public Mesh BuildMesh(Transform[] boneArray, int textureIndex) { Mesh mesh = new Mesh(); Vector3[] vertices = null; int[] indices = null; VertexMapper.GetVertices(ref vertices, data.GetBodyPoses(), data.GetBodySizes()); VertexMapper.GetIndices(ref indices); mesh.vertices = vertices; mesh.triangles = indices; Vector3[] uvs = null; UVMapper.GetUV(ref uvs, data.GetUVPoses(), data.GetUVSizes(), textureIndex); mesh.SetUVs(0, new List <Vector3>(uvs)); Matrix4x4[] bindPoses = null; BoneWeight[] weight = null; SkinMapper.GetBoneWieghts(ref weight); Rigger.GetBindPoses(ref bindPoses, transform, boneArray); mesh.boneWeights = weight; mesh.bindposes = bindPoses; return(mesh); }
public static Mesh BuildMesh(CharacterData data) { Mesh mesh = new Mesh(); Vector3[] vertices = null; int[] indices = null; VertexMapper.GetVertices(ref vertices, data.GetBodyPoses(), data.GetBodySizes()); VertexMapper.GetIndices(ref indices); mesh.vertices = vertices; mesh.triangles = indices; Vector3[] uvs = null; UVMapper.GetUV(ref uvs, data.GetUVPoses(), data.GetUVSizes()); mesh.SetUVs(0, new List <Vector3>(uvs)); return(mesh); }