internal use InternalsVisibleTo

This commit is contained in:
ousttrue
2022-07-15 14:24:54 +09:00
parent b8e04e5ccf
commit b9d6e40e8b
5 changed files with 19 additions and 3 deletions

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@@ -0,0 +1,5 @@
#if UNITY_EDITOR
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("UniGLTF.Tests")]
#endif

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@@ -0,0 +1,11 @@
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@@ -8,7 +8,7 @@ using UnityEngine.Rendering;
namespace UniGLTF
{
public class MeshData : IDisposable
internal class MeshData : IDisposable
{
private NativeArray<MeshVertex> _vertices;
public NativeArray<MeshVertex> Vertices => _vertices.GetSubArray(0, _currentVertexCount);

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@@ -11,7 +11,7 @@ namespace UniGLTF
/// そのままGPUにアップロードされる
/// </summary>
[Serializable, StructLayout(LayoutKind.Sequential)]
public readonly struct MeshVertex
internal readonly struct MeshVertex
{
private readonly Vector3 _position;
private readonly Vector3 _normal;

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@@ -9,7 +9,7 @@ namespace UniGLTF
/// そのままGPUにアップロードされる
/// </summary>
[Serializable, StructLayout(LayoutKind.Sequential)]
public readonly struct SkinnedMeshVertex
internal readonly struct SkinnedMeshVertex
{
private readonly float _boneWeight0;
private readonly float _boneWeight1;