@modoki/engine / index / ParsedRig2D
Interface: ParsedRig2D
A parsed, render-ready rig: SHARED skeleton (bones + inverse-bind) + one-or-more parts. The top-level mesh fields are back-compat ALIASES for parts[0] so existing single-mesh consumers (editor weight heatmap, tests) keep working unchanged.
Skinning
boneIndexByName
boneIndexByName:
Map<string,number>
bones
bones:
Rig2DBone[]
id?
optionalid?:string
invBind
invBind:
Mat2D[]
Inverse of each bone's bind-pose rig-origin matrix, per bone index.
parts
parts:
ParsedRig2DPart[]
All skinnable parts, in draw order. Always ≥1 (a v1 rig → one part).
skinIndices
skinIndices:
Uint32Array
skinWeights
skinWeights:
Float32Array
sprite
sprite:
string
tris
tris:
Uint32Array
uvs
uvs:
Float32Array
vertCount
vertCount:
number
verts
verts:
Float32Array