 
| Name | Type | Description | 
|---|---|---|
orientation? | number | the 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:253
_PhysicsImpostorParser 
▸ _PhysicsImpostorParser(scene, physicObject, jsonObject): PhysicsImpostor
Parameters 
| Name | Type | 
|---|---|
scene | Scene | 
physicObject | IPhysicsEnabledObject | 
jsonObject | any | 
Returns 
PhysicsImpostor
Inherited from 
Mesh._PhysicsImpostorParser
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1028
_instancedMeshFactory 
▸ _instancedMeshFactory(name, mesh): InstancedMesh
Parameters 
| Name | Type | 
|---|---|
name | string | 
mesh | Mesh | 
Returns 
InstancedMesh
Inherited from 
Mesh._instancedMeshFactory
Defined in 
node_modules/@babylonjs/core/Meshes/mesh.d.ts:1024