@:value({ usage : null })new(data:MeshData, indices:Array<Uint32Array>, materialIndices:Array<Int>, ?usage:Usage)
@:value(null)aabb:Vec4 = null
@:value(null)aabbMax:Vec4 = null
@:value(null)aabbMin:Vec4 = null
@:value(null)actions:Map<String, Array<TObj>> = null
cols:TVertexArray
@:value(-1)count:Int = -1
indexBuffers:Array<IndexBuffer>
indices:Array<Uint32Array>
@:value(0)instanceCount:Int = 0
@:value(false)instanced:Bool = false
@:value(null)instancedVB:VertexBuffer = null
materialIndices:Array<Int>
@:value(null)mats:Map<String, Array<Mat4>> = null
@:value("")name:String = ""
normals:TVertexArray
@:value(0)numTris:Int = 0
positions:TVertexArray
@:value(false)ready:Bool = false
@:value(null)skeletonBoneLens:Float32Array = null
@:value(null)skeletonBoneRefs:Array<String> = null
@:value(null)skeletonTransformsI:Array<Mat4> = null
@:value(null)skinBoneCounts:Int16Array = null
@:value(null)skinBoneIndices:Int16Array = null
@:value(null)skinBoneWeights:Int16Array = null
@:value(0)start:Int = 0
struct:VertexStructure
structLength:Int
structStr:String
usage:Usage
uvs:TVertexArray
vertexArrays:Array<TVertexArray>
vertexBuffer:VertexBuffer
@:value(new Map())vertexBufferMap:Map<String, VertexBuffer> = new Map()
vertices:ByteArray
addAction(bones:Array<TObj>, name:String):Void
addArmature(armature:Armature):Void
applyScale(sx:Float, sy:Float, sz:Float):Void
build():Void
calculateAABB():Void
calculateTangents():Void
@:value({ fakeUVs : false, offset : 0 })copyVertices(vertices:ByteArray, offset:Int = 0, fakeUVs:Bool = false):Void
delete():Void
get(vs:Array<TVertexElement>):VertexBuffer
getVArray(name:String):TVertexArray
getVerticesCount():Int
getVerticesLength():Int
initSkeletonTransforms(transformsI:Array<Float32Array>):Void
setupInstanced(data:Float32Array, instancedType:Int, usage:Usage):Void