コード例 #1
0
        public void Export(ExportingGltfData _data, GameObject Copy, List <Transform> Nodes)
        {
            var clips = GetAnimationClips(Copy);

            foreach (AnimationClip clip in clips)
            {
                var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);

                foreach (var kv in animationWithCurve.SamplerMap)
                {
                    var sampler = animationWithCurve.Animation.samplers[kv.Key];

                    var inputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Input);
                    sampler.input = inputAccessorIndex;

                    var outputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Output);
                    sampler.output = outputAccessorIndex;

                    // modify accessors
                    var outputAccessor = _data.Gltf.accessors[outputAccessorIndex];
                    var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                    switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                    {
                    case 1:
                        outputAccessor.type = "SCALAR";
                        //outputAccessor.count = ;
                        break;

                    case 3:
                        outputAccessor.type   = "VEC3";
                        outputAccessor.count /= 3;
                        break;

                    case 4:
                        outputAccessor.type   = "VEC4";
                        outputAccessor.count /= 4;
                        break;

                    default:
                        throw new NotImplementedException();
                    }
                }
                animationWithCurve.Animation.name = clip.name;
                _data.Gltf.animations.Add(animationWithCurve.Animation);
            }
        }
コード例 #2
0
            public glTFPrimitives ToGltfPrimitive(ExportingGltfData data, int materialIndex, IEnumerable <int> indices)
            {
                var indicesAccessorIndex  = data.ExtendBufferAndGetAccessorIndex(indices.Select(x => (uint)m_vertexIndexMap[x]).ToArray(), glBufferTarget.ELEMENT_ARRAY_BUFFER);
                var positions             = m_positions.ToArray();
                var positionAccessorIndex = data.ExtendBufferAndGetAccessorIndex(positions, glBufferTarget.ARRAY_BUFFER);

                AccessorsBounds.UpdatePositionAccessorsBounds(data.Gltf.accessors[positionAccessorIndex], positions);

                var normals             = m_normals.ToArray();
                var normalAccessorIndex = data.ExtendBufferAndGetAccessorIndex(normals, glBufferTarget.ARRAY_BUFFER);
                var uvAccessorIndex0    = data.ExtendBufferAndGetAccessorIndex(m_uv.ToArray(), glBufferTarget.ARRAY_BUFFER);

                int?jointsAccessorIndex = default;

                if (m_joints != null)
                {
                    jointsAccessorIndex = data.ExtendBufferAndGetAccessorIndex(m_joints.ToArray(), glBufferTarget.ARRAY_BUFFER);
                }
                int?weightAccessorIndex = default;

                if (m_weights != null)
                {
                    weightAccessorIndex = data.ExtendBufferAndGetAccessorIndex(m_weights.ToArray(), glBufferTarget.ARRAY_BUFFER);
                }

                int?vertexColorIndex = default;

                if (m_color.Count == m_positions.Count)
                {
                    vertexColorIndex = data.ExtendBufferAndGetAccessorIndex(m_color.ToArray(), glBufferTarget.ARRAY_BUFFER);
                }

                var primitive = new glTFPrimitives
                {
                    indices    = indicesAccessorIndex,
                    attributes = new glTFAttributes
                    {
                        POSITION   = positionAccessorIndex,
                        NORMAL     = normalAccessorIndex,
                        TEXCOORD_0 = uvAccessorIndex0,
                        JOINTS_0   = jointsAccessorIndex.GetValueOrDefault(-1),
                        WEIGHTS_0  = weightAccessorIndex.GetValueOrDefault(-1),
                        COLOR_0    = vertexColorIndex.GetValueOrDefault(-1),
                    },
                    material = materialIndex,
                    mode     = 4,
                };

                return(primitive);
            }
コード例 #3
0
ファイル: gltfExporter.cs プロジェクト: Santarh/UniVRM
        public virtual void Export(ITextureSerializer textureSerializer)
        {
            Nodes = Copy.transform.Traverse()
                    .Skip(1) // exclude root object for the symmetry with the importer
                    .ToList();

            var uniqueUnityMeshes = new MeshExportList();

            uniqueUnityMeshes.GetInfo(Nodes, m_settings);

            #region Materials and Textures
            ReportProgress("Materials and Textures", 0.2f);
            Materials = uniqueUnityMeshes.GetUniqueMaterials().ToList();

            _textureExporter = new TextureExporter(textureSerializer);

            var materialExporter = CreateMaterialExporter();
            _gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureExporter, m_settings)).ToList();
            #endregion

            #region Meshes
            ReportProgress("Meshes", 0.4f);
            MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >();
            foreach (var unityMesh in uniqueUnityMeshes)
            {
                if (!unityMesh.CanExport)
                {
                    continue;
                }

                var(gltfMesh, blendShapeIndexMap) = m_settings.DivideVertexBuffer
                    ? MeshExporter_DividedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                    : MeshExporter_SharedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                ;
                _gltf.meshes.Add(gltfMesh);
                Meshes.Add(unityMesh.Mesh);
                if (!MeshBlendShapeIndexMap.ContainsKey(unityMesh.Mesh))
                {
                    // 重複防止
                    MeshBlendShapeIndexMap.Add(unityMesh.Mesh, blendShapeIndexMap);
                }
            }
            #endregion

            #region Nodes and Skins
            ReportProgress("Nodes and Skins", 0.8f);
            var skins = uniqueUnityMeshes
                        .SelectMany(x => x.Renderers)
                        .Where(x => x.Item1 is SkinnedMeshRenderer && x.UniqueBones != null)
                        .Select(x => x.Item1 as SkinnedMeshRenderer)
                        .ToList()
            ;
            foreach (var node in Nodes)
            {
                var gltfNode = ExportNode(node, Nodes, uniqueUnityMeshes, skins);
                _gltf.nodes.Add(gltfNode);
            }
            _gltf.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in uniqueUnityMeshes)
            {
                foreach (var(renderer, uniqueBones) in x.Renderers)
                {
                    if (uniqueBones != null && renderer is SkinnedMeshRenderer smr)
                    {
                        var matrices = x.GetBindPoses().Select(m_settings.InverseAxis.Create().InvertMat4).ToArray();
                        var accessor = _data.ExtendBufferAndGetAccessorIndex(matrices, glBufferTarget.NONE);
                        var skin     = new glTFSkin
                        {
                            inverseBindMatrices = accessor,
                            joints   = uniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(),
                            skeleton = Nodes.IndexOf(smr.rootBone),
                        };
                        var skinIndex = _gltf.skins.Count;
                        _gltf.skins.Add(skin);

                        foreach (var z in Nodes.Where(y => y.Has(renderer)))
                        {
                            var nodeIndex = Nodes.IndexOf(z);
                            var node      = _gltf.nodes[nodeIndex];
                            node.skin = skinIndex;
                        }
                    }
                }
            }
            #endregion

#if UNITY_EDITOR
            #region Animations
            ReportProgress("Animations", 0.9f);

            var clips     = new List <AnimationClip>();
            var animator  = Copy.GetComponent <Animator>();
            var animation = Copy.GetComponent <Animation>();
            if (animator != null)
            {
                clips = AnimationExporter.GetAnimationClips(animator);
            }
            else if (animation != null)
            {
                clips = AnimationExporter.GetAnimationClips(animation);
            }

            if (clips.Any())
            {
                foreach (AnimationClip clip in clips)
                {
                    var animationWithCurve = AnimationExporter.Export(clip, Copy.transform, Nodes);

                    foreach (var kv in animationWithCurve.SamplerMap)
                    {
                        var sampler = animationWithCurve.Animation.samplers[kv.Key];

                        var inputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Input);
                        sampler.input = inputAccessorIndex;

                        var outputAccessorIndex = _data.ExtendBufferAndGetAccessorIndex(kv.Value.Output);
                        sampler.output = outputAccessorIndex;

                        // modify accessors
                        var outputAccessor = _gltf.accessors[outputAccessorIndex];
                        var channel        = animationWithCurve.Animation.channels.First(x => x.sampler == kv.Key);
                        switch (glTFAnimationTarget.GetElementCount(channel.target.path))
                        {
                        case 1:
                            outputAccessor.type = "SCALAR";
                            //outputAccessor.count = ;
                            break;

                        case 3:
                            outputAccessor.type   = "VEC3";
                            outputAccessor.count /= 3;
                            break;

                        case 4:
                            outputAccessor.type   = "VEC4";
                            outputAccessor.count /= 4;
                            break;

                        default:
                            throw new NotImplementedException();
                        }
                    }
                    animationWithCurve.Animation.name = clip.name;
                    _gltf.animations.Add(animationWithCurve.Animation);
                }
            }
            #endregion
#endif

            ExportExtensions(textureSerializer);

            // Extension で Texture が増える場合があるので最後に呼ぶ
            var exported = _textureExporter.Export();
            for (var exportedTextureIdx = 0; exportedTextureIdx < exported.Count; ++exportedTextureIdx)
            {
                var(unityTexture, colorSpace) = exported[exportedTextureIdx];
                GltfTextureExporter.PushGltfTexture(_data, unityTexture, colorSpace, textureSerializer);
            }

            FixName(_gltf);
        }
コード例 #4
0
        /// <summary>
        /// primitive 間で vertex を共有する形で Export する。
        /// UniVRM-0.71.0 以降は、MeshExporterDivided.Export もある。
        ///
        /// * GLB/GLTF は shared(default) と divided を選択可能
        /// * VRM0 は shared 仕様
        /// * VRM1 は divided 仕様
        ///
        /// /// </summary>
        /// <param name="gltf"></param>
        /// <param name="bufferIndex"></param>
        /// <param name="unityMesh"></param>
        /// <param name="unityMaterials"></param>
        /// <param name="axisInverter"></param>
        /// <param name="settings"></param>
        /// <returns></returns>
        public static (glTFMesh, Dictionary <int, int> blendShapeIndexMap) Export(ExportingGltfData data,
                                                                                  MeshExportInfo unityMesh, List <Material> unityMaterials,
                                                                                  IAxisInverter axisInverter, GltfExportSettings settings)
        {
            var mesh                  = unityMesh.Mesh;
            var materials             = unityMesh.Materials;
            var positions             = mesh.vertices.Select(axisInverter.InvertVector3).ToArray();
            var positionAccessorIndex = data.ExtendBufferAndGetAccessorIndex(positions, glBufferTarget.ARRAY_BUFFER);

            data.GLTF.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
            data.GLTF.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

            var normalAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.normals.Select(y => axisInverter.InvertVector3(y.normalized)).ToArray(), glBufferTarget.ARRAY_BUFFER);

            int?tangentAccessorIndex = default;

            if (settings.ExportTangents)
            {
                tangentAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.tangents.Select(axisInverter.InvertVector4).ToArray(), glBufferTarget.ARRAY_BUFFER);
            }

            var uvAccessorIndex0 = data.ExtendBufferAndGetAccessorIndex(mesh.uv.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var uvAccessorIndex1 = data.ExtendBufferAndGetAccessorIndex(mesh.uv2.Select(y => y.ReverseUV()).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var colorAccessorIndex = -1;

            var vColorState = VertexColorUtility.DetectVertexColor(mesh, materials);

            if (vColorState == VertexColorState.ExistsAndIsUsed || // VColor使っている
                vColorState == VertexColorState.ExistsAndMixed // VColorを使っているところと使っていないところが混在(とりあえずExportする)
                )
            {
                // UniUnlit で Multiply 設定になっている
                colorAccessorIndex = data.ExtendBufferAndGetAccessorIndex(mesh.colors, glBufferTarget.ARRAY_BUFFER);
            }

            var boneweights         = mesh.boneWeights;
            var weightAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y => new Vector4(y.weight0, y.weight1, y.weight2, y.weight3)).ToArray(), glBufferTarget.ARRAY_BUFFER);
            var jointsAccessorIndex = data.ExtendBufferAndGetAccessorIndex(boneweights.Select(y =>
                                                                                              new UShort4(
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex0),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex1),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex2),
                                                                                                  (ushort)unityMesh.GetJointIndex(y.boneIndex3))
                                                                                              ).ToArray(), glBufferTarget.ARRAY_BUFFER);

            var attributes = new glTFAttributes
            {
                POSITION = positionAccessorIndex,
            };

            if (normalAccessorIndex != -1)
            {
                attributes.NORMAL = normalAccessorIndex;
            }

            if (tangentAccessorIndex.HasValue)
            {
                attributes.TANGENT = tangentAccessorIndex.Value;
            }

            if (uvAccessorIndex0 != -1)
            {
                attributes.TEXCOORD_0 = uvAccessorIndex0;
            }
            if (uvAccessorIndex1 != -1)
            {
                attributes.TEXCOORD_1 = uvAccessorIndex1;
            }
            if (colorAccessorIndex != -1)
            {
                attributes.COLOR_0 = colorAccessorIndex;
            }
            if (weightAccessorIndex != -1)
            {
                attributes.WEIGHTS_0 = weightAccessorIndex;
            }
            if (jointsAccessorIndex != -1)
            {
                attributes.JOINTS_0 = jointsAccessorIndex;
            }

            var gltfMesh = new glTFMesh(mesh.name);
            var indices  = new List <uint>();

            for (int j = 0; j < mesh.subMeshCount; ++j)
            {
                indices.Clear();

                var triangles = mesh.GetIndices(j);
                if (triangles.Length == 0)
                {
                    // https://github.com/vrm-c/UniVRM/issues/664
                    continue;
                }

                for (int i = 0; i < triangles.Length; i += 3)
                {
                    var i0 = triangles[i];
                    var i1 = triangles[i + 1];
                    var i2 = triangles[i + 2];

                    // flip triangle
                    indices.Add((uint)i2);
                    indices.Add((uint)i1);
                    indices.Add((uint)i0);
                }

                var indicesAccessorIndex = data.ExtendBufferAndGetAccessorIndex(indices.ToArray(), glBufferTarget.ELEMENT_ARRAY_BUFFER);
                if (indicesAccessorIndex < 0)
                {
                    // https://github.com/vrm-c/UniVRM/issues/664
                    throw new Exception();
                }

                if (j >= materials.Length)
                {
                    Debug.LogWarningFormat("{0}.materials is not enough", unityMesh.Mesh.name);
                    break;
                }

                gltfMesh.primitives.Add(new glTFPrimitives
                {
                    attributes = attributes,
                    indices    = indicesAccessorIndex,
                    mode       = 4, // triangles ?
                    material   = unityMaterials.IndexOf(materials[j])
                });
            }

            var blendShapeIndexMap = new Dictionary <int, int>();

            {
                var targetNames = new List <string>();

                int exportBlendShapes = 0;
                for (int j = 0; j < unityMesh.Mesh.blendShapeCount; ++j)
                {
                    var morphTarget = ExportMorphTarget(data,
                                                        unityMesh.Mesh, j,
                                                        settings.UseSparseAccessorForMorphTarget,
                                                        settings.ExportOnlyBlendShapePosition, axisInverter);
                    if (morphTarget.POSITION < 0)
                    {
                        // Skip empty blendShape.
                        // Shift blendShape's index.
                        continue;
                    }

                    var blendShapeName = unityMesh.Mesh.GetBlendShapeName(j);
                    blendShapeIndexMap.Add(j, exportBlendShapes++);
                    targetNames.Add(blendShapeName);

                    //
                    // all primitive has same blendShape
                    //
                    for (int k = 0; k < gltfMesh.primitives.Count; ++k)
                    {
                        gltfMesh.primitives[k].targets.Add(morphTarget);
                    }
                }

                gltf_mesh_extras_targetNames.Serialize(gltfMesh, targetNames);
            }

            return(gltfMesh, blendShapeIndexMap);
        }
コード例 #5
0
ファイル: gltfExporter.cs プロジェクト: vrm-c/UniVRM
        public virtual void Export(ITextureSerializer textureSerializer)
        {
            Nodes = Copy.transform.Traverse()
                    .Skip(1) // exclude root object for the symmetry with the importer
                    .ToList();

            var uniqueUnityMeshes = new MeshExportList();

            uniqueUnityMeshes.GetInfo(Nodes, m_settings);

            #region Materials and Textures
            ReportProgress("Materials and Textures", 0.2f);
            Materials = uniqueUnityMeshes.GetUniqueMaterials().ToList();

            _textureExporter = new TextureExporter(textureSerializer);

            var materialExporter = CreateMaterialExporter();
            _gltf.materials = Materials.Select(x => materialExporter.ExportMaterial(x, TextureExporter, m_settings)).ToList();
            #endregion

            #region Meshes
            ReportProgress("Meshes", 0.4f);
            MeshBlendShapeIndexMap = new Dictionary <Mesh, Dictionary <int, int> >();
            foreach (var unityMesh in uniqueUnityMeshes)
            {
                if (!unityMesh.CanExport)
                {
                    continue;
                }

                var(gltfMesh, blendShapeIndexMap) = m_settings.DivideVertexBuffer
                    ? MeshExporter_DividedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                    : MeshExporter_SharedVertexBuffer.Export(_data, unityMesh, Materials, m_settings.InverseAxis.Create(), m_settings)
                ;
                _gltf.meshes.Add(gltfMesh);
                Meshes.Add(unityMesh.Mesh);
                if (!MeshBlendShapeIndexMap.ContainsKey(unityMesh.Mesh))
                {
                    // 重複防止
                    MeshBlendShapeIndexMap.Add(unityMesh.Mesh, blendShapeIndexMap);
                }
            }
            #endregion

            #region Nodes and Skins
            ReportProgress("Nodes and Skins", 0.8f);
            var skins = uniqueUnityMeshes
                        .SelectMany(x => x.Renderers)
                        .Where(x => x.Item1 is SkinnedMeshRenderer && x.UniqueBones != null)
                        .Select(x => x.Item1 as SkinnedMeshRenderer)
                        .ToList()
            ;
            foreach (var node in Nodes)
            {
                var gltfNode = ExportNode(node, Nodes, uniqueUnityMeshes, skins);
                _gltf.nodes.Add(gltfNode);
            }
            _gltf.scenes = new List <gltfScene>
            {
                new gltfScene
                {
                    nodes = Copy.transform.GetChildren().Select(x => Nodes.IndexOf(x)).ToArray(),
                }
            };

            foreach (var x in uniqueUnityMeshes)
            {
                foreach (var(renderer, uniqueBones) in x.Renderers)
                {
                    if (uniqueBones != null && renderer is SkinnedMeshRenderer smr)
                    {
                        var matrices = x.GetBindPoses().Select(m_settings.InverseAxis.Create().InvertMat4).ToArray();
                        var accessor = _data.ExtendBufferAndGetAccessorIndex(matrices, glBufferTarget.NONE);
                        var skin     = new glTFSkin
                        {
                            inverseBindMatrices = accessor,
                            joints   = uniqueBones.Select(y => Nodes.IndexOf(y)).ToArray(),
                            skeleton = Nodes.IndexOf(smr.rootBone),
                        };
                        var skinIndex = _gltf.skins.Count;
                        _gltf.skins.Add(skin);

                        foreach (var z in Nodes.Where(y => y.Has(renderer)))
                        {
                            var nodeIndex = Nodes.IndexOf(z);
                            var node      = _gltf.nodes[nodeIndex];
                            node.skin = skinIndex;
                        }
                    }
                }
            }
            #endregion

            if (m_animationExporter != null)
            {
                ReportProgress("Animations", 0.9f);
                m_animationExporter.Export(_data, Copy, Nodes);
            }

            ExportExtensions(textureSerializer);

            // Extension で Texture が増える場合があるので最後に呼ぶ
            var exported = _textureExporter.Export();
            for (var exportedTextureIdx = 0; exportedTextureIdx < exported.Count; ++exportedTextureIdx)
            {
                var(unityTexture, colorSpace) = exported[exportedTextureIdx];
                GltfTextureExporter.PushGltfTexture(_data, unityTexture, colorSpace, textureSerializer);
            }

            FixName(_gltf);
        }
コード例 #6
0
        public static gltfMorphTarget Export(ExportingGltfData data, Vector3[] positions, Vector3[] normals, bool useSparse)
        {
            var accessorCount = positions.Length;

            if (normals != null && positions.Length != normals.Length)
            {
                throw new Exception();
            }

            int[] sparseIndices = default;
            if (useSparse)
            {
                sparseIndices = Enumerable.Range(0, positions.Length).Where(x => positions[x] != Vector3.zero).ToArray();
                if (sparseIndices.Length == 0)
                {
                    // sparse 対象がすべて [0, 0, 0] の場合
                    // new glTFSparse
                    // {
                    //     count = 0,
                    // }
                    // のようになる。
                    // たぶん、仕様的にはあり。
                    // 解釈できない場合あり。
                    useSparse = false;
                }
            }

            if (useSparse)
            {
                if (sparseIndices == null)
                {
                    throw new Exception();
                }

                // positions
                var positionAccessorIndex = -1;
                if (sparseIndices.Length > 0)
                {
                    var sparseIndicesViewIndex = data.ExtendBufferAndGetViewIndex(sparseIndices);
                    positionAccessorIndex = data.ExtendSparseBufferAndGetAccessorIndex(accessorCount,
                                                                                       sparseIndices.Select(x => positions[x]).ToArray(), sparseIndices, sparseIndicesViewIndex,
                                                                                       glBufferTarget.NONE);
                }

                // normals
                var normalAccessorIndex = -1;
                if (normals != null)
                {
                    var sparseNormalIndices = Enumerable.Range(0, positions.Length).Where(x => normals[x] != Vector3.zero).ToArray();
                    if (sparseNormalIndices.Length > 0)
                    {
                        var sparseNormalIndicesViewIndex = data.ExtendBufferAndGetViewIndex(sparseNormalIndices);
                        normalAccessorIndex = data.ExtendSparseBufferAndGetAccessorIndex(accessorCount,
                                                                                         sparseNormalIndices.Select(x => normals[x]).ToArray(), sparseNormalIndices, sparseNormalIndicesViewIndex,
                                                                                         glBufferTarget.NONE);
                    }
                }

                return(new gltfMorphTarget
                {
                    POSITION = positionAccessorIndex,
                    NORMAL = normalAccessorIndex,
                });
            }
            else
            {
                // position
                var positionAccessorIndex = data.ExtendBufferAndGetAccessorIndex(positions, glBufferTarget.ARRAY_BUFFER);
                data.GLTF.accessors[positionAccessorIndex].min = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Min(a.x, b.x), Math.Min(a.y, b.y), Mathf.Min(a.z, b.z))).ToArray();
                data.GLTF.accessors[positionAccessorIndex].max = positions.Aggregate(positions[0], (a, b) => new Vector3(Mathf.Max(a.x, b.x), Math.Max(a.y, b.y), Mathf.Max(a.z, b.z))).ToArray();

                // normal
                var normalAccessorIndex = -1;
                if (normals != null)
                {
                    normalAccessorIndex = data.ExtendBufferAndGetAccessorIndex(normals, glBufferTarget.ARRAY_BUFFER);
                }

                return(new gltfMorphTarget
                {
                    POSITION = positionAccessorIndex,
                    NORMAL = normalAccessorIndex,
                });
            }
        }