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https://github.com/vrm-c/UniVRM.git
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fix text. MeshExportInfo.Create
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@@ -183,11 +183,6 @@ namespace UniGLTF
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public string Summary;
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#endregion
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public MeshExportInfo(Transform t)
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{
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}
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MeshExportInfo(GameObject root, Renderer renderer, MeshExportSettings settings, IBlendShapeExportFilter blendShapeFilter)
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{
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if (root == null)
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@@ -232,7 +227,7 @@ namespace UniGLTF
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PushRenderer(renderer);
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}
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public void PushRenderer(Renderer renderer)
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void PushRenderer(Renderer renderer)
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{
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if (renderer is SkinnedMeshRenderer smr)
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{
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@@ -273,6 +268,13 @@ namespace UniGLTF
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}
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}
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public static MeshExportInfo Create(GameObject go)
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{
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var list = new List<MeshExportInfo>();
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GetInfo(go, list, MeshExportSettings.Default, new DefualtBlendShapeExportFilter());
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return list[0];
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}
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/// <summary>
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/// ヒエラルキーからエクスポートする Mesh の情報を収集する
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/// </summary>
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@@ -274,13 +274,12 @@ namespace UniGLTF
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foreach (var x in uniqueUnityMeshes)
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{
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var matrices = x.GetBindPoses().Select(m_axisInverter.InvertMat4).ToArray();
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var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);
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foreach (var (renderer, uniqueBones) in x.Renderers)
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{
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if (uniqueBones != null && renderer is SkinnedMeshRenderer smr)
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{
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var matrices = x.GetBindPoses().Select(m_axisInverter.InvertMat4).ToArray();
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var accessor = glTF.ExtendBufferAndGetAccessorIndex(bufferIndex, matrices, glBufferTarget.NONE);
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var skin = new glTFSkin
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{
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inverseBindMatrices = accessor,
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@@ -134,7 +134,7 @@ namespace UniGLTF
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};
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var axisInverter = Axes.X.Create();
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var unityMesh = new MeshExportInfo(go.transform);
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var unityMesh = MeshExportInfo.Create(go);
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var (gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
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? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
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: MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials,axisInverter, meshExportSettings)
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@@ -182,7 +182,7 @@ namespace UniGLTF
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};
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var axisInverter = Axes.X.Create();
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var unityMesh = new MeshExportInfo(go.transform);
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var unityMesh = MeshExportInfo.Create(go);
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var (gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
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? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, axisInverter, meshExportSettings)
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: MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials,axisInverter, meshExportSettings)
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