@modoki/engine / index / GridMesh
Interface: GridMesh
Mesh tessellation for 2D skinning rigs — turns a sprite's rectangle into a deformable triangle grid (the geometry half of "auto-rig from a sprite"). Pure + deterministic (no wall-clock/RNG, no DOM): the editor supplies sprite dimensions and an optional alpha isInside predicate; this returns texture-space verts, UVs, and a triangle index buffer ready for a .rig2d.json mesh block.
Grid tessellation (this module) is the robust default. Alpha-outline tracing + earcut triangulation (tighter silhouettes) is a planned follow-up; a grid with fully-transparent cells culled already gives a usable, artifact-free rig.
Skinning
tris
tris:
number[]
uvs
uvs:
number[][]
verts
verts:
number[][]