attachment.triangles¶
Type:
table (read-only)Attachment types: mesh
Overview¶
An array of vertex indices that define the triangles of the mesh.
The array contains indices into the vertices array, with every 3 indices defining one triangle. The indices are in counter-clockwise winding order.
Example¶
local slot = skeleton:findSlot("torso")
local attachment = slot.attachment
if attachment and attachment.type == "mesh" then
local triangles = attachment.triangles
local numTriangles = #triangles / 3
print("Mesh has", numTriangles, "triangles")
-- Print first triangle's vertex indices
if #triangles >= 3 then
print("First triangle uses vertices:",
triangles[1], triangles[2], triangles[3])
end
-- Iterate all triangles
for i = 1, #triangles, 3 do
local v1, v2, v3 = triangles[i], triangles[i+1], triangles[i+2]
print("Triangle:", v1, v2, v3)
end
end
Notes¶
Indices are 0-based (match the vertices array indexing)
Each triangle uses 3 consecutive indices
Triangles are in counter-clockwise winding order
Read-only - cannot be modified at runtime
Used internally for rendering and can be useful for custom collision detection
See also¶
attachment.vertices - The vertex positions
attachment:computeWorldVertices() - Get world-space vertex positions
attachment.hullLength - Number of vertices in the convex hull