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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ProceduralMeshData {
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public Vector3[] Vertices;
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public Vector3[] Normals;
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public Vector4[] Tangents;
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public List<int[]> Indices = new List<int[]>();
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public List<List<Vector4>> Uvs = new List<List<Vector4>>();
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public void ApplyToMesh(Mesh m)
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{
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m.Clear();
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m.subMeshCount = Indices.Count;
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m.vertices = Vertices;
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for (int i = 0; i < Indices.Count; ++i)
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{
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m.SetIndices(Indices[i], MeshTopology.Triangles, i);
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}
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m.normals = Normals;
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m.tangents = Tangents;
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for (int i = 0; i < Uvs.Count; ++i){
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m.SetUVs(i, Uvs[i]);
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}
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m.UploadMeshData(false);
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}
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}
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