bp-cloner
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    Class Cloner

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    _clones: CMesh[]
    _count: undefined | number
    _effectors: IEffector[] = []
    _frame: number
    _index: number
    _mesh: Mesh[] = []
    _rootNode: null | Mesh = null
    _scene: Scene
    vOne: Vector3 = ...
    vZero: Vector3 = ...

    Accessors

    Methods

    • Adds an effector to this Cloner and sets the sensitivity (1=full sensitivity, 0=no sensitivity ==ignore effector)

      Parameters

      Returns void

    • Deletes all Cloner's children and disposes the root Node.

      Returns void

    • set the cloner's root node to the state of the flag (true=enabled)

      Parameters

      • enabled: boolean

      Returns void

    • Returns an array of matrices (scaling, rotation, position) of the Cloner meshes.

      Returns Matrix[]

    • Converts the Cloner to thin instances, then deletes this Cloner and returns an array of Cloner meshes. The source meshes are cloned, their clones set enabled. To display them use addSelf = true. All cloned source meshes get the new parent with the rootName. Be aware that the original Cloner will be disposed, so Cloner methods will not work anymore. Use the root node and its individual child meshes for further processing.

      Parameters

      • OptionaladdSelf: boolean

        If true, adds the source mesh to the matrix. Default false.

      • OptionalrootName: string

        Allow to define the name of the root mesh which will be the parent of cloned source meshes and all thin instances. If empty, Cloner class name will be used for the name.

      Returns Mesh[]

    • Converts all Cloner meshes to thin instances from the original meshes, then deletes this Cloner and returns an array of Cloner meshes. Be aware that instances of all those original meshes become disabled as well, so if they are used in other Cloners one may want to use toThin() method instead. If you don't need animations and so on you may convert Cloner to thin instances. It greatly reduces the number of objects iterating in the render loop.

      Parameters

      • OptionaladdSelf: boolean

        If true, adds the source mesh to the matrix. Default false.

      Returns Mesh[]

      The array of original meshes: Mesh[]