@woosh/meep-engine
Version:
Pure JavaScript game engine. Fully featured and production ready.
299 lines • 7.96 kB
TypeScript
/**
* @readonly
* @type {number}
*/
export const NULL_POINTER: number;
/**
* Heavily influenced by blender's internal mesh structure
* @see https://github.com/blender/blender/blob/master/source/blender/bmesh/bmesh_class.h
*/
export class BinaryTopology {
/**
* structure:
* coordinate: float32[3] // vertex coordinates
* normal: float32[3] // vertex normal
* edge_pointer: uint32 // Pointer to (any) edge using this vertex (for disk cycles)
*
* @type {BinaryElementPool}
* @private
*/
private __vertex_pool;
/**
* structure:
* v1: uint32 // Vertices (unordered)
* v2: uint32 // Vertices (unordered)
* l: uint32 // The list of loops around the edge points at a Loop
* v1_disk_link: uint32[2] // Disk Cycle Pointers edge around vertex v1 and d2 does the same for v2.
* v2_disk_link: uint32[2] // see above
* @type {BinaryElementPool}
* @private
*/
private __edge_pool;
/**
* Loop represents a corner of the face
* structure:
* v: uint32 // The vertex this loop points to. This vertex must be unique within the cycle
* e: uint32 // The edge this loop uses.
* f: uint32 // The face this loop is part of.
* radial_next: uint32 // Other loops connected to this edge.
* radial_prev: uint32
* next: uint32 // Other loops that are part of this face.
* prev: uint32
* @type {BinaryElementPool}
* @private
*/
private __loop_pool;
/**
* structure:
* l_first: uint32 // first loop pointer
* no: float32[3] // Face normal
* @type {BinaryElementPool}
* @private
*/
private __face_pool;
/**
* Total (approximate) size of this structure in memory, in bytes
* @return {number}
*/
get byteSize(): number;
trim(): void;
/**
*
* @return {BinaryElementPool}
*/
get vertices(): BinaryElementPool;
/**
* Edges are shared among faces, edges point to 2 unordered vertices
* @return {BinaryElementPool}
*/
get edges(): BinaryElementPool;
/**
* Loops are corners of faces, a single vertex can be associated with many loops, one per connected face
* @return {BinaryElementPool}
*/
get loops(): BinaryElementPool;
get faces(): BinaryElementPool;
/**
* Clear the topology, removed all data
*/
clear(): void;
/**
*
* @param {number[]|ArrayLike<number>|Float32Array} result
* @param {number} result_offset
* @param {number} id vertex ID
*/
vertex_read_coordinate(result: number[] | ArrayLike<number> | Float32Array, result_offset: number, id: number): void;
/**
*
* @param {number} id
* @param {number[]} value
* @param {number} value_offset
*/
vertex_write_coordinate(id: number, value: number[], value_offset: number): void;
/**
*
* @param {number[]|ArrayLike<number>|Float32Array} result
* @param {number} result_offset
* @param {number} id vertex ID
*/
vertex_read_normal(result: number[] | ArrayLike<number> | Float32Array, result_offset: number, id: number): void;
/**
*
* @param {number} id
* @param {number[]} value
* @param {number} value_offset
*/
vertex_write_normal(id: number, value: number[], value_offset: number): void;
/**
* @param {number} id
* @returns {number}
*/
vertex_read_edge(id: number): number;
/**
*
* @param {number} edge_id
* @param {number} id
*/
vertex_write_edge(id: number, edge_id: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_vertex1(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_vertex1(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_vertex2(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_vertex2(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_loop(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_loop(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_v1_disk_next(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_v1_disk_next(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_v1_disk_prev(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_v1_disk_prev(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_v2_disk_next(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_v2_disk_next(id: number, value: number): void;
/**
* @param {number} id edge ID
* @returns {number}
*/
edge_read_v2_disk_prev(id: number): number;
/**
*
* @param {number} value
* @param {number} id edge ID
*/
edge_write_v2_disk_prev(id: number, value: number): void;
loop_create(): number;
/**
* Put loop into valid initial state, set all pointers to NULL
* @param {number} id
*/
loop_initialize(id: number): void;
/**
* @param {number} id loop ID
* @returns {number}
*/
loop_read_vertex(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_vertex(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_edge(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_edge(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_face(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_face(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_radial_next(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_radial_next(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_radial_prev(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_radial_prev(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_next(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_next(id: number, value: number): void;
/**
*
* @param {number} id loop ID
* @returns {number}
*/
loop_read_prev(id: number): number;
/**
*
* @param {number} value
* @param {number} id loop ID
*/
loop_write_prev(id: number, value: number): void;
/**
*
* @param {number} id face ID
* @returns {number}
*/
face_read_loop(id: number): number;
/**
*
* @param {number} value
* @param {number} id face ID
*/
face_write_loop(id: number, value: number): void;
}
import { BinaryElementPool } from "./BinaryElementPool.js";
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