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Implement normalization for MeshRenderer
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61c10da0c1
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@ -300,7 +300,7 @@ namespace VRM
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if (srcRenderer!=null && srcRenderer.enabled)
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{
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var dstFilter = dst.gameObject.AddComponent<MeshFilter>();
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dstFilter.sharedMesh = srcFilter.sharedMesh;
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dstFilter.sharedMesh = TransformMesh(srcFilter.sharedMesh, src.localToWorldMatrix);
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var dstRenderer = dst.gameObject.AddComponent<MeshRenderer>();
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dstRenderer.sharedMaterials = srcRenderer.sharedMaterials;
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@ -311,5 +311,32 @@ namespace VRM
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return normalized;
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}
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static Mesh TransformMesh(Mesh src, Matrix4x4 m)
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{
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m.SetColumn(3, new Vector4(0, 0, 0, 1));
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var mesh = new Mesh();
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mesh.name = src.name + "(transformed)";
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mesh.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray();
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if(src.normals!=null)mesh.normals = src.normals.Select(x => m.MultiplyVector(x)).ToArray();
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if(src.tangents!=null)mesh.tangents = src.tangents.Select(x =>
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{
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var v = m.MultiplyVector(x);
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return new Vector4(v.x, v.y, v.z, x.w);
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}).ToArray();
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mesh.uv = src.uv;
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mesh.uv2 = src.uv2;
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mesh.uv3 = src.uv3;
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mesh.uv4 = src.uv4;
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mesh.colors = src.colors;
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mesh.subMeshCount = src.subMeshCount;
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for(int i=0; i<mesh.subMeshCount; ++i)
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{
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mesh.SetIndices(src.GetIndices(i), src.GetTopology(i), i);
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}
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return mesh;
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}
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}
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}
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