usecrate::submesh_data::SubmeshData;/// A Unity-shaped mesh ready for export.
/// All data is in Unity's left-handed coordinate system; the build step inverts
/// handedness to produce right-handed glTF output.
pubstructMeshData{/// Mesh name, or `None` to omit from the glTF output.
pubname:Option<String>,
/// Vertex positions. Tightly packed `[x, y, z]` floats (Unity space, X negated vs glTF).
pubpositions:Vec<[f32;3]>,
/// Vertex normals, same length as `positions`. Empty if the mesh has no normals.
pubnormals:Vec<[f32;3]>,
/// UV channels. `uvs[k]` holds all vertices for `TEXCOORD_k` (Unity bottom-left origin, V
/// will be flipped during the build step).
pubuvs:Vec<Vec<[f32;2]>>,
/// One sub-mesh per glTF primitive.
pubsubmeshes:Vec<SubmeshData>,
}