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ChristmasTree.Unity/Assets/Procedural/ProceduralMeshData.cs
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2025-05-13 05:25:23 +03:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProceduralMeshData {
public Vector3[] Vertices;
public Vector3[] Normals;
public Vector4[] Tangents;
public List<int[]> Indices = new List<int[]>();
public List<List<Vector4>> Uvs = new List<List<Vector4>>();
public void ApplyToMesh(Mesh m)
{
m.Clear();
m.subMeshCount = Indices.Count;
m.vertices = Vertices;
for (int i = 0; i < Indices.Count; ++i)
{
m.SetIndices(Indices[i], MeshTopology.Triangles, i);
}
m.normals = Normals;
m.tangents = Tangents;
for (int i = 0; i < Uvs.Count; ++i){
m.SetUVs(i, Uvs[i]);
}
m.UploadMeshData(false);
}
}