void GenerateRemapIndices(Mesh mesh, MeshBuffer mbuf) { mbuf.Capture(mesh, false, false, false, false); var weights4 = new PinnedList <BoneWeight>(); weights4.LockList(l => { mesh.GetBoneWeights(l); }); remap.Resize(mbuf.points.Count); numRemappedVertices = aeGenerateRemapIndices(remap, mbuf.points, weights4, mbuf.points.Count); }
public override void Capture() { if (m_target == null) { m_data.visibility = false; } else { m_points = m_target.positionBuffer; m_velocities = m_target.velocityBuffer; m_data.visibility = m_target.gameObject.activeSelf; m_data.count = m_points.Count; m_data.positions = m_points; m_data.velocities = m_velocities; } abcObject.WriteSample(ref m_data); }
public void FillData(PinnedList <aiPointsData> dst) { aiPointsFillData(self, dst); }
public void FillVertexBuffer(PinnedList <aiPolyMeshData> vbs, PinnedList <aiSubmeshData> ibs) { aiPolyMeshFillVertexBuffer(self, vbs, ibs); }
public void GetSubmeshSummaries(PinnedList <aiSubmeshSummary> dst) { aiPolyMeshGetSubmeshSummaries(self, dst); }