load method

  1. @override
Future<void> load()
override

Load the asset

Implementation

@override
Future<void> load() async {
  final model = await models.load(path);
  _data = model.data;
  model.data.bounds.transformInto(gltfToEngine, _bounds);
  _meshNames = [
    for (var i = 0; i < model.data.meshes.length; i++)
      model.data.meshes[i].name ?? 'mesh $i',
  ];
  markAsLoaded();
}