F3dSection class abstract final

Section kinds.

Explicit values, never the enum index: the value is written into a file that outlives the source, and reordering the enum would silently reinterpret every asset already on disk.

Properties

hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

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.
inherited

Constants

animations → const int
asset → const int
What the source file said about itself — count 0 or 1, never more. See ModelDocument.asset.
attributes → const int
blob → const int
images → const int
imageUris → const int
Where each image's bytes came from, one record per image in images order — see EncodedImage.sourceUri.
layouts → const int
lods → const int
Sparse, one record per ModelLod across every node that has any, not one per node — the same shape morphTargets already holds for surfaces, and for the same reason: nearly every node has none, and a record naming its own node index costs less than a table of zeros in every file that never uses the feature. See ModelNode.lods.
materials → const int
meshes → const int
meshNames → const int
The mesh asset name behind each surface, one record per surface in surfaces order — see ModelSurface.meshName. Absent reads as null for every surface, the same as a file that predates fmt-04.
morphTargets → const int
The shapes a mesh can be blended towards, each naming the mesh it belongs to. A section of its own rather than fields on the mesh record, so that a build that predates morph targets skips it and reads the same file as a model that draws its base shape — which is exactly what the directory is for, and cheaper than a version bump that invalidates every asset on disk.
morphWeights → const int
The rest weights of a surface's targets, for the few surfaces that have any. Separate from the surface record for the same reason: that record is a fixed 84 bytes and every existing file is written to it.
nodes → const int
roots → const int
skins → const int
strings → const int
surfaceAttributes → const int
Which of a surface's vertex attributes the source file actually declared, one record per surface in surfaces order — see ModelSurface.authoredAttributes and F3dAttributeFlags. Absent in a file written before fmt-03, which is read as every attribute the surface's own mesh layout has, the same "unwritten means all of it" shape morphTargets uses for a section added after the format shipped.
surfaces → const int
tracks → const int
warnings → const int