meat/engine/scene/Mesh.ts
2026-08-04 19:12:09 +02:00

26 lines
1.1 KiB
TypeScript

/** 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
}
}