MeshShape3D class final

A triangle mesh: three indices per triangle into positions. Static bodies only: a body that moves needs a convex shape, or a CompoundShape3D of them.

Inheritance

Constructors

MeshShape3D(Float32List positions, Uint32List indices)
A mesh of indices over positions (x, y, z each).
const

Properties

hashCode → int
The hash code for this object.
no setteroverride
indices → Uint32List
Three indices per triangle.
final
isValid → bool
Whether this shape is well formed: every size finite and above zero, a hull of at least 4 points, a mesh of at least one triangle whose indices are all in its vertex list, a height field of at least 4 × 4 samples, a compound of at least one part, every number finite, a rotation of some length. A body of a shape that is not is never made (createBody returns 0) and a query with one finds nothing, on every backend. A backend can still refuse a well-formed shape it cannot build — Jolt a hull whose points are all on one plane, or a mesh of only degenerate triangles — so check what createBody returns.
no setterinherited
positions → Float32List
Three floats per vertex.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
triangleCount → int
How many triangles it has.
no setter

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
override