コード例 #1
0
        //通过采样坐标u获取对应的网格
        private void GetSmartMeshByU(int u, ref int relativeU, out SmartMesh mesh)
        {
            mesh = null;
            int uCursor = 0;

            relativeU = u;
            for (int i = 0; i < smartMeshList.Count; i++)
            {
                int vertexCount = smartMeshList[i].vertexCount;
                uCursor += vertexCount;
                //找到了u停留的Mesh,计算相对u
                if (u < uCursor)
                {
                    mesh = smartMeshList[i];
                    return;
                }
                else
                {
                    relativeU -= vertexCount;
                }
            }

            Debug.LogErrorFormat("根据坐标{0}获取模型数据失败!!!", u);
        }
コード例 #2
0
        //在场景中准备一个节点
        private void PrepareGameObjectInScene()
        {
            instanceGameObject      = GameObject.Instantiate <GameObject>(modelGameObject);
            instanceGameObject.name = "TEMP";

            Animation ac = instanceGameObject.GetComponent <Animation>();

            //移除旧的
            if (ac != null)
            {
                DestroyImmediate(ac);
            }

            //添加新的
            instanceAnimation = instanceGameObject.AddComponent <Animation>();

            //添加..
            foreach (var item in animationClips)
            {
                string animName = string.IsNullOrEmpty(item.newName) ? item.clip.name : item.newName;
                instanceAnimation.AddClip(item.clip, animName);
            }

            skinnedMeshRenderers.Clear();
            meshFilters.Clear();
            smartMeshList.Clear();
            instanceGameObject.GetComponentsInChildren <SkinnedMeshRenderer>(true, skinnedMeshRenderers);
            instanceGameObject.GetComponentsInChildren <MeshFilter>(true, meshFilters);

            usedTextures = new List <Texture>();

            foreach (var smr in skinnedMeshRenderers)
            {
                SmartMesh smartMesh      = new SmartMesh(smr, null);
                var       meshUseTexture = smartMesh.mainTexture;
                int       idx            = usedTextures.IndexOf(meshUseTexture);
                if (idx < 0)
                {
                    //用的是第几套uv呢
                    smartMesh.uvIdx = usedTextures.Count;
                    usedTextures.Add(meshUseTexture);
                }
                else
                {
                    smartMesh.uvIdx = idx;
                }

                smartMeshList.Add(smartMesh);
                Debug.Log(smartMesh.Desc());
            }
            foreach (var mf in meshFilters)
            {
                SmartMesh smartMesh      = new SmartMesh(null, mf);
                var       meshUseTexture = smartMesh.mainTexture;
                int       idx            = usedTextures.IndexOf(meshUseTexture);
                if (idx < 0)
                {
                    //用的是第几套uv呢
                    smartMesh.uvIdx = usedTextures.Count;
                    usedTextures.Add(meshUseTexture);
                }
                else
                {
                    smartMesh.uvIdx = idx;
                }

                smartMeshList.Add(smartMesh);
                Debug.Log(smartMesh.Desc());
            }
            multipleTexturesMode = usedTextures.Count > 1;
            Debug.LogFormat("使用的蒙皮纹理数为:{0}", usedTextures.Count);
            if (multipleTexturesMode)
            {
                EditorUtility.DisplayDialog("注意", "注意,当前存在多套蒙皮纹理!", "好的");
            }
        }
コード例 #3
0
        //针对每一个动作单独生成纹理
        private void GenerateAnimationTexture(Animation animation, AnimationState state)
        {
            //生成动画纹理的名称
            string assetName = string.Format("{0}_{1}", modelGameObject.name, state.name);

            Debug.LogFormat("正在处理 {0}...", assetName);

            //播放并记录
            Debug.Log("播放动画" + state.name);
            animation.Play(state.name);

            AnimationClip clip = state.clip;

            //连接到材质球
            string keyLen = string.Format("_{0}Len", state.name);

            mainMaterial.SetFloat(keyLen, state.length);

            //原始需要帧数
            int   originFrames   = (int)(state.clip.frameRate * state.length);
            int   generateFrames = Mathf.ClosestPowerOfTwo(originFrames);
            float frameGap       = state.length / generateFrames;

            Debug.LogFormat("{0}的原始帧数为{1},处理后为{2},动画长度为{3:0.00},帧间隔为{4:0.00}",
                            state.name,
                            originFrames,
                            generateFrames,
                            state.length,
                            frameGap);

            //纹理宽度为顶点数量,高度为动作帧数
            int       textureWidth     = Mathf.NextPowerOfTwo(combinedMesh.vertexCount);
            int       textureHeight    = generateFrames;
            Texture2D animationTexture = new Texture2D(textureWidth, textureHeight, TextureFormat.RGBAHalf, false);

            for (int v = 0; v < textureHeight; v++)
            {
                //摆pose
                state.time = v * frameGap;
                //采样!!!
                animation.Sample();

                for (int u = 0; u < combinedMesh.vertexCount; u++)
                {
                    //这里必须按照之前合并网格的顺序来搞...
                    int       relativeU = 0;
                    SmartMesh sm        = null;
                    GetSmartMeshByU(u, ref relativeU, out sm);

                    if (sm == null)
                    {
                        EditorUtility.DisplayDialog("错误", "根据UV坐标获取网格信息失败!", "呃...");
                        return;
                    }
                    Mesh mesh = sm.GetAnimationMesh(modelCenter.worldToLocalMatrix);

                    Vector3 vertexPos = mesh.vertices[relativeU];
                    Color   color     = new Color(vertexPos.x, vertexPos.y, vertexPos.z);
                    //将位置保存为颜色
                    animationTexture.SetPixel(u, v, color);
                }
            }

            animationTexture.Apply();

            //保存
            AssetDatabase.CreateAsset(animationTexture, GetAnimationTextureAssetPath(assetName));
            Debug.Log("生成了动画纹理:" + assetName, animationTexture);

            //连接到材质球
            string keyTex = string.Format("_{0}Tex", state.name);

            mainMaterial.SetTexture(keyTex, animationTexture);

            if (state.name.ToLower().Contains("attack"))
            {
                animationAsset.attackAnimLength = clip.length;
            }
            else if (state.name.ToLower().Contains("death"))
            {
                //别问为什么,经验!
                animationAsset.deathAnimLength = clip.length * 0.95f;
            }
        }
コード例 #4
0
ファイル: SkeletonRenderer.cs プロジェクト: mrdivdiz/bpvita
        public virtual void LateUpdate()
        {
            if (!valid || (!meshRenderer.enabled && this.generateMeshOverride == null))
            {
                return;
            }
            ExposedList <Slot> drawOrder = skeleton.drawOrder;

            Slot[] items = drawOrder.Items;
            int    count = drawOrder.Count;
            bool   flag  = renderMeshes;

            SmartMesh.Instruction    instruction = currentInstructions;
            ExposedList <Attachment> attachments = instruction.attachments;

            attachments.Clear(clearArray: false);
            attachments.GrowIfNeeded(count);
            attachments.Count = count;
            Attachment[] items2 = instruction.attachments.Items;
            ExposedList <SubmeshInstruction> submeshInstructions = instruction.submeshInstructions;

            submeshInstructions.Clear(clearArray: false);
            bool     flag2            = customSlotMaterials.Count > 0;
            int      num              = 0;
            int      num2             = 0;
            int      num3             = 0;
            int      firstVertexIndex = 0;
            int      startSlot        = 0;
            Material material         = null;

            for (int i = 0; i < count; i++)
            {
                Slot             slot             = items[i];
                Attachment       attachment       = items2[i] = slot.attachment;
                RegionAttachment regionAttachment = attachment as RegionAttachment;
                object           rendererObject;
                int num4;
                int num5;
                if (regionAttachment != null)
                {
                    rendererObject = regionAttachment.RendererObject;
                    num4           = 4;
                    num5           = 6;
                }
                else
                {
                    if (!flag)
                    {
                        continue;
                    }
                    MeshAttachment meshAttachment = attachment as MeshAttachment;
                    if (meshAttachment == null)
                    {
                        continue;
                    }
                    rendererObject = meshAttachment.RendererObject;
                    num4           = meshAttachment.worldVerticesLength >> 1;
                    num5           = meshAttachment.triangles.Length;
                }
                Material value;
                if (flag2)
                {
                    if (!customSlotMaterials.TryGetValue(slot, out value))
                    {
                        value = (Material)((AtlasRegion)rendererObject).page.rendererObject;
                    }
                }
                else
                {
                    value = (Material)((AtlasRegion)rendererObject).page.rendererObject;
                }
                bool flag3 = separatorSlots.Count > 0 && separatorSlots.Contains(slot);
                if (num > 0 && (material.GetInstanceID() != value.GetInstanceID() || flag3))
                {
                    submeshInstructions.Add(new SubmeshInstruction
                    {
                        skeleton         = skeleton,
                        material         = material,
                        startSlot        = startSlot,
                        endSlot          = i,
                        triangleCount    = num3,
                        firstVertexIndex = firstVertexIndex,
                        vertexCount      = num2,
                        forceSeparate    = flag3
                    });
                    num3             = 0;
                    num2             = 0;
                    firstVertexIndex = num;
                    startSlot        = i;
                }
                material = value;
                num3    += num5;
                num     += num4;
                num2    += num4;
            }
            if (num2 != 0)
            {
                submeshInstructions.Add(new SubmeshInstruction
                {
                    skeleton         = skeleton,
                    material         = material,
                    startSlot        = startSlot,
                    endSlot          = count,
                    triangleCount    = num3,
                    firstVertexIndex = firstVertexIndex,
                    vertexCount      = num2,
                    forceSeparate    = false
                });
            }
            instruction.vertexCount        = num;
            instruction.immutableTriangles = immutableTriangles;
            if (customMaterialOverride.Count > 0)
            {
                SubmeshInstruction[] items3 = submeshInstructions.Items;
                for (int j = 0; j < submeshInstructions.Count; j++)
                {
                    Material material2 = items3[j].material;
                    Material value2;
                    if (customMaterialOverride.TryGetValue(material2, out value2))
                    {
                        items3[j].material = value2;
                    }
                }
            }
            if (this.generateMeshOverride != null)
            {
                this.generateMeshOverride(instruction);
                if (disableRenderingOnOverride)
                {
                    return;
                }
            }
            if (ArraysMeshGenerator.EnsureSize(num, ref vertices, ref uvs, ref colors) && calculateNormals)
            {
                Vector3[] array  = normals = new Vector3[num];
                Vector3   vector = new Vector3(0f, 0f, -1f);
                for (int k = 0; k < num; k++)
                {
                    array[k] = vector;
                }
            }
            Vector3 boundsMin = default(Vector3);
            Vector3 boundsMax = default(Vector3);

            if (num <= 0)
            {
                boundsMin = new Vector3(0f, 0f, 0f);
                boundsMax = new Vector3(0f, 0f, 0f);
            }
            else
            {
                boundsMin.x = 2.14748365E+09f;
                boundsMin.y = 2.14748365E+09f;
                boundsMax.x = -2.14748365E+09f;
                boundsMax.y = -2.14748365E+09f;
                if (zSpacing > 0f)
                {
                    boundsMin.z = 0f;
                    boundsMax.z = zSpacing * (float)(count - 1);
                }
                else
                {
                    boundsMin.z = zSpacing * (float)(count - 1);
                    boundsMax.z = 0f;
                }
            }
            int vertexIndex = 0;

            ArraysMeshGenerator.FillVerts(skeleton, 0, count, zSpacing, pmaVertexColors, vertices, uvs, colors, ref vertexIndex, ref tempVertices, ref boundsMin, ref boundsMax, flag);
            SmartMesh next = doubleBufferedMesh.GetNext();
            Mesh      mesh = next.mesh;

            mesh.vertices = vertices;
            mesh.colors32 = colors;
            mesh.uv       = uvs;
            mesh.bounds   = ArraysMeshGenerator.ToBounds(boundsMin, boundsMax);
            SmartMesh.Instruction instructionUsed = next.instructionUsed;
            if (calculateNormals && instructionUsed.vertexCount < num)
            {
                mesh.normals = normals;
            }
            bool flag4  = CheckIfMustUpdateMeshStructure(instruction, instructionUsed);
            int  count2 = submeshInstructions.Count;

            if (flag4)
            {
                ExposedList <Material> exposedList = submeshMaterials;
                exposedList.Clear(clearArray: false);
                int count3 = submeshes.Count;
                if (submeshes.Capacity < count2)
                {
                    submeshes.Capacity = count2;
                }
                for (int l = count3; l < count2; l++)
                {
                    submeshes.Items[l] = new ArraysMeshGenerator.SubmeshTriangleBuffer(submeshInstructions.Items[l].triangleCount);
                }
                submeshes.Count = count2;
                bool flag5 = !instruction.immutableTriangles;
                int  m     = 0;
                int  num6  = count2 - 1;
                for (; m < count2; m++)
                {
                    SubmeshInstruction submeshInstruction = submeshInstructions.Items[m];
                    if (flag5 || m >= count3)
                    {
                        ArraysMeshGenerator.SubmeshTriangleBuffer submeshTriangleBuffer = submeshes.Items[m];
                        int triangleCount = submeshInstruction.triangleCount;
                        if (flag)
                        {
                            ArraysMeshGenerator.FillTriangles(ref submeshTriangleBuffer.triangles, skeleton, triangleCount, submeshInstruction.firstVertexIndex, submeshInstruction.startSlot, submeshInstruction.endSlot, m == num6);
                            submeshTriangleBuffer.triangleCount = triangleCount;
                        }
                        else
                        {
                            ArraysMeshGenerator.FillTrianglesQuads(ref submeshTriangleBuffer.triangles, ref submeshTriangleBuffer.triangleCount, ref submeshTriangleBuffer.firstVertex, submeshInstruction.firstVertexIndex, triangleCount, m == num6);
                        }
                    }
                    exposedList.Add(submeshInstruction.material);
                }
                mesh.subMeshCount = count2;
                for (int n = 0; n < count2; n++)
                {
                    mesh.SetTriangles(submeshes.Items[n].triangles, n);
                }
            }
            if (calculateTangents)
            {
                ArraysMeshGenerator.SolveTangents2DEnsureSize(ref tangents, ref tempTanBuffer, vertices.Length);
                for (int num7 = 0; num7 < count2; num7++)
                {
                    ArraysMeshGenerator.SubmeshTriangleBuffer submeshTriangleBuffer2 = submeshes.Items[num7];
                    ArraysMeshGenerator.SolveTangents2DTriangles(tempTanBuffer, submeshTriangleBuffer2.triangles, submeshTriangleBuffer2.triangleCount, vertices, uvs, num);
                }
                ArraysMeshGenerator.SolveTangents2DBuffer(tangents, tempTanBuffer, num);
                mesh.tangents = tangents;
            }
            Material[] array2 = sharedMaterials;
            bool       flag6  = flag4 || array2.Length != count2;

            if (!flag6)
            {
                SubmeshInstruction[] items4 = submeshInstructions.Items;
                int num8 = 0;
                for (int num9 = array2.Length; num8 < num9; num8++)
                {
                    if (array2[num8].GetInstanceID() != items4[num8].material.GetInstanceID())
                    {
                        flag6 = true;
                        break;
                    }
                }
            }
            if (flag6)
            {
                if (submeshMaterials.Count == sharedMaterials.Length)
                {
                    submeshMaterials.CopyTo(sharedMaterials);
                }
                else
                {
                    sharedMaterials = submeshMaterials.ToArray();
                }
                meshRenderer.sharedMaterials = sharedMaterials;
            }
            meshFilter.sharedMesh = mesh;
            next.instructionUsed.Set(instruction);
        }
コード例 #5
0
        public MeshAndMaterials GenerateMesh(ExposedList <SubmeshInstruction> instructions, int startSubmesh, int endSubmesh)
        {
            SubmeshInstruction[] items = instructions.Items;
            this.currentInstructions.Clear(false);
            for (int i = startSubmesh; i < endSubmesh; i++)
            {
                this.currentInstructions.Add(items[i]);
            }
            SmartMesh next  = this.doubleBufferedSmartMesh.GetNext();
            Mesh      mesh  = next.mesh;
            int       count = this.currentInstructions.Count;

            SubmeshInstruction[] items2 = this.currentInstructions.Items;
            int num = 0;

            for (int j = 0; j < count; j++)
            {
                items2[j].firstVertexIndex = num;
                num += items2[j].vertexCount;
            }
            bool    flag     = ArraysMeshGenerator.EnsureSize(num, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32);
            bool    flag2    = ArraysMeshGenerator.EnsureTriangleBuffersSize(this.submeshBuffers, count, items2);
            float   zspacing = this.ZSpacing;
            Vector3 boundsMin;
            Vector3 boundsMax;

            if (num <= 0)
            {
                boundsMin = new Vector3(0f, 0f, 0f);
                boundsMax = new Vector3(0f, 0f, 0f);
            }
            else
            {
                boundsMin.x = 2.14748365E+09f;
                boundsMin.y = 2.14748365E+09f;
                boundsMax.x = -2.14748365E+09f;
                boundsMax.y = -2.14748365E+09f;
                int endSlot = items2[count - 1].endSlot;
                if (zspacing > 0f)
                {
                    boundsMin.z = 0f;
                    boundsMax.z = zspacing * (float)endSlot;
                }
                else
                {
                    boundsMin.z = zspacing * (float)endSlot;
                    boundsMax.z = 0f;
                }
            }
            ExposedList <Attachment> exposedList = this.attachmentBuffer;

            exposedList.Clear(false);
            int num2 = 0;

            for (int k = 0; k < count; k++)
            {
                SubmeshInstruction submeshInstruction = items2[k];
                int      startSlot = submeshInstruction.startSlot;
                int      endSlot2  = submeshInstruction.endSlot;
                Skeleton skeleton  = submeshInstruction.skeleton;
                Slot[]   items3    = skeleton.DrawOrder.Items;
                for (int l = startSlot; l < endSlot2; l++)
                {
                    Attachment attachment = items3[l].attachment;
                    if (attachment != null)
                    {
                        exposedList.Add(attachment);
                    }
                }
                ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot2, zspacing, base.PremultiplyVertexColors, this.meshVertices, this.meshUVs, this.meshColors32, ref num2, ref this.attachmentVertexBuffer, ref boundsMin, ref boundsMax, true);
            }
            bool flag3 = flag || flag2 || next.StructureDoesntMatch(exposedList, this.currentInstructions);

            for (int m = 0; m < count; m++)
            {
                SubmeshInstruction submeshInstruction2 = items2[m];
                if (flag3)
                {
                    SubmeshTriangleBuffer submeshTriangleBuffer = this.submeshBuffers.Items[m];
                    bool isLastSubmesh = m == count - 1;
                    ArraysMeshGenerator.FillTriangles(ref submeshTriangleBuffer.triangles, submeshInstruction2.skeleton, submeshInstruction2.triangleCount, submeshInstruction2.firstVertexIndex, submeshInstruction2.startSlot, submeshInstruction2.endSlot, isLastSubmesh);
                    submeshTriangleBuffer.triangleCount = submeshInstruction2.triangleCount;
                    submeshTriangleBuffer.firstVertex   = submeshInstruction2.firstVertexIndex;
                }
            }
            if (flag3)
            {
                mesh.Clear();
                this.sharedMaterials = this.currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
            }
            next.Set(this.meshVertices, this.meshUVs, this.meshColors32, exposedList, this.currentInstructions);
            mesh.bounds = ArraysMeshGenerator.ToBounds(boundsMin, boundsMax);
            if (flag3)
            {
                mesh.subMeshCount = count;
                for (int n = 0; n < count; n++)
                {
                    mesh.SetTriangles(this.submeshBuffers.Items[n].triangles, n);
                }
                base.TryAddNormalsTo(mesh, num);
            }
            if (this.addTangents)
            {
                ArraysMeshGenerator.SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, num);
                int num3 = 0;
                int num4 = count;
                while (num3 < num4)
                {
                    SubmeshTriangleBuffer submeshTriangleBuffer2 = this.submeshBuffers.Items[num3];
                    ArraysMeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submeshTriangleBuffer2.triangles, submeshTriangleBuffer2.triangleCount, this.meshVertices, this.meshUVs, num);
                    num3++;
                }
                ArraysMeshGenerator.SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, num);
            }
            return(new MeshAndMaterials(next.mesh, this.sharedMaterials));
        }
コード例 #6
0
        public MeshAndMaterials GenerateMesh(SubmeshedMeshInstruction meshInstructions)
        {
            SmartMesh next  = this.doubleBufferedSmartMesh.GetNext();
            Mesh      mesh  = next.mesh;
            int       count = meshInstructions.submeshInstructions.Count;
            ExposedList <SubmeshInstruction> submeshInstructions = meshInstructions.submeshInstructions;
            int  vertexCount = meshInstructions.vertexCount;
            bool flag        = ArraysMeshGenerator.EnsureTriangleBuffersSize(this.submeshBuffers, count, submeshInstructions.Items);
            bool flag2       = ArraysMeshGenerator.EnsureSize(vertexCount, ref this.meshVertices, ref this.meshUVs, ref this.meshColors32);

            Vector3[] meshVertices = this.meshVertices;
            float     zspacing     = this.ZSpacing;
            int       count2       = meshInstructions.attachmentList.Count;
            Vector3   boundsMin;
            Vector3   boundsMax;

            if (count2 <= 0)
            {
                boundsMin = new Vector3(0f, 0f, 0f);
                boundsMax = new Vector3(0f, 0f, 0f);
            }
            else
            {
                boundsMin.x = 2.14748365E+09f;
                boundsMin.y = 2.14748365E+09f;
                boundsMax.x = -2.14748365E+09f;
                boundsMax.y = -2.14748365E+09f;
                if (zspacing > 0f)
                {
                    boundsMin.z = 0f;
                    boundsMax.z = zspacing * (float)(count2 - 1);
                }
                else
                {
                    boundsMin.z = zspacing * (float)(count2 - 1);
                    boundsMax.z = 0f;
                }
            }
            bool flag3 = flag2 || flag || next.StructureDoesntMatch(meshInstructions);
            int  num   = 0;

            for (int i = 0; i < count; i++)
            {
                SubmeshInstruction submeshInstruction = submeshInstructions.Items[i];
                int      startSlot = submeshInstruction.startSlot;
                int      endSlot   = submeshInstruction.endSlot;
                Skeleton skeleton  = submeshInstruction.skeleton;
                ArraysMeshGenerator.FillVerts(skeleton, startSlot, endSlot, zspacing, base.PremultiplyVertexColors, meshVertices, this.meshUVs, this.meshColors32, ref num, ref this.attachmentVertexBuffer, ref boundsMin, ref boundsMax, true);
                if (flag3)
                {
                    SubmeshTriangleBuffer submeshTriangleBuffer = this.submeshBuffers.Items[i];
                    bool isLastSubmesh = i == count - 1;
                    ArraysMeshGenerator.FillTriangles(ref submeshTriangleBuffer.triangles, skeleton, submeshInstruction.triangleCount, submeshInstruction.firstVertexIndex, startSlot, endSlot, isLastSubmesh);
                    submeshTriangleBuffer.triangleCount = submeshInstruction.triangleCount;
                    submeshTriangleBuffer.firstVertex   = submeshInstruction.firstVertexIndex;
                }
            }
            if (flag3)
            {
                mesh.Clear();
                this.sharedMaterials = meshInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
            }
            next.Set(this.meshVertices, this.meshUVs, this.meshColors32, meshInstructions);
            mesh.bounds = ArraysMeshGenerator.ToBounds(boundsMin, boundsMax);
            if (flag3)
            {
                mesh.subMeshCount = count;
                for (int j = 0; j < count; j++)
                {
                    mesh.SetTriangles(this.submeshBuffers.Items[j].triangles, j);
                }
                base.TryAddNormalsTo(mesh, vertexCount);
            }
            if (this.addTangents)
            {
                ArraysMeshGenerator.SolveTangents2DEnsureSize(ref this.meshTangents, ref this.tempTanBuffer, vertexCount);
                int k    = 0;
                int num2 = count;
                while (k < num2)
                {
                    SubmeshTriangleBuffer submeshTriangleBuffer2 = this.submeshBuffers.Items[k];
                    ArraysMeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submeshTriangleBuffer2.triangles, submeshTriangleBuffer2.triangleCount, this.meshVertices, this.meshUVs, vertexCount);
                    k++;
                }
                ArraysMeshGenerator.SolveTangents2DBuffer(this.meshTangents, this.tempTanBuffer, vertexCount);
            }
            return(new MeshAndMaterials(next.mesh, this.sharedMaterials));
        }