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Update MeshCombiner.cs
Start working on multi material support.
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@ -5,7 +5,6 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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namespace TAO.VertexAnimation
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namespace TAO.VertexAnimation
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{
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{
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@ -88,8 +87,28 @@ namespace TAO.VertexAnimation
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// TODO: Merge materialMergedObjects.
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// TODO: Merge materialMergedObjects.
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// TEMP: Remove when materialMergedObjects.
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// TEMP: Remove when materialMergedObjects.
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//SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
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//target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
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//target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
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//target.bones = newSkinnedMeshRenderer.bones;
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List<CombineInstance> combine = new List<CombineInstance>();
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for (int i = 0; i < groups.Count; i++)
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{
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combine.Add(new CombineInstance
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{
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mesh = tmp[i].GetComponent<SkinnedMeshRenderer>().sharedMesh,
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transform = tmp[i].transform.localToWorldMatrix
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});
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}
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SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
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SkinnedMeshRenderer newSkinnedMeshRenderer = tmp[0].GetComponent<SkinnedMeshRenderer>();
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target.sharedMesh = newSkinnedMeshRenderer.sharedMesh;
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//target.sharedMesh = tmp[0].GetComponent<SkinnedMeshRenderer>().sharedMesh;
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target.sharedMesh = new Mesh();
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if (combine != null && combine.Count != 0)
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{
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target.sharedMesh.CombineMeshes(combine.ToArray(), false, false);
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}
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target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
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target.sharedMaterial = newSkinnedMeshRenderer.sharedMaterial;
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target.bones = newSkinnedMeshRenderer.bones;
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target.bones = newSkinnedMeshRenderer.bones;
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