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    Class DecomposedManifoldMeshDto (Inputs.Manifold)

    A Manifold solid taken apart into plain arrays - vertex properties, triangle indices and the run structure that groups them. The form the kernel hands back when geometry has to cross out of WebAssembly for rendering or export.

    Index

    Constructors

    Properties

    numProp: number

    How many numbers each vertex carries in vertProperties; the position takes the first three.

    vertProperties: Float32Array

    All vertex properties in one flat list, numProp numbers per vertex, position first.

    triVerts: Uint32Array

    The triangles as a flat list of vertex indexes, three per triangle.

    mergeFromVert?: Uint32Array<ArrayBufferLike>

    For each merged vertex, the index of the property vertex that is merged away; pairs with mergeToVert.

    true

    mergeToVert?: Uint32Array<ArrayBufferLike>

    For each merged vertex, the index of the property vertex it is merged into; pairs with mergeFromVert.

    true

    runIndex?: Uint32Array<ArrayBufferLike>

    Where each triangle run starts in triVerts, one entry per run plus a final end marker.

    true

    runOriginalID?: Uint32Array<ArrayBufferLike>

    The id of the original shape each run of triangles came from, one per run.

    true

    runTransform?: Float32Array<ArrayBufferLike>

    The placement of each run as 12 numbers of a column-major 3x4 matrix, one per run.

    true

    faceID?: Uint32Array<ArrayBufferLike>

    For each triangle, the id of the flat face it belongs to, so coplanar triangles can be grouped.

    true

    halfedgeTangent?: Float32Array<ArrayBufferLike>

    The smoothing tangent of each half-edge as four numbers, direction and weight, when the solid was smoothed.

    true