Beispiel #1
0
        // a mesh *might* decode to multiple prims if there are submeshes
        private MeshPrimitive[] ExportPrimitive(GameObject gameObject)
        {
            var filter  = gameObject.GetComponent <MeshFilter>();
            var meshObj = filter.sharedMesh;

            var renderer     = gameObject.GetComponent <MeshRenderer>();
            var materialsObj = renderer.sharedMaterials;

            var prims = new MeshPrimitive[meshObj.subMeshCount];

            // don't export any more accessors if this mesh is already exported
            MeshPrimitive[] primVariations;
            if (_meshToPrims.TryGetValue(meshObj, out primVariations) &&
                meshObj.subMeshCount == primVariations.Length)
            {
                for (var i = 0; i < primVariations.Length; i++)
                {
                    prims[i] = new MeshPrimitive(primVariations[i], _root)
                    {
                        Material = ExportMaterial(materialsObj[i])
                    };
                }

                return(prims);
            }

            AccessorId aPosition = null, aNormal = null, aTangent = null,
                       aTexcoord0 = null, aTexcoord1 = null, aColor0 = null;

            aPosition = ExportAccessor(SchemaExtensions.ConvertVector3CoordinateSpaceAndCopy(meshObj.vertices, SchemaExtensions.CoordinateSpaceConversionScale));

            if (meshObj.normals.Length != 0)
            {
                aNormal = ExportAccessor(SchemaExtensions.ConvertVector3CoordinateSpaceAndCopy(meshObj.normals, SchemaExtensions.CoordinateSpaceConversionScale));
            }

            if (meshObj.tangents.Length != 0)
            {
                aTangent = ExportAccessor(SchemaExtensions.ConvertVector4CoordinateSpaceAndCopy(meshObj.tangents, SchemaExtensions.TangentSpaceConversionScale));
            }

            if (meshObj.uv.Length != 0)
            {
                aTexcoord0 = ExportAccessor(SchemaExtensions.FlipTexCoordArrayVAndCopy(meshObj.uv));
            }

            if (meshObj.uv2.Length != 0)
            {
                aTexcoord1 = ExportAccessor(SchemaExtensions.FlipTexCoordArrayVAndCopy(meshObj.uv2));
            }

            if (meshObj.colors.Length != 0)
            {
                aColor0 = ExportAccessor(meshObj.colors);
            }

            MaterialId lastMaterialId = null;

            for (var submesh = 0; submesh < meshObj.subMeshCount; submesh++)
            {
                var primitive = new MeshPrimitive();

                var triangles = meshObj.GetTriangles(submesh);
                primitive.Indices = ExportAccessor(SchemaExtensions.FlipFacesAndCopy(triangles), true);

                primitive.Attributes = new Dictionary <string, AccessorId>();
                primitive.Attributes.Add(SemanticProperties.POSITION, aPosition);

                if (aNormal != null)
                {
                    primitive.Attributes.Add(SemanticProperties.NORMAL, aNormal);
                }
                if (aTangent != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TANGENT, aTangent);
                }
                if (aTexcoord0 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TexCoord(0), aTexcoord0);
                }
                if (aTexcoord1 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TexCoord(1), aTexcoord1);
                }
                if (aColor0 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.Color(0), aColor0);
                }

                if (submesh < materialsObj.Length)
                {
                    primitive.Material = ExportMaterial(materialsObj[submesh]);
                    lastMaterialId     = primitive.Material;
                }
                else
                {
                    primitive.Material = lastMaterialId;
                }

                prims[submesh] = primitive;
            }

            _meshToPrims[meshObj] = prims;

            return(prims);
        }
        protected virtual GameObject CreateMeshPrimitive(MeshPrimitive primitive, int meshID, int primitiveIndex)
        {
            var primitiveObj = new GameObject("Primitive");

            var meshFilter = primitiveObj.AddComponent <MeshFilter>();

            if (_assetCache.MeshCache[meshID][primitiveIndex] == null)
            {
                _assetCache.MeshCache[meshID][primitiveIndex] = new MeshCacheData();
            }
            if (_assetCache.MeshCache[meshID][primitiveIndex].LoadedMesh == null)
            {
                if (_assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes.Count == 0)
                {
                    BuildMeshAttributes(primitive, meshID, primitiveIndex);
                }
                var meshAttributes = _assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes;
                var vertexCount    = primitive.Attributes[SemanticProperties.POSITION].Value.Count;

                // todo optimize: There are multiple copies being performed to turn the buffer data into mesh data. Look into reducing them
                UnityEngine.Mesh mesh = new UnityEngine.Mesh
                {
                    vertices = primitive.Attributes.ContainsKey(SemanticProperties.POSITION)
                        ? meshAttributes[SemanticProperties.POSITION].AccessorContent.AsVertices.ToUnityVector3Raw()
                        : null,
                    normals = primitive.Attributes.ContainsKey(SemanticProperties.NORMAL)
                        ? meshAttributes[SemanticProperties.NORMAL].AccessorContent.AsNormals.ToUnityVector3Raw()
                        : null,

                    uv = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(0))
                        ? meshAttributes[SemanticProperties.TexCoord(0)].AccessorContent.AsTexcoords.ToUnityVector2Raw()
                        : null,

                    uv2 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(1))
                        ? meshAttributes[SemanticProperties.TexCoord(1)].AccessorContent.AsTexcoords.ToUnityVector2Raw()
                        : null,

                    uv3 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(2))
                        ? meshAttributes[SemanticProperties.TexCoord(2)].AccessorContent.AsTexcoords.ToUnityVector2Raw()
                        : null,

                    uv4 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(3))
                        ? meshAttributes[SemanticProperties.TexCoord(3)].AccessorContent.AsTexcoords.ToUnityVector2Raw()
                        : null,

                    colors = primitive.Attributes.ContainsKey(SemanticProperties.Color(0))
                        ? meshAttributes[SemanticProperties.Color(0)].AccessorContent.AsColors.ToUnityColorRaw()
                        : null,

                    triangles = primitive.Indices != null
                        ? meshAttributes[SemanticProperties.INDICES].AccessorContent.AsTriangles.ToIntArrayRaw()
                        : MeshPrimitive.GenerateTriangles(vertexCount),

                    tangents = primitive.Attributes.ContainsKey(SemanticProperties.TANGENT)
                        ? meshAttributes[SemanticProperties.TANGENT].AccessorContent.AsTangents.ToUnityVector4Raw()
                        : null
                };

                _assetCache.MeshCache[meshID][primitiveIndex].LoadedMesh = mesh;
            }

            meshFilter.sharedMesh = _assetCache.MeshCache[meshID][primitiveIndex].LoadedMesh;

            var materialWrapper = CreateMaterial(
                primitive.Material != null ? primitive.Material.Value : DefaultMaterial,
                primitive.Material != null ? primitive.Material.Id : -1
                );

            var meshRenderer = primitiveObj.AddComponent <MeshRenderer>();

            meshRenderer.material = materialWrapper.GetContents(primitive.Attributes.ContainsKey(SemanticProperties.Color(0)));

            if (_addColliders)
            {
                var meshCollider = primitiveObj.AddComponent <MeshCollider>();
                meshCollider.sharedMesh = meshFilter.mesh;
            }

            return(primitiveObj);
        }
Beispiel #3
0
        protected virtual void BuildMeshAttributes(MeshPrimitive primitive, int meshID, int primitiveIndex)
        {
            if (_assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes.Count == 0)
            {
                Dictionary <string, AttributeAccessor> attributeAccessors = new Dictionary <string, AttributeAccessor>(primitive.Attributes.Count + 1);
                foreach (var attributePair in primitive.Attributes)
                {
                    AttributeAccessor AttributeAccessor = new AttributeAccessor()
                    {
                        AccessorId = attributePair.Value,
                        Buffer     = _assetCache.BufferCache[attributePair.Value.Value.BufferView.Value.Buffer.Id]
                    };

                    attributeAccessors[attributePair.Key] = AttributeAccessor;
                }

                if (primitive.Indices != null)
                {
                    AttributeAccessor indexBuilder = new AttributeAccessor()
                    {
                        AccessorId = primitive.Indices,
                        Buffer     = _assetCache.BufferCache[primitive.Indices.Value.BufferView.Value.Buffer.Id]
                    };

                    attributeAccessors[SemanticProperties.INDICES] = indexBuilder;
                }

                GLTFHelpers.BuildMeshAttributes(ref attributeAccessors);

                // Flip vectors and triangles to the Unity coordinate system.
                if (attributeAccessors.ContainsKey(SemanticProperties.POSITION))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.POSITION].AccessorContent;
                    resultArray.AsVertices = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsVertices);
                    attributeAccessors[SemanticProperties.POSITION].AccessorContent = resultArray;
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.INDICES))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.INDICES].AccessorContent;
                    resultArray.AsTriangles = GLTFUnityHelpers.FlipFaces(resultArray.AsTriangles);
                    attributeAccessors[SemanticProperties.INDICES].AccessorContent = resultArray;
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.NORMAL))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.NORMAL].AccessorContent;
                    resultArray.AsNormals = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsNormals);
                    attributeAccessors[SemanticProperties.NORMAL].AccessorContent = resultArray;
                }
                // TexCoord goes from 0 to 3 to match GLTFHelpers.BuildMeshAttributes
                for (int i = 0; i < 4; i++)
                {
                    if (attributeAccessors.ContainsKey(SemanticProperties.TexCoord(i)))
                    {
                        NumericArray resultArray = attributeAccessors[SemanticProperties.TexCoord(i)].AccessorContent;
                        resultArray.AsTexcoords = GLTFUnityHelpers.FlipTexCoordArrayV(resultArray.AsTexcoords);
                        attributeAccessors[SemanticProperties.TexCoord(i)].AccessorContent = resultArray;
                    }
                }
                if (attributeAccessors.ContainsKey(SemanticProperties.TANGENT))
                {
                    NumericArray resultArray = attributeAccessors[SemanticProperties.TANGENT].AccessorContent;
                    resultArray.AsTangents = GLTFUnityHelpers.FlipVectorArrayHandedness(resultArray.AsTangents);
                    attributeAccessors[SemanticProperties.TANGENT].AccessorContent = resultArray;
                }

                _assetCache.MeshCache[meshID][primitiveIndex].MeshAttributes = attributeAccessors;
            }
        }
        // a mesh *might* decode to multiple prims if there are submeshes
        private MeshPrimitive[] ExportPrimitive(UnityEngine.Mesh meshObj, UnityEngine.Material[] materials, Skin skin = null)
        {
            MyLog.Log("Mesh属性:");
            var skinnedMeshRender = this._target.GetComponent <SkinnedMeshRenderer>();
            var root         = skinnedMeshRender ? this._target.transform : null;
            var materialsObj = new List <UnityEngine.Material>(materials);

            var prims = new MeshPrimitive[meshObj.subMeshCount];

            var byteOffset   = _bufferWriter.BaseStream.Position;
            var bufferViewId = this._root.WriteBufferView(this._bufferId, 0, (int)(_bufferWriter.BaseStream.Position - byteOffset));

            AccessorId aPosition = null, aNormal = null, aTangent = null,
                       aColor0 = null, aTexcoord0 = null, aTexcoord1 = null,
                       aBlendIndex = null, aBlendWeight = null;

            aPosition = this._root.WriteAccessor(this._bufferId, SchemaExtensions.ConvertVector3CoordinateSpaceAndCopy(meshObj.vertices, SchemaExtensions.CoordinateSpaceConversionScale), bufferViewId, false, null, this._bufferWriter);
            MyLog.Log("-------vertices:" + meshObj.vertices.Length);
            if (meshObj.normals.Length != 0 && (ExportSetting.instance.mesh.normal))
            {
                MyLog.Log("-------normals:" + meshObj.normals.Length);
                aNormal = this._root.WriteAccessor(this._bufferId, SchemaExtensions.ConvertVector3CoordinateSpaceAndCopy(meshObj.normals, SchemaExtensions.CoordinateSpaceConversionScale), bufferViewId, true, null, this._bufferWriter);
            }

            if (meshObj.tangents.Length != 0 && (ExportSetting.instance.mesh.tangent))
            {
                aTangent = this._root.WriteAccessor(this._bufferId, SchemaExtensions.ConvertVector4CoordinateSpaceAndCopy(meshObj.tangents, SchemaExtensions.TangentSpaceConversionScale), bufferViewId, true, this._bufferWriter);
            }

            if (meshObj.colors.Length != 0 && (ExportSetting.instance.mesh.color))
            {
                MyLog.Log("-------colors:" + meshObj.colors.Length);
                aColor0 = this._root.WriteAccessor(this._bufferId, meshObj.colors, bufferViewId, this._bufferWriter);
            }

            if (meshObj.uv.Length != 0)
            {
                MyLog.Log("-------uv:" + meshObj.uv.Length);
                aTexcoord0 = this._root.WriteAccessor(this._bufferId, SchemaExtensions.FlipTexCoordArrayVAndCopy(meshObj.uv), bufferViewId, this._bufferWriter);
            }

            var meshRender = this._target.GetComponent <MeshRenderer>();

            if (meshRender != null && meshRender.lightmapIndex >= 0)
            {
                MyLog.Log("-------uv2:" + meshObj.uv2.Length);
                aTexcoord1 = this._root.WriteAccessor(this._bufferId, SchemaExtensions.FlipTexCoordArrayVAndCopy(meshObj.uv2.Length > 0 ? meshObj.uv2 : meshObj.uv), bufferViewId, this._bufferWriter);
                // aTexcoord1 = ExportAccessor(ConvertLightMapUVAndCopy(meshObj.uv2.Length > 0 ? meshObj.uv2 : meshObj.uv, meshRender.lightmapScaleOffset), bufferViewId);
            }
            else
            {
                if (meshObj.uv2.Length != 0 && (ExportSetting.instance.mesh.uv2))
                {
                    MyLog.Log("-------uv2:" + meshObj.uv2.Length);
                    aTexcoord1 = this._root.WriteAccessor(this._bufferId, SchemaExtensions.FlipTexCoordArrayVAndCopy(meshObj.uv2), bufferViewId, this._bufferWriter);
                }
            }

            if (meshObj.boneWeights.Length != 0 && (ExportSetting.instance.mesh.bone))
            {
                MyLog.Log("-------bones:" + meshObj.boneWeights.Length);
                aBlendIndex  = this._root.WriteAccessor(this._bufferId, SchemaExtensions.ConvertBlendIndexAndCopy(meshObj.boneWeights), null, false, this._bufferWriter);
                aBlendWeight = this._root.WriteAccessor(this._bufferId, SchemaExtensions.ConvertBlendWeightAndCopy(meshObj.boneWeights), null, false, this._bufferWriter);
                if (skin != null)
                {
                    /*var index = 0;
                     * var renderer = _target.GetComponent<SkinnedMeshRenderer>();
                     * var bindposes = new Matrix4x4[renderer.bones.Length];
                     *
                     * foreach (var bone in renderer.bones)
                     * {
                     *  for (var i = 0; i < 16; ++i)
                     *  {
                     *      bindposes[index][i] = bone.worldToLocalMatrix[i];
                     *  }
                     *  index++;
                     * }
                     * skin.InverseBindMatrices = ExportAccessor(bindposes);*/
                    skin.InverseBindMatrices = this._root.WriteAccessor(this._bufferId, meshObj.bindposes, null, this._bufferWriter);
                }
            }

            this._root.BufferViews[bufferViewId.Id].ByteLength = (int)(this._bufferWriter.BaseStream.Position - byteOffset);


            MaterialId lastMaterialId = null;

            for (var submesh = 0; submesh < meshObj.subMeshCount; submesh++)
            {
                var primitive = new MeshPrimitive();

                var triangles = meshObj.GetTriangles(submesh);
                primitive.Indices = this._root.WriteAccessor(this._bufferId, SchemaExtensions.FlipFacesAndCopy(triangles), true, this._bufferWriter);

                primitive.Attributes = new Dictionary <string, AccessorId>();
                primitive.Attributes.Add(SemanticProperties.POSITION, aPosition);
                MyLog.Log("-------triangles:" + triangles.Length + "  submesh:" + submesh);
                if (aNormal != null)
                {
                    primitive.Attributes.Add(SemanticProperties.NORMAL, aNormal);
                }

                if (aTangent != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TANGENT, aTangent);
                }

                if (aColor0 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.Color(0), aColor0);
                }

                if (aTexcoord0 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TexCoord(0), aTexcoord0);
                }

                if (aTexcoord1 != null)
                {
                    primitive.Attributes.Add(SemanticProperties.TexCoord(1), aTexcoord1);
                }

                if (aBlendIndex != null && aBlendWeight != null)
                {
                    primitive.Attributes.Add(SemanticProperties.Joint(0), aBlendIndex);
                    primitive.Attributes.Add(SemanticProperties.Weight(0), aBlendWeight);
                }

                if (submesh < materialsObj.Count)
                {
                    primitive.Material = new MaterialId
                    {
                        Id   = materialsObj.IndexOf(materialsObj[submesh]),
                        Root = _root
                    };
                    lastMaterialId = primitive.Material;
                }
                else
                {
                    primitive.Material = lastMaterialId;
                }

                prims[submesh] = primitive;
            }

            return(prims);
        }
Beispiel #5
0
        protected virtual void CreateMeshPrimitive(MeshPrimitive primitive, string meshName, int meshID, int primitiveIndex)
        {
            var meshAttributes = BuildMeshAttributes(primitive, meshID, primitiveIndex);
            var vertexCount    = primitive.Attributes[SemanticProperties.POSITION].Value.Count;

            UnityEngine.Mesh mesh = new UnityEngine.Mesh
            {
                vertices = primitive.Attributes.ContainsKey(SemanticProperties.POSITION)
                                        ? meshAttributes[SemanticProperties.POSITION].AccessorContent.AsVertices.ToUnityVector3()
                                        : null,
                normals = primitive.Attributes.ContainsKey(SemanticProperties.NORMAL)
                                        ? meshAttributes[SemanticProperties.NORMAL].AccessorContent.AsNormals.ToUnityVector3()
                                        : null,

                uv = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(0))
                                        ? meshAttributes[SemanticProperties.TexCoord(0)].AccessorContent.AsTexcoords.ToUnityVector2()
                                        : null,

                uv2 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(1))
                                        ? meshAttributes[SemanticProperties.TexCoord(1)].AccessorContent.AsTexcoords.ToUnityVector2()
                                        : null,

                uv3 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(2))
                                        ? meshAttributes[SemanticProperties.TexCoord(2)].AccessorContent.AsTexcoords.ToUnityVector2()
                                        : null,

                uv4 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(3))
                                        ? meshAttributes[SemanticProperties.TexCoord(3)].AccessorContent.AsTexcoords.ToUnityVector2()
                                        : null,

                colors = primitive.Attributes.ContainsKey(SemanticProperties.Color(0))
                                        ? meshAttributes[SemanticProperties.Color(0)].AccessorContent.AsColors.ToUnityColor()
                                        : null,

                triangles = primitive.Indices != null
                                        ? meshAttributes[SemanticProperties.INDICES].AccessorContent.AsTriangles
                                        : MeshPrimitive.GenerateTriangles(vertexCount),

                tangents = primitive.Attributes.ContainsKey(SemanticProperties.TANGENT)
                                        ? meshAttributes[SemanticProperties.TANGENT].AccessorContent.AsTangents.ToUnityVector4(true)
                                        : null
            };

            if (primitive.Attributes.ContainsKey(SemanticProperties.JOINT) && primitive.Attributes.ContainsKey(SemanticProperties.WEIGHT))
            {
                Vector4[] bones   = new Vector4[1];
                Vector4[] weights = new Vector4[1];

                LoadSkinnedMeshAttributes(meshID, primitiveIndex, ref bones, ref weights);
                if (bones.Length != mesh.vertices.Length || weights.Length != mesh.vertices.Length)
                {
                    Debug.LogError("Not enough skinning data (bones:" + bones.Length + " weights:" + weights.Length + "  verts:" + mesh.vertices.Length + ")");
                    return;
                }

                BoneWeight[] bws           = new BoneWeight[mesh.vertices.Length];
                int          maxBonesIndex = 0;
                for (int i = 0; i < bws.Length; ++i)
                {
                    // Unity seems expects the the sum of weights to be 1.
                    float[] normalizedWeights = GLTFUtils.normalizeBoneWeights(weights[i]);

                    bws[i].boneIndex0 = (int)bones[i].x;
                    bws[i].weight0    = normalizedWeights[0];

                    bws[i].boneIndex1 = (int)bones[i].y;
                    bws[i].weight1    = normalizedWeights[1];

                    bws[i].boneIndex2 = (int)bones[i].z;
                    bws[i].weight2    = normalizedWeights[2];

                    bws[i].boneIndex3 = (int)bones[i].w;
                    bws[i].weight3    = normalizedWeights[3];

                    maxBonesIndex = (int)Mathf.Max(maxBonesIndex, bones[i].x, bones[i].y, bones[i].z, bones[i].w);
                }

                mesh.boneWeights = bws;

                // initialize inverseBindMatrix array with identity matrix in order to output a valid mesh object
                Matrix4x4[] bindposes = new Matrix4x4[maxBonesIndex];
                for (int j = 0; j < maxBonesIndex; ++j)
                {
                    bindposes[j] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
                }
                mesh.bindposes = bindposes;
            }

            if (primitive.Targets != null && primitive.Targets.Count > 0)
            {
                for (int b = 0; b < primitive.Targets.Count; ++b)
                {
                    Vector3[] deltaVertices = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];
                    Vector3[] deltaNormals  = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];
                    Vector3[] deltaTangents = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];

                    if (primitive.Targets[b].ContainsKey("POSITION"))
                    {
                        NumericArray num = new NumericArray();
                        deltaVertices = primitive.Targets[b]["POSITION"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], false).ToUnityVector3(true);
                    }
                    if (primitive.Targets[b].ContainsKey("NORMAL"))
                    {
                        NumericArray num = new NumericArray();
                        deltaNormals = primitive.Targets[b]["NORMAL"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], true).ToUnityVector3(true);
                    }
                    //if (primitive.Targets[b].ContainsKey("TANGENT"))
                    //{
                    //	deltaTangents = primitive.Targets[b]["TANGENT"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], true).ToUnityVector3(true);
                    //}

                    mesh.AddBlendShapeFrame(GLTFUtils.buildBlendShapeName(meshID, b), 1.0f, deltaVertices, deltaNormals, deltaTangents);
                }
            }

            mesh.RecalculateBounds();
            mesh.RecalculateTangents();
            mesh = _assetManager.saveMesh(mesh, meshName + "_" + meshID + "_" + primitiveIndex);
            UnityEngine.Material material = primitive.Material != null && primitive.Material.Id >= 0 ? getMaterial(primitive.Material.Id) : defaultMaterial;

            _assetManager.addPrimitiveMeshData(meshID, primitiveIndex, mesh, material);
        }