package gltf import ( "zworld/engine/renderapi/vertex" "zworld/plugins/math/vec3" ) type gltfMesh struct { key string elements int primitive vertex.Primitive pointers vertex.Pointers indices []byte vertices []byte indexsize int } var _ vertex.Mesh = &gltfMesh{} func (m *gltfMesh) Key() string { return m.key } func (m *gltfMesh) Version() int { return 1 } func (m *gltfMesh) IndexCount() int { return m.elements } func (m *gltfMesh) IndexSize() int { return m.indexsize } func (m *gltfMesh) IndexData() any { return m.indices } func (m *gltfMesh) VertexCount() int { return len(m.vertices) / m.VertexSize() } func (m *gltfMesh) VertexSize() int { return m.pointers.Stride() } func (m *gltfMesh) VertexData() any { return m.vertices } func (m *gltfMesh) Positions(func(vec3.T)) { panic("not implemented") } func (m *gltfMesh) Triangles(func(vertex.Triangle)) { panic("not implemented") } func (m *gltfMesh) Min() vec3.T { panic("not implemented") } func (m *gltfMesh) Max() vec3.T { panic("not implemented") } func (m *gltfMesh) Primitive() vertex.Primitive { return m.primitive } func (m *gltfMesh) Pointers() vertex.Pointers { return m.pointers }