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.
Properties
Section titled “Properties”aabbMax
Section titled “aabbMax”aabbMax: [
number,number,number]
Defined in: asset/meshFormat.ts:106
aabbMin
Section titled “aabbMin”aabbMin: [
number,number,number]
Defined in: asset/meshFormat.ts:105
channels
Section titled “channels”channels:
MeshChannelDesc[]
Defined in: asset/meshFormat.ts:99
indices
Section titled “indices”indices:
Uint32Array
Defined in: asset/meshFormat.ts:104
inverseBindMatrices?
Section titled “inverseBindMatrices?”
optionalinverseBindMatrices?: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.
morph?
Section titled “morph?”
optionalmorph?: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
Section titled “vertexCount”vertexCount:
number
Defined in: asset/meshFormat.ts:101
vertexStride
Section titled “vertexStride”vertexStride:
number
Defined in: asset/meshFormat.ts:100
vertices
Section titled “vertices”vertices:
Uint8Array
Defined in: asset/meshFormat.ts:103
Interleaved vertex bytes, vertexCount * vertexStride long.