toD method

MeshD toD([
  1. Pointer<MeshC>? ptr
])

Implementation

MeshD toD([Pointer<MeshC>? ptr]) => .new(
  originalPointer: ptr,
  vertexCount: vertexCount,
  triangleCount: triangleCount,
  boneCount: boneCount,
  vertices: vertices.address != 0 ? .generate(verticesCount, (i) => (vertices + i).value) : [],
  texcoords: texcoords.address != 0 ? .generate(texcoordsCount, (i) => (texcoords + i).value) : [],
  texcoords2: texcoords2.address != 0 ? .generate(texcoords2Count, (i) => (texcoords2 + i).value) : [],
  normals: normals.address != 0 ? .generate(normalsCount, (i) => (normals + i).value) : [],
  tangents: tangents.address != 0 ? .generate(tangentsCount, (i) => (tangents + i).value) : [],
  colors: colors.address != 0 ? .generate(colorsCount, (i) => (colors + i).value) : [],
  indices: indices.address != 0 ? .generate(indicesCount, (i) => (indices + i).value) : [],
  animVertices: animVertices.address != 0 ? .generate(animVerticesCount, (i) => (animVertices + i).value) : [],
  animNormals: animNormals.address != 0 ? .generate(animNormalsCount, (i) => (animNormals + i).value) : [],
  boneIds: boneIds.address != 0 ? .generate(boneIdsCount, (i) => (boneIds + i).value) : [],
  boneWeights: boneWeights.address != 0 ? .generate(boneWeightsCount, (i) => (boneWeights + i).value) : [],
  boneMatrices: boneMatrices.address != 0 ? .generate(boneMatricesCount, (i) => (boneMatrices + i).toD()) : [],
  vaoId: vaoId,
  vboId: vboId.address != 0 ? .generate(9, (i) => (vboId + i).value) : [],
);