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MeshWithRenderer を MeshExportInfo に統合 #1005
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/// <summary> | ||
/// ひとつの Mesh を複数の Renderer が共有することがありうる | ||
/// </summary> | ||
List<(Renderer, Transform[] UniqueBones)> _renderers; |
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Mesh + Material[] に対して 複数の Renderer。ついでに、Skinning 情報。
同じスキニングに対して、違う SkinnedMeshRenderer.bones を想定。
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よさそう
using UnityEngine; | ||
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namespace UniGLTF | ||
{ | ||
[Serializable] | ||
public struct MeshExportInfo | ||
public class MeshExportInfo |
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MeshExportInfo
Export する Mesh を確定させる Unique なオブジェクト
{ | ||
if (Materials[i] != materials[i]) return false; | ||
} | ||
return true; |
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Mesh とすべての Material のインスタンスが同じなら同じ Mesh として Export する
#965