import type { Buffer } from "@vgpu/core"; import type { Vec3 } from "wgpu-matrix"; export type { Vec3 } from "wgpu-matrix"; export type Mat4 = Float32Array; export interface VertexAttributes { /** Bytes per vertex. */ readonly stride: number; readonly position: { readonly offset: number; readonly format: "float32x3"; }; readonly normal?: { readonly offset: number; readonly format: "float32x3"; }; readonly uv?: { readonly offset: number; readonly format: "float32x2"; }; } export interface MeshGpu { readonly vertexBuffer: GPUBuffer; readonly indexBuffer?: GPUBuffer; } export interface Mesh { readonly vertexBuffer: Buffer; readonly vertexCount: number; readonly attributes: VertexAttributes; readonly bbox: { readonly min: Vec3; readonly max: Vec3; }; readonly indexBuffer?: Buffer | GPUBuffer; readonly indexCount?: number; readonly indexFormat?: "uint16" | "uint32"; readonly layout?: "position-only" | "position-normal" | "position-normal-uv" | "position-uv"; readonly gpu?: MeshGpu; } //# sourceMappingURL=mesh-like.d.ts.map