/** * primitive-mesh — CPU geometry generation for the native render path (D.083, task 2h3s, Inc 1). * * The pre-mortem confirmed the engine has NO primitive→mesh generator. This is that piece: * pure CPU math (positions + indices), zero GPU, zero foreign-engine deps — fully * headless-unit-testable. The GPU backend uploads these to GPUBuffers; this module never * touches a device. Centered at the origin; unit extents (cube/plane = ±0.5, sphere r=0.5). */ import type { GeometryKind } from './draw-spec'; export interface PrimitiveMesh { /** Interleaved is avoided for clarity: flat XYZ positions, 3 floats per vertex. */ positions: Float32Array; indices: Uint32Array; vertexCount: number; } /** * Generate a primitive mesh for a geometry kind. Unsupported/unknown kinds fall back to a * cube (a visible placeholder is better than a missing draw — and it's logged-by-shape via * the returned kind in DrawSpec). `mesh` (asset geometry) is NOT handled here — it loads * externally; callers must branch on kind === 'mesh' before calling this. */ export declare function primitiveToMesh(kind: GeometryKind, params?: Record): PrimitiveMesh; //# sourceMappingURL=primitive-mesh.d.ts.map