API

Interface IVertexDataLike

Interface used to define a object like a vertex data structure

Implemented by

Index

An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]

An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]

matricesIndices?: Nullable<FloatArray>

An array containing the list of indices to the array of matrices produced by bones, each vertex have up to 4 indices (8 if the matricesIndicesExtra is set).

matricesIndicesExtra?: Nullable<FloatArray>

An array extending the number of possible indices

matricesWeights?: Nullable<FloatArray>

An array containing the list of weights defining the weight of each indexed matrix in the final computation

matricesWeightsExtra?: Nullable<FloatArray>

An array extending the number of possible weights when the number of indices is extended

normals?: Nullable<FloatArray>

An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]

positions: Nullable<FloatArray>

An array of the x, y, z position of each vertex [...., x, y, z, .....]

tangents?: Nullable<FloatArray>

An array of the x, y, z, w tangent vector of each vertex [...., x, y, z, w, .....]

An array of u,v which maps a texture image onto each vertex [...., u, v, .....]

A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]

A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]

A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]

A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]

A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]