levelEditor/model/mesh
library
Functions
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buildMesh(List<Vector3> vertices, List<Vector3> normals, List<Offset> texcoords, List<Triangle> triangles, Map<String, Material>? materials, List<String> elementNames, List<String> elementMaterials, List<int> elementOffsets, String basePath, bool isAsset)
→ Future<List<Mesh>>
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Load the texture image file and rebuild vertices and texcoords to keep the same length.
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getImagePixels(Image image)
→ Future<Uint32List>
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normalizeMesh(List<Mesh> meshes)
→ List<Mesh>
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Scale the model size to 1
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normalVector(Vector3 a, Vector3 b, Vector3 c)
→ Vector3
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Calcunormal vector
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removeDuplicates(List<Vector3> fromVertices, List<Triangle> fromIndices)
→ Vertex
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