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MeshData

Defined in: asset/meshFormat.ts:98

The .esmesh read/write door. Public because writing one is what an importer does — a glTF cook, a plugin’s own format — and reading one has to agree with it exactly. @beta.

aabbMax: [number, number, number]

Defined in: asset/meshFormat.ts:106


aabbMin: [number, number, number]

Defined in: asset/meshFormat.ts:105


channels: MeshChannelDesc[]

Defined in: asset/meshFormat.ts:99


indices: Uint32Array

Defined in: asset/meshFormat.ts:104


optional inverseBindMatrices?: Float32Array<ArrayBufferLike>

Defined in: asset/meshFormat.ts:113

The bind pose, one 4x4 per joint, in the order the Joints channel indexes. It lives with the vertices because those indices point AT it — split apart, a file’s indices would name something it does not carry. Absent for geometry that is not skinned.


optional morph?: MeshMorphTargets

Defined in: asset/meshFormat.ts:120

The shapes this geometry can be blended towards. Like the bind pose, it lives with the vertices because it is indexed BY them — one delta per vertex per target, so a file carrying the two apart could not say which vertex a delta moves.


vertexCount: number

Defined in: asset/meshFormat.ts:101


vertexStride: number

Defined in: asset/meshFormat.ts:100


vertices: Uint8Array

Defined in: asset/meshFormat.ts:103

Interleaved vertex bytes, vertexCount * vertexStride long.