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MeshVertexの変数をprivateに
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@@ -11,25 +11,25 @@ namespace UniGLTF
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[StructLayout(LayoutKind.Sequential, Pack = 1)]
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internal readonly struct MeshVertex
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{
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public readonly Vector3 Position;
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public readonly Vector3 Normal;
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public readonly Color Color;
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public readonly Vector2 Uv;
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public readonly Vector2 Uv2;
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public readonly float BoneWeight0;
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public readonly float BoneWeight1;
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public readonly float BoneWeight2;
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public readonly float BoneWeight3;
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public readonly ushort BoneIndex0;
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public readonly ushort BoneIndex1;
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public readonly ushort BoneIndex2;
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public readonly ushort BoneIndex3;
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private readonly Vector3 _position;
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private readonly Vector3 _normal;
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private readonly Color _color;
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private readonly Vector2 _texcoord0;
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private readonly Vector2 _texcoord1;
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private readonly float _boneWeight0;
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private readonly float _boneWeight1;
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private readonly float _boneWeight2;
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private readonly float _boneWeight3;
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private readonly ushort _boneIndex0;
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private readonly ushort _boneIndex1;
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private readonly ushort _boneIndex2;
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private readonly ushort _boneIndex3;
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public MeshVertex(
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Vector3 position,
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Vector3 normal,
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Vector2 uv,
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Vector2 uv2,
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Vector2 texcoord0,
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Vector2 texcoord1,
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Color color,
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ushort boneIndex0,
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ushort boneIndex1,
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@@ -40,19 +40,19 @@ namespace UniGLTF
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float boneWeight2,
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float boneWeight3)
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{
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Position = position;
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Normal = normal;
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Uv = uv;
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Uv2 = uv2;
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Color = color;
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BoneIndex0 = boneIndex0;
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BoneIndex1 = boneIndex1;
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BoneIndex2 = boneIndex2;
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BoneIndex3 = boneIndex3;
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BoneWeight0 = boneWeight0;
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BoneWeight1 = boneWeight1;
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BoneWeight2 = boneWeight2;
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BoneWeight3 = boneWeight3;
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_position = position;
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_normal = normal;
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_texcoord0 = texcoord0;
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_texcoord1 = texcoord1;
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_color = color;
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_boneIndex0 = boneIndex0;
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_boneIndex1 = boneIndex1;
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_boneIndex2 = boneIndex2;
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_boneIndex3 = boneIndex3;
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_boneWeight0 = boneWeight0;
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_boneWeight1 = boneWeight1;
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_boneWeight2 = boneWeight2;
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_boneWeight3 = boneWeight3;
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}
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public static VertexAttributeDescriptor[] GetVertexAttributeDescriptor() => new[] {
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