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https://github.com/vrm-c/UniVRM.git
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internal use InternalsVisibleTo
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5
Assets/UniGLTF/Runtime/AssemblyInfo.cs
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5
Assets/UniGLTF/Runtime/AssemblyInfo.cs
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@@ -0,0 +1,5 @@
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#if UNITY_EDITOR
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("UniGLTF.Tests")]
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#endif
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11
Assets/UniGLTF/Runtime/AssemblyInfo.cs.meta
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11
Assets/UniGLTF/Runtime/AssemblyInfo.cs.meta
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fileFormatVersion: 2
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guid: 7aed15fa830416246b0c408322cd4099
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -8,7 +8,7 @@ using UnityEngine.Rendering;
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namespace UniGLTF
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{
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public class MeshData : IDisposable
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internal class MeshData : IDisposable
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{
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private NativeArray<MeshVertex> _vertices;
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public NativeArray<MeshVertex> Vertices => _vertices.GetSubArray(0, _currentVertexCount);
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@@ -11,7 +11,7 @@ namespace UniGLTF
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/// そのままGPUにアップロードされる
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/// </summary>
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[Serializable, StructLayout(LayoutKind.Sequential)]
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public readonly struct MeshVertex
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internal readonly struct MeshVertex
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{
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private readonly Vector3 _position;
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private readonly Vector3 _normal;
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@@ -9,7 +9,7 @@ namespace UniGLTF
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/// そのままGPUにアップロードされる
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/// </summary>
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[Serializable, StructLayout(LayoutKind.Sequential)]
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public readonly struct SkinnedMeshVertex
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internal readonly struct SkinnedMeshVertex
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{
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private readonly float _boneWeight0;
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private readonly float _boneWeight1;
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