The ObjectCloner clones and distributes given meshes to the facet position of another input-mesh which acts as a template. If more than one mesh is provided, then the corresponding clones will be placed subsequently one after another starting in the order as the facets of the template mesh is defined.
The ObjectCloner returns an object with an important property: root. It is an invisible mesh, it's the anchor and parent of all generated clones. Transforming this root affects all underlying clones (childs) at once but independently of the interpolation mode. The given input meshes and the template mesh will be made inactive during construction, so after construction there will be only one of two possible mesh types: BABYLON clones or instances.
Note: Input meshes can be BABYLON meshes but other Cloners as well!
Example of a LinearCloner with a count of 10 clones (5 x cube1, 5 x cube2) with an increment vector of {x:2,y:0,z:-1} :
var oc = new BABYLONX.ObjectCloner([cube1, cube2], icoSphere, demo.scene);
Transforming of all clones can be done as you would do with a single mesh:
mc.root.scaling.y = 2;
mc.root.rotation.x = Math.PI / 4;
BABYLONX.ObjectCloner( meshes, templatemesh, scene[, {optional parameters}])
Mandatory Parameter | Description |
---|---|
meshes | array of meshes/cloners to be cloned, meshes will be made inactive after construction |
templatemesh | the mesh acting as template |
scene | BABYLON scene |
Optional Parameter | Description | Default Value |
---|---|---|
useInstances | flag if clones should be technical "clones" or "instances" | true |
Properties | Description |
---|---|
effectors | READONLY, gets a list of Effectors assigned to this Cloner |
Methods | Description |
---|---|
addEffector(effector, sensitivity) | adds an effector to this Cloner and sets the sensitivity (1=full sensitivity, 0=no sensitivity ==ignore effector) |
setEnabled(flag) | set the cloner's root node to the state of the flag (true=enabled) |