OptionalbindOptionalboundsOptionalfinishOptionalgeometryOptionalhydratedTrue when this mesh was lazily hydrated for picking / selection highlight (createMeshFromData) rather than added as authored geometry via addMesh(). Such meshes duplicate geometry already drawn by a batch, so they are freed when their entity leaves the selection (see Scene.disposeHydratedMeshesExcept) to stop unbounded accumulation + transparent double-draw on deselect.
OptionalmaterialOptionalmodelOptionalrteCanonical f64-like translation used by the RTE mesh path. It is kept separate from the GPU f32 transform so hydrated selection meshes do not reintroduce national-grid rounding after their source batch was rebased.
Optionaluniform
Source
MeshData.geometryItemId, carried through hydration so a pick can report the representation item it hit. See PickResult.geometryItemId for when it is absent.