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@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?

optional id?: 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

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