import type { Skeleton } from "@babylonjs/core/Bones/skeleton"; import type { MeshCloneOptions } from "@babylonjs/core/Meshes/mesh"; import { Mesh } from "@babylonjs/core/Meshes/mesh"; import type { Node } from "@babylonjs/core/node"; import type { Nullable } from "@babylonjs/core/types"; /** * Sdef mesh * * This class supports Spherical Defromation(SDEF) on CPU skinning */ export declare class SdefMesh extends Mesh { /** * Updates the vertex buffer by applying transformation from the bones * @param skeleton defines the skeleton to apply to current mesh * @returns the current mesh */ applySkeleton(skeleton: Skeleton): Mesh; /** * Gets the class name * @returns the string "SdefMesh". */ getClassName(): string; /** * Returns a new Mesh object generated from the current mesh properties. * This method must not get confused with createInstance() * @param name is a string, the name given to the new mesh * @param newParent can be any Node object (default `null`) or an instance of MeshCloneOptions. If the latter, doNotCloneChildren and clonePhysicsImpostor are unused. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`) * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`) * @returns a new mesh */ clone(name?: string, newParent?: Nullable | MeshCloneOptions, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Mesh; }