描述任意数量的影响网格顶点的蒙皮骨骼权重。
骨骼权重必须是降序,加起来等于 1。
此结构、关联的 Mesh.GetAllBoneWeights、Mesh.SetBoneWeights 和 Mesh.GetBonesPerVertex API 可以为每个顶点描述任意数量的骨骼权重。旧的 BoneWeight 结构、关联的 Mesh.boneWeights 和 Mesh.GetBoneWeights API 只能为每个顶点描述 4 个骨骼权重。
对于每个顶点有 4 个以上骨骼的网格,必须使用此结构。对于所有其他网格,使用此结构不会对性能有任何不利影响,而是可能会略微提高性能,原因是 Unity 无需执行不必要的转换操作就可以描述正好 4 个骨骼权重的顶点。
另请参阅:Mesh.SetBoneWeights、Mesh.GetAllBoneWeights、Mesh.GetBonesPerVertex、Mesh.boneWeights、Mesh.GetBoneWeights、ModelImporter.maxBonesPerVertex、QualitySettings.skinWeights、SkinnedMeshRenderer.quality。
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