Vertex
JSON
Format
{
"x": 0,
"y": 0,
"z": 0,
"skinIndex": [0,0,0,0],
"skinWeight": [0,0,0,0]
}
Type
type DashVertex = {
x: number,
y: number,
z: number,
skinIndex: number[] | undefined;
skinWeight: number[] | undefined;
}
Fields
x
The x-axis coordinate for a given vertex.
Reference: https://threejs.org/docs/#api/en/math/Vector3.x
y
The y-axis coordinate for a given vertex.
Reference: https://threejs.org/docs/#api/en/math/Vector3.y
z
The z-axis coordinate for a given vertex.
Reference: https://threejs.org/docs/#api/en/math/Vector3.z
skinIndex
The index of the bones which influence this vertex. Expected format is an array of integers with a length of four or less. skinWeight
must also be defined for this to have any effect.
In this case in which the defined vertex does not require skinning, this field does not need to be defined.
Default: [0,0,0,0]
skinWeight
The weight for which each bone influences the vertex. Expected format is an array of floats that equals the array length of skinIndex
. Foreach index a float between 0 and 1 is expected to assign the weight of which bone transformations are to be applied to the vertex.
Default: [0,0,0,0]
Binary
Struct
typedef struct {
uint32_t index;
float x;
float y;
float z;
uint32_t skinIndex[4];
float skinWeight[4];
} DashVertex;
Table
0x0000
index
x
y
z
0x0010
skinIndex[0]
skinIndex[1]
skinIndex[2]
skinIndex[3]
0x0020
skinWeight[0]
skinWeight[1]
skinWeight[2]
skinWeight[3]
Fields
x
The x-axis coordinate for a given vertex.
Default: 0.0f
Reference: https://threejs.org/docs/#api/en/math/Vector3.x
y
The y-axis coordinate for a given vertex.
Default: 0.0f
Reference: https://threejs.org/docs/#api/en/math/Vector3.y
z
The z-axis coordinate for a given vertex.
Default: 0.0f
Reference: https://threejs.org/docs/#api/en/math/Vector3.z
skinIndex
The index of the bones which influence this vertex. Expected format is an array of integers with a length of four or less. skinWeight
must also be defined for this to have any effect.
In this case in which the defined vertex does not require skinning, this field does not need to be defined.
Default: { 0,0,0,0 }
skinWeight
The weight for which each bone influences the vertex. Expected format is an array of floats that equals the array length of skinIndex
. Foreach index a float between 0 and 1 is expected to assign the weight of which bone transformations are to be applied to the vertex.
Default: { 0.0f, 0.0f, 0.0f, 0.0f }
Limiations
skinIndex
andskinWeight
add a lot of space for non-skinned meshesdo we want to declare a way to toggle between skinned and non-skinned meshes for the file type?
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