MeshD constructor

MeshD({
  1. Pointer<MeshC>? originalPointer,
  2. int vertexCount = 0,
  3. int triangleCount = 0,
  4. int boneCount = 0,
  5. List<double>? vertices,
  6. List<double>? texcoords,
  7. List<double>? texcoords2,
  8. List<double>? normals,
  9. List<double>? tangents,
  10. List<int>? colors,
  11. List<int>? indices,
  12. List<double>? animVertices,
  13. List<double>? animNormals,
  14. List<int>? boneIds,
  15. List<double>? boneWeights,
  16. List<MatrixD>? boneMatrices,
  17. int vaoId = 0,
  18. List<int>? vboId,
})

Implementation

MeshD({
  super.originalPointer,
  this.vertexCount = 0,
  this.triangleCount = 0,
  this.boneCount = 0,
  List<double>? vertices,
  List<double>? texcoords,
  List<double>? texcoords2,
  List<double>? normals,
  List<double>? tangents,
  List<int>? colors,
  List<int>? indices,
  List<double>? animVertices,
  List<double>? animNormals,
  List<int>? boneIds,
  List<double>? boneWeights,
  List<MatrixD>? boneMatrices,
  this.vaoId = 0,
  List<int>? vboId,
}):
  vertices = vertices ?? [],
  texcoords = texcoords ?? [],
  texcoords2 = texcoords2 ?? [],
  normals = normals ?? [],
  tangents = tangents ?? [],
  colors = colors ?? [],
  indices = indices ?? [],
  animVertices = animVertices ?? [],
  animNormals = animNormals ?? [],
  boneIds = boneIds ?? [],
  boneWeights = boneWeights ?? [],
  boneMatrices = boneMatrices ?? [],
  vboId = vboId ?? [];