class com.babylonhx.mesh.AbstractMesh extends Node implements IDisposable

Available on all platforms

... @author Krtolica Vujadin

Class Fields

static var BILLBOARDMODE_X:Int

static var BILLBOARDMODE_Y:Int

static var BILLBOARDMODE_Z:Int

Instance Fields

function new(name:String, scene:Scene):Void

function _activate(renderId:Int):Void

function _checkCollision(collider:Collider):Void

function _collideForSubMesh(subMesh:SubMesh, transformMatrix:Matrix, collider:Collider):Void

function _initCache():Void

function _preActivate():Void

function _processCollisionsForSubMeshes(collider:Collider, transformMatrix:Matrix):Void

function applyImpulse(force:Vector3, contactPoint:Vector3):Void

function attachToBone(bone:Bone, affectedMesh:AbstractMesh):Void

function calcMovePOV(amountRight:Float, amountUp:Float, amountForward:Float):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.

{number}

amountRight

{number}

amountUp

{number}

amountForward

function calcRotatePOV(flipBack:Float, twirlClockwise:Float, tiltRight:Float):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.

{number}

flipBack

{number}

twirlClockwise

{number}

tiltRight

function clone(name:String, ?newParent:Node, ?doNotCloneChildren:Bool):AbstractMesh

function computeWorldMatrix(?force:Bool):Matrix

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

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

function detachFromBone():Void

function dispose(?doNotRecurse:Bool):Void

function enableEdgesRendering(?epsilon:Float, ?checkVerticesInsteadOfIndices:Bool):Void

function getDistanceToCamera(?camera:Camera):Float

function getIndices(?copyWhenShared:Bool):Array<Int>

function getLOD(camera:Camera, ?boundingSphere:BoundingSphere):AbstractMesh

function getVerticesData(kind:String, ?copyWhenShared:Bool):Array<Float>

function intersects(ray:Ray, ?fastCheck:Bool):PickingInfo

function intersectsMesh(mesh:AbstractMesh, ?precise:Bool):Bool

function intersectsPoint(point:Vector3):Bool

function isInFrustum(frustumPlanes:Array<Plane>):Bool

function locallyTranslate(vector3:Vector3):Void

function lookAt(targetPoint:Vector3, ?yawCor:Float, ?pitchCor:Float, ?rollCor:Float):Void

function markAsDirty(property:String):Void

function movePOV(amountRight:Float, amountUp:Float, amountForward:Float):Void

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.

{number}

amountRight

{number}

amountUp

{number}

amountForward

function moveWithCollisions(velocity:Vector3):Void

function onDispose():Void

function registerAfterWorldMatrixUpdate(func:AbstractMesh ->Void):Void

If you'd like to be callbacked after the mesh position, rotation or scaling has been updated

func:

callback function to add

function rotate(axis:Vector3, amount:Float, space:Space):Void

function rotatePOV(flipBack:Float, twirlClockwise:Float, tiltRight:Float):Void

Perform relative rotation change from the point of view of behind the front of the mesh. Supports definition of mesh facing forward or backward.

{number}

flipBack

{number}

twirlClockwise

{number}

tiltRight

function setAbsolutePosition(?absolutePosition:Dynamic):Void

function setPhysicsLinkWith(otherMesh:Mesh, pivot1:Vector3, pivot2:Vector3, ?options:Dynamic):Void

function setPivotMatrix(matrix:Matrix):Void

function translate(axis:Vector3, distance:Float, space:Space):Void