SceneMesh class
A declarative mesh node: SceneNode plus a Geometry and Material.
The geometry and material are engine objects diffed by identity, so
the mesh is only reassigned when a different instance is passed. Create
them once (for example in initState or a field) rather than per build;
constructing new GPU resources every rebuild is the main performance
hazard of the declarative layer.
SceneMesh(
geometry: CuboidGeometry(Vector3(1, 1, 1)),
material: PhysicallyBasedMaterial(),
position: Vector3(0, 1, 0),
)
- Inheritance
-
- Object
- DiagnosticableTree
- Widget
- StatefulWidget
- SceneMesh
Constructors
-
SceneMesh({Key? key, required Geometry geometry, required Material material, String? name, Vector3? position, Quaternion? rotation, Vector3? scale, Matrix4? transform, bool visible = true, List<
Component> components = const [], SceneNodeController? controller, List<Widget> children = const []}) -
const
Properties
-
children
→ List<
Widget> -
Scene widgets describing this node's children.
finalinherited
-
components
→ List<
Component> -
Engine-side behavior attached to the node. Diffed by identity: keep a
component instance stable across rebuilds to keep its state.
finalinherited
- controller → SceneNodeController?
-
Imperative handle to the managed node.
finalinherited
- geometry → Geometry
-
The vertex data to draw.
final
- hashCode → int
-
The hash code for this object.
no setterinherited
- key → Key?
-
Controls how one widget replaces another widget in the tree.
finalinherited
- material → Material
-
The material shading geometry.
final
- name → String?
-
The node's name, for lookups and debugging. Defaults to ''.
finalinherited
- position → Vector3?
-
Local translation. Identity when null.
finalinherited
- rotation → Quaternion?
-
Local rotation. Identity when null.
finalinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- scale → Vector3?
-
Local scale. One when null.
finalinherited
- transform → Matrix4?
-
Full local transform. Mutually exclusive with the decomposed props.
finalinherited
- visible → bool
-
Whether the node (and its subtree) renders.
finalinherited
Methods
-
createElement(
) → StatefulElement -
Creates a StatefulElement to manage this widget's location in the tree.
inherited
-
createState(
) → State< SceneMesh> -
Creates the mutable state for this widget at a given location in the tree.
override
-
debugDescribeChildren(
) → List< DiagnosticsNode> -
Returns a list of DiagnosticsNode objects describing this node's
children.
inherited
-
debugFillProperties(
DiagnosticPropertiesBuilder properties) → void -
Add additional properties associated with the node.
inherited
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toDiagnosticsNode(
{String? name, DiagnosticsTreeStyle? style}) → DiagnosticsNode -
Returns a debug representation of the object that is used by debugging
tools and by DiagnosticsNode.toStringDeep.
inherited
-
toString(
{DiagnosticLevel minLevel = DiagnosticLevel.info}) → String -
A string representation of this object.
inherited
-
toStringDeep(
{String prefixLineOne = '', String? prefixOtherLines, DiagnosticLevel minLevel = DiagnosticLevel.debug, int wrapWidth = 65}) → String -
Returns a string representation of this node and its descendants.
inherited
-
toStringShallow(
{String joiner = ', ', DiagnosticLevel minLevel = DiagnosticLevel.debug}) → String -
Returns a one-line detailed description of the object.
inherited
-
toStringShort(
) → String -
A short, textual description of this widget.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited