/** Floats per vertex in `Mesh.verts`: position x, y, z then texture u, v. */ export const STRIDE = 5 /** * Indexed triangle mesh, stored flat for speed. `verts` is a packed run of * `STRIDE` floats per vertex (x, y, z, u, v) instead of an array of nested * `{pos, uv}` objects, so the transform loop reads contiguous numbers with no * pointer chasing or per-vertex allocation. `indices` holds three vertex indices * per triangle (an index `i` addresses `verts[i * STRIDE ..]`); sharing vertices * keeps seams welded and shrinks the data. uv is in tile units, not 0..1, so * values >1 repeat the texture (see Texture.sample). Build with `Mesh.push`. */ export type Mesh = { verts: number[]; indices: number[] } export namespace Mesh { export function create(): Mesh { return { verts: [], indices: [] } } /** Append a vertex, returning its index (for wiring up `indices`). */ export function push(mesh: Mesh, x: number, y: number, z: number, u: number, v: number): number { const index = mesh.verts.length / STRIDE mesh.verts.push(x, y, z, u, v) return index } }