Mesh
Asset ID:mesh
A collection of triangulated submeshes
Asset schema properties
uuid
uuid
Unique identifier for the asset
name
string
Name of the asset
morphTargets
array[object]
Morph targets which contain the deltas from the source submesh
Morph Targets
Assembles morph targets which can be used with a submesh in this mesh
Morph Targets
Assembles morph targets which can be used with a submesh in this mesh
batches
array[object]
Batches of morph targets which share the same index channel
Morph Target Batch Description
A morph target batch is a collection of morph targets which share the same index channel
Morph Target Batch Description
A morph target batch is a collection of morph targets which share the same index channel
indexChannelIndex
uint16_t
Index of the index channel in the channels array
morphTargets
object
Morph targets in the batch
channels
array[object]
Channels that make up the morph targets
Channel
A channel is a collection of attributes with some meaning (semantic) for a 3D renderer. An attribute is a constant sized collection of elements (e.g. 3 for vec3, 16 for mat4, etc.). An element is the smallest piece of data manipulated (float32, int8, etc.).
Channel
A channel is a collection of attributes with some meaning (semantic) for a 3D renderer. An attribute is a constant sized collection of elements (e.g. 3 for vec3, 16 for mat4, etc.). An element is the smallest piece of data manipulated (float32, int8, etc.).
dataOffset
uint64
Offset from the beginning of the associated buffer where the first element of the first attribute can be found
dataSize
uint64
Size of this channel in byte
elementCount
uint8
Number of elements that make one attribute. 2 for vec2, 3 for vec3, 16 for mat4, etc.
elementSize
uint8
Size in byte of a single element (1, 2, 4, 8) for integers, (4, 8) for floats
elementType
uint8
0dt_signed1dt_unsigned2dt_float
Can be either (signed/unsigned) integer of float
semantic
string
indexIndex bufferpositionPosition of the vertexnormalNormal of the vertexuvTexture coordinatescolorColor of the vertexbone_idBone id for skinningweightWeight for skinning
Semantic of the attribute
payloadSize
uint64
Total size in byte of this mesh's payload. This has to be equal to the sum of each submesh payload size
submeshes
array[object]
A mesh is composed of one or more submeshes
Submesh
A triangulated submesh
Submesh
A triangulated submesh
aabb
object
{max,
min,
}The axis aligned bounding box that encompasses all the vertices of the submesh
channels
array[object]
Description of the channels in the payload blob
Channel
A channel is a collection of attributes with some meaning (semantic) for a 3D renderer. An attribute is a constant sized collection of elements (e.g. 3 for vec3, 16 for mat4, etc.). An element is the smallest piece of data manipulated (float32, int8, etc.).
Channel
A channel is a collection of attributes with some meaning (semantic) for a 3D renderer. An attribute is a constant sized collection of elements (e.g. 3 for vec3, 16 for mat4, etc.). An element is the smallest piece of data manipulated (float32, int8, etc.).
dataOffset
uint64
Offset from the beginning of the associated buffer where the first element of the first attribute can be found
dataSize
uint64
Size of this channel in byte
elementCount
uint8
Number of elements that make one attribute. 2 for vec2, 3 for vec3, 16 for mat4, etc.
elementSize
uint8
Size in byte of a single element (1, 2, 4, 8) for integers, (4, 8) for floats
elementType
uint8
0dt_signed1dt_unsigned2dt_float
Can be either (signed/unsigned) integer of float
semantic
string
indexIndex bufferpositionPosition of the vertexnormalNormal of the vertexuvTexture coordinatescolorColor of the vertexbone_idBone id for skinningweightWeight for skinning
Semantic of the attribute
indexCount
uint32
Total number of indices, a vertex can be referenced multiple times using its index. Note that this number has to be divisible by 3 as we only deal with triangles. Also, note that if this mesh doesn't use indices, the count will be 0.
morphTargetsIndex
int16
Index of morph targets associated with this submesh
vertexCount
uint32
Total number of vertices. Can't exceed UINT32_MAX because indices are restricted to a uint32