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zhangyang-libzt/integrations/Unity3D/Assets/OBJ-IO/Plugins/Extension/MeshExtension.cs

628 lines
26 KiB
C#

using System;
using System.IO;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace UnityExtension
{
public static class MeshExt
{
//------------------------------------------------------------------------------------------------------------
public static void RecalculateTangents(this Mesh lMesh)
{
//speed up math by copying the mesh arrays
int[] triangles = lMesh.triangles;
Vector3[] vertices = lMesh.vertices;
Vector2[] uv = lMesh.uv;
Vector3[] normals = lMesh.normals;
//variable definitions
int triangleCount = triangles.Length;
int vertexCount = vertices.Length;
Vector3[] tan1 = new Vector3[vertexCount];
Vector3[] tan2 = new Vector3[vertexCount];
Vector4[] tangents = new Vector4[vertexCount];
for (long a = 0; a < triangleCount; a += 3)
{
long i1 = triangles[a + 0];
long i2 = triangles[a + 1];
long i3 = triangles[a + 2];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 v3 = vertices[i3];
Vector2 w1 = uv[i1];
Vector2 w2 = uv[i2];
Vector2 w3 = uv[i3];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0f / (s1 * t2 - s2 * t1);
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
tan1[i1] += sdir;
tan1[i2] += sdir;
tan1[i3] += sdir;
tan2[i1] += tdir;
tan2[i2] += tdir;
tan2[i3] += tdir;
}
for (long a = 0; a < vertexCount; ++a)
{
Vector3 n = normals[a];
Vector3 t = tan1[a];
//Vector3 tmp = (t - n * Vector3.Dot(n, t)).normalized;
//tangents[a] = new Vector4(tmp.x, tmp.y, tmp.z);
Vector3.OrthoNormalize(ref n, ref t);
tangents[a].x = t.x;
tangents[a].y = t.y;
tangents[a].z = t.z;
tangents[a].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[a]) < 0.0f) ? -1.0f : 1.0f;
}
lMesh.tangents = tangents;
}
//------------------------------------------------------------------------------------------------------------
public static void LoadOBJ(this Mesh lMesh, OBJData lData)
{
List<Vector3> lVertices = new List<Vector3>();
List<Vector3> lNormals = new List<Vector3>();
List<Vector2> lUVs = new List<Vector2>();
List<int>[] lIndices = new List<int>[lData.m_Groups.Count];
Dictionary<OBJFaceVertex, int> lVertexIndexRemap = new Dictionary<OBJFaceVertex, int>();
bool lHasNormals = lData.m_Normals.Count > 0;
bool lHasUVs = lData.m_UVs.Count > 0;
lMesh.subMeshCount = lData.m_Groups.Count;
for (int lGCount = 0; lGCount < lData.m_Groups.Count; ++lGCount)
{
OBJGroup lGroup = lData.m_Groups[lGCount];
lIndices[lGCount] = new List<int>();
for (int lFCount = 0; lFCount < lGroup.Faces.Count; ++lFCount)
{
OBJFace lFace = lGroup.Faces[lFCount];
// Unity3d doesn't support non-triangle faces
// so we do simple fan triangulation
for (int lVCount = 1; lVCount < lFace.Count - 1; ++lVCount)
{
foreach (int i in new int[]{0, lVCount, lVCount + 1})
{
OBJFaceVertex lFaceVertex = lFace[i];
int lVertexIndex = -1;
if (!lVertexIndexRemap.TryGetValue(lFaceVertex, out lVertexIndex)) {
lVertexIndexRemap[lFaceVertex] = lVertices.Count;
lVertexIndex = lVertices.Count;
lVertices.Add(lData.m_Vertices[lFaceVertex.m_VertexIndex]);
if (lHasUVs)
{
lUVs.Add(lData.m_UVs[lFaceVertex.m_UVIndex]);
}
if (lHasNormals)
{
lNormals.Add(lData.m_Normals[lFaceVertex.m_NormalIndex]);
}
}
lIndices[lGCount].Add(lVertexIndex);
}
}
}
}
lMesh.triangles = new int[]{ };
lMesh.vertices = lVertices.ToArray();
lMesh.uv = lUVs.ToArray();
lMesh.normals = lNormals.ToArray();
if (!lHasNormals)
{
lMesh.RecalculateNormals();
}
lMesh.RecalculateTangents();
for (int lGCount = 0; lGCount < lData.m_Groups.Count; ++lGCount)
{
lMesh.SetTriangles(lIndices[lGCount].ToArray(), lGCount);
}
}
//------------------------------------------------------------------------------------------------------------
public static OBJData EncodeOBJ(this Mesh lMesh)
{
OBJData lData = new OBJData
{
m_Vertices = new List<Vector3>(lMesh.vertices),
m_UVs = new List<Vector2>(lMesh.uv),
m_Normals = new List<Vector3>(lMesh.normals),
m_UV2s = new List<Vector2>(lMesh.uv2),
m_Colors = new List<Color>(lMesh.colors)
};
int[] lIndices = null;
OBJGroup lGroup = null;
OBJFace lFace = null;
OBJFaceVertex lFaceVertex = null;
for (int lMCount = 0; lMCount < lMesh.subMeshCount; ++lMCount)
{
lIndices = lMesh.GetTriangles(lMCount);
lGroup = new OBJGroup(lMesh.name + "_" + lMCount.ToString());
for (int lCount = 0; lCount < lIndices.Length; lCount += 3)
{
lFace = new OBJFace();
lFaceVertex = new OBJFaceVertex();
lFaceVertex.m_VertexIndex = lData.m_Vertices.Count > 0 ? lIndices[lCount] : -1;
lFaceVertex.m_UVIndex = lData.m_UVs.Count > 0 ? lIndices[lCount] : -1;
lFaceVertex.m_NormalIndex = lData.m_Normals.Count > 0 ? lIndices[lCount] : -1;
lFaceVertex.m_UV2Index = lData.m_UV2s.Count > 0 ? lIndices[lCount] : -1;
lFaceVertex.m_ColorIndex = lData.m_Colors.Count > 0 ? lIndices[lCount] : -1;
lFace.AddVertex(lFaceVertex);
lFaceVertex = new OBJFaceVertex();
lFaceVertex.m_VertexIndex = lData.m_Vertices.Count > 0 ? lIndices[lCount + 1] : -1;
lFaceVertex.m_UVIndex = lData.m_UVs.Count > 0 ? lIndices[lCount + 1] : -1;
lFaceVertex.m_NormalIndex = lData.m_Normals.Count > 0 ? lIndices[lCount + 1] : -1;
lFaceVertex.m_UV2Index = lData.m_UV2s.Count > 0 ? lIndices[lCount + 1] : -1;
lFaceVertex.m_ColorIndex = lData.m_Colors.Count > 0 ? lIndices[lCount + 1] : -1;
lFace.AddVertex(lFaceVertex);
lFaceVertex = new OBJFaceVertex();
lFaceVertex.m_VertexIndex = lData.m_Vertices.Count > 0 ? lIndices[lCount + 2] : -1;
lFaceVertex.m_UVIndex = lData.m_UVs.Count > 0 ? lIndices[lCount + 2] : -1;
lFaceVertex.m_NormalIndex = lData.m_Normals.Count > 0 ? lIndices[lCount + 2] : -1;
lFaceVertex.m_UV2Index = lData.m_UV2s.Count > 0 ? lIndices[lCount + 2] : -1;
lFaceVertex.m_ColorIndex = lData.m_Colors.Count > 0 ? lIndices[lCount + 2] : -1;
lFace.AddVertex(lFaceVertex);
lGroup.AddFace(lFace);
}
lData.m_Groups.Add(lGroup);
}
return lData;
}
//------------------------------------------------------------------------------------------------------------
internal const int MESH_BINARY_HEADER_SIZE = 20;
internal const short MESH_BINARY_SIGNATURE = 0xF5;
internal const short MESH_BINARY_VERSION = 1;
//------------------------------------------------------------------------------------------------------------
public static bool LoadBinary(this Mesh lMesh, byte[] lData)
{
int lSizeOfVector2 = Marshal.SizeOf(typeof(Vector2));
int lSizeOfVector3 = Marshal.SizeOf(typeof(Vector3));
int lSizeOfVector4 = Marshal.SizeOf(typeof(Vector4));
int lSizeOfMatrix4x4 = Marshal.SizeOf(typeof(Matrix4x4));
int lSizeOfBoneWeight = Marshal.SizeOf(typeof(BoneWeight));
int lSizeOfColor = Marshal.SizeOf(typeof(Color));
int lDataOffset = MESH_BINARY_HEADER_SIZE;
int lDeltaOffset = 0;
if (lData == null ||
lData.Length < MESH_BINARY_HEADER_SIZE)
{
return false;
}
// Header
short lSignature = BitConverter.ToInt16(lData, 0);
short lVersion = BitConverter.ToInt16(lData, 2);
if (lSignature != MESH_BINARY_SIGNATURE ||
lVersion != MESH_BINARY_VERSION)
{
return false;
}
lMesh.Clear();
int lVertexCount = BitConverter.ToInt32(lData, 4);
int lIndexCount = BitConverter.ToInt32(lData, 8);
int lSubMeshCount = BitConverter.ToInt32(lData, 12);
byte lFlags = lData[16];
bool lUVFlag = (lFlags & 1) > 0;
bool lUV1Flag = (lFlags & 2) > 0;
bool lUV2Flag = (lFlags & 4) > 0;
bool lNormalFlag = (lFlags & 8) > 0;
bool lTangentFlag = (lFlags & 16) > 0;
bool lColorFlag = (lFlags & 32) > 0;
bool lBindPoseFlag = (lFlags & 64) > 0;
bool lBoneWeightFlag = (lFlags & 128) > 0;
// Vertices
Vector3[] lVertices = new Vector3[lVertexCount];
lDeltaOffset = lVertices.Length * lSizeOfVector3;
GCHandle lHandle = GCHandle.Alloc(lVertices, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.vertices = lVertices;
lVertices = null;
// UV Channel 0
Vector2[] lUVs = null;
if (lUVFlag == true)
{
lUVs = new Vector2[lVertexCount];
lDeltaOffset = lUVs.Length * lSizeOfVector2;
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.uv = lUVs;
Debug.Log("UV Count : " + lUVs.Length);
lUVs = null;
}
// UV Channel 1
if (lUV1Flag == true)
{
lUVs = new Vector2[lVertexCount];
lDeltaOffset = lUVs.Length * lSizeOfVector2;
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.uv2 = lUVs;
Debug.Log("UV1 Count : " + lUVs.Length);
lUVs = null;
}
// UV Channel 2
if (lUV2Flag == true)
{
lUVs = new Vector2[lVertexCount];
lDeltaOffset = lUVs.Length * lSizeOfVector2;
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.uv2 = lUVs;
Debug.Log("UV2 Count : " + lUVs.Length);
lUVs = null;
}
// Normals
if (lNormalFlag == true)
{
Vector3[] lNormals = new Vector3[lVertexCount];
lDeltaOffset = lNormals.Length * lSizeOfVector3;
lHandle = GCHandle.Alloc(lNormals, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.normals = lNormals;
Debug.Log("Normal Count : " + lNormals.Length);
lNormals = null;
}
// Tangents
if (lTangentFlag == true)
{
Vector4[] lTangents = new Vector4[lVertexCount];
lDeltaOffset = lTangents.Length * lSizeOfVector4;
lHandle = GCHandle.Alloc(lTangents, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.tangents = lTangents;
Debug.Log("Tangents Count : " + lTangents.Length);
lTangents = null;
}
// Colors
if (lColorFlag == true)
{
Color[] lColors = new Color[lVertexCount];
lDeltaOffset = lColors.Length * lSizeOfColor;
lHandle = GCHandle.Alloc(lColors, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.colors = lColors;
lColors = null;
}
// Bind Poses
if (lBindPoseFlag == true)
{
Matrix4x4[] lBindPoses = new Matrix4x4[lVertexCount];
lDeltaOffset = lBindPoses.Length * lSizeOfMatrix4x4;
lHandle = GCHandle.Alloc(lBindPoses, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.bindposes = lBindPoses;
lBindPoses = null;
}
// Bone Weights
if (lBoneWeightFlag == true)
{
BoneWeight[] lBoneWeight = new BoneWeight[lVertexCount];
lDeltaOffset = lBoneWeight.Length * lSizeOfBoneWeight;
lHandle = GCHandle.Alloc(lBoneWeight, GCHandleType.Pinned);
Marshal.Copy(lData, lDataOffset, lHandle.AddrOfPinnedObject(), lDeltaOffset);
lHandle.Free();
lDataOffset += lDeltaOffset;
lMesh.boneWeights = lBoneWeight;
lBoneWeight = null;
}
// Indices
int[] lIndices = new int[lIndexCount];
lDeltaOffset = lIndices.Length * sizeof(int);
Buffer.BlockCopy(lData, lDataOffset, lIndices, 0, lDeltaOffset);
lDataOffset += lDeltaOffset;
lMesh.triangles = lIndices;
lIndices = null;
// SubMesh Indices
for (int lSubMeshIndex = 0; lSubMeshIndex < lSubMeshCount; ++lSubMeshIndex)
{
int lSubMeshIndexCount = BitConverter.ToInt32(lData, lDataOffset);
lDataOffset += sizeof(int);
lIndices = new int[lSubMeshIndexCount];
lDeltaOffset = lIndices.Length * sizeof(int);
Buffer.BlockCopy(lData, lDataOffset, lIndices, 0, lDeltaOffset);
lDataOffset += lDeltaOffset;
if (lIndices.Length > 0 &&
lIndices.Length % 3 == 0)
{
lMesh.SetTriangles(lIndices, lSubMeshIndex);
}
lIndices = null;
}
return true;
}
//------------------------------------------------------------------------------------------------------------
public static byte[] EncodeBinary(this Mesh lMesh)
{
// Currently no support for BlendShape
int lSizeOfVector2 = Marshal.SizeOf(typeof(Vector2));
int lSizeOfVector3 = Marshal.SizeOf(typeof(Vector3));
int lSizeOfVector4 = Marshal.SizeOf(typeof(Vector4));
int lSizeOfMatrix4x4 = Marshal.SizeOf(typeof(Matrix4x4));
int lSizeOfBoneWeight = Marshal.SizeOf(typeof(BoneWeight));
int lSizeOfColor = Marshal.SizeOf(typeof(Color));
int lDataSize = MESH_BINARY_HEADER_SIZE;
int lDeltaSize = 0;
bool lUVFlag = false, lUV1Flag = false, lUV2Flag = false,
lNormalFlag = false, lTangentFlag = false, lColorFlag = false,
lBindPoseFlag = false, lBoneWeightFlag = false;
byte[] lData = new byte[lDataSize];
// Vertices
Vector3[] lVertices = lMesh.vertices;
Int32Converter lVertexCount = lVertices.Length;
lDeltaSize = lVertices.Length * lSizeOfVector3;
Array.Resize(ref lData, lDataSize + lDeltaSize);
GCHandle lHandle = GCHandle.Alloc(lVertices, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
lVertices = null;
// UV Channel 0
Vector2[] lUVs = lMesh.uv;
if (lUVs.Length > 0)
{
lUVFlag = true;
lDeltaSize = lUVs.Length * lSizeOfVector2;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lUVs = null;
// UV Channel 1
lUVs = lMesh.uv2;
if (lUVs.Length > 0)
{
lUV1Flag = true;
lDeltaSize = lUVs.Length * lSizeOfVector2;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lUVs = null;
// UV Channel 2
lUVs = lMesh.uv2;
if (lUVs.Length > 0)
{
lUV2Flag = true;
lDeltaSize = lUVs.Length * lSizeOfVector2;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lUVs, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lUVs = null;
// Normals
Vector3[] lNormals = lMesh.normals;
if (lNormals.Length > 0)
{
lNormalFlag = true;
lDeltaSize = lNormals.Length * lSizeOfVector3;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lNormals, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lNormals = null;
// Tangents
Vector4[] lTangents = lMesh.tangents;
if (lTangents.Length > 0)
{
lTangentFlag = true;
lDeltaSize = lTangents.Length * lSizeOfVector4;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lTangents, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lTangents = null;
// Colors
Color[] lColors = lMesh.colors;
if (lColors.Length > 0)
{
lColorFlag = true;
lDeltaSize = lColors.Length * lSizeOfColor;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lColors, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lColors = null;
// BindPoses
Matrix4x4[] lBindPoses = lMesh.bindposes;
if (lBindPoses.Length > 0)
{
lBindPoseFlag = true;
lDeltaSize = lBindPoses.Length * lSizeOfMatrix4x4;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lBindPoses, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lBindPoses = null;
// BoneWeight
BoneWeight[] lBoneWeight = lMesh.boneWeights;
if (lBoneWeight.Length > 0)
{
lBoneWeightFlag = true;
lDeltaSize = lBoneWeight.Length * lSizeOfBoneWeight;
Array.Resize(ref lData, lDataSize + lDeltaSize);
lHandle = GCHandle.Alloc(lBoneWeight, GCHandleType.Pinned);
Marshal.Copy(lHandle.AddrOfPinnedObject(), lData, lDataSize, lDeltaSize);
lHandle.Free();
lDataSize += lDeltaSize;
}
lBoneWeight = null;
// Indices
int[] lIndices = lMesh.triangles;
Int32Converter lIndexCount = lIndices.Length;
lDeltaSize = lIndices.Length * sizeof(int);
Array.Resize(ref lData, lDataSize + lDeltaSize);
Buffer.BlockCopy(lIndices, 0, lData, lDataSize, lDeltaSize);
lDataSize += lDeltaSize;
lIndices = null;
// SubMesh Indices
Int32Converter lSubMeshCount = lMesh.subMeshCount;
for (int lSubMeshIndex = 0; lSubMeshIndex < lSubMeshCount; ++lSubMeshIndex)
{
lIndices = lMesh.GetTriangles(lSubMeshIndex);
Int32Converter lSubMeshIndexCount = lIndices.Length;
lDeltaSize = sizeof(int) + (lIndices.Length * sizeof(int));
Array.Resize(ref lData, lDataSize + lDeltaSize);
lData[lDataSize + 0] = lSubMeshIndexCount.Byte1;
lData[lDataSize + 1] = lSubMeshIndexCount.Byte2;
lData[lDataSize + 2] = lSubMeshIndexCount.Byte3;
lData[lDataSize + 3] = lSubMeshIndexCount.Byte4;
Buffer.BlockCopy(lIndices, 0, lData, lDataSize, lDeltaSize - sizeof(int));
lDataSize += lDeltaSize;
}
// Header
lData[0] = (byte)(MESH_BINARY_SIGNATURE & 0xFF);
lData[1] = (byte)((MESH_BINARY_SIGNATURE >> 8) & 0xFF);
lData[2] = (byte)(MESH_BINARY_VERSION & 0xFF);
lData[3] = (byte)((MESH_BINARY_VERSION >> 8) & 0xFF);
lData[4] = lVertexCount.Byte1;
lData[5] = lVertexCount.Byte2;
lData[6] = lVertexCount.Byte3;
lData[7] = lVertexCount.Byte4;
lData[8] = lIndexCount.Byte1;
lData[9] = lIndexCount.Byte2;
lData[10] = lIndexCount.Byte3;
lData[11] = lIndexCount.Byte4;
lData[12] = lSubMeshCount.Byte1;
lData[13] = lSubMeshCount.Byte2;
lData[14] = lSubMeshCount.Byte3;
lData[15] = lSubMeshCount.Byte4;
lData[16] = (byte)(
(lUVFlag ? 1 : 0) |
(lUV1Flag ? 2 : 0) |
(lUV2Flag ? 4 : 0) |
(lNormalFlag ? 8 : 0) |
(lTangentFlag ? 16 : 0) |
(lColorFlag ? 32 : 0) |
(lBindPoseFlag ? 64 : 0) |
(lBoneWeightFlag ? 128 : 0));
return lData;
}
}
}