structAllocateInto method

  1. @override
void structAllocateInto(
  1. RaylibTemp temp,
  2. WasmStructPointer<MeshD> p,
  3. String key
)
override

Allocates nested pointers into temp under key as needed.

Implementation

@override
void structAllocateInto(RaylibTemp temp, WasmStructPointer<MeshD> p, String key) {
  if (vertices.isNotEmpty) _vertices.ptr = temp.Float32$.RawArray(vertices);
  if (texcoords.isNotEmpty) _texcoords.ptr = temp.Float32$.RawArray(texcoords);
  if (texcoords2.isNotEmpty) _texcoords2.ptr = temp.Float32$.RawArray(texcoords2);
  if (normals.isNotEmpty) _normals.ptr = temp.Float32$.RawArray(normals);
  if (tangents.isNotEmpty) _tangents.ptr = temp.Float32$.RawArray(tangents);
  if (colors.isNotEmpty) _colors.ptr = temp.Uint8$.RawArray(colors);
  if (indices.isNotEmpty) _indices.ptr = temp.Uint16$.RawArray(indices);
  if (animVertices.isNotEmpty) _animVertices.ptr = temp.Float32$.RawArray(animVertices);
  if (animNormals.isNotEmpty) _animNormals.ptr = temp.Float32$.RawArray(animNormals);
  if (boneIds.isNotEmpty) _boneIds.ptr = temp.Uint8$.RawArray(boneIds);
  if (boneWeights.isNotEmpty) _boneWeights.ptr = temp.Float32$.RawArray(boneWeights);
  if (boneMatrices.isNotEmpty) _boneMatrices.ptr = temp.Matrix$.RawArray(boneMatrices);
  _vboId.ptr = .nullptr();
}