public static string GetNameFromObject(Object o, Type type) { var name = GlTF_Writer.GetNameFromObject(o); var typeName = type == Type.Vertex ? "vertex" : "fragment"; return(typeName + "_" + name); }
public static string GetNameFromObject(Object o, Type type) { // Don't use the object ID, so that we can deterministically produce // the same filenames when exporting the same asset again. var name = GlTF_Writer.GetNameFromObject(o, false); var typeName = type == Type.Vertex ? "vertex" : "fragment"; return(typeName + "_" + name); }
// Create different names based on the format // Opaque and Transparent textures are exported differently. public static string GetNameFromObject(Object o, IMAGETYPE format) { string transparencyStyle = ( format == IMAGETYPE.RGBA_OPAQUE) ? "OPAQUE" : "TRANSPARENT"; // Don't use the object ID, so that we can deterministically produce // the same filenames when exporting the same asset again. return("texture_" + transparencyStyle + "_" + GlTF_Writer.GetNameFromObject(o, false)); }
public void Populate(AnimationClip c, Transform tr) { name = "anim_" + c.name + "_" + GlTF_Writer.GetNameFromObject(tr, true); // AnimationUtility.GetCurveBindings(c); // look at each curve // if position, rotation, scale detected for first time // create channel, sampler, param for it // populate this curve into proper component AnimationClipCurveData[] curveDatas = AnimationUtility.GetAllCurves(c, true); // Find curve which has most keyframes for time reference Keyframe[] refKeyFrames = null; for (int i = 0; i < curveDatas.Length; ++i) { var cd = curveDatas[i]; if (refKeyFrames == null || cd.curve.keys.Length > refKeyFrames.Length) { refKeyFrames = cd.curve.keys; } } PopulateTime(c.name, refKeyFrames); for (int i = 0; i < curveDatas.Length; i++) { var cd = curveDatas[i]; string propName = cd.propertyName; var boneTransform = GetTransformFromPath(cd.path, tr); if (boneTransform == null) { continue; } var boneName = GlTF_Node.GetNameFromObject(boneTransform); BoneAnimData bad; if (boneAnimData.ContainsKey(boneName)) { bad = boneAnimData[boneName]; } else { bad = new BoneAnimData(c.name, boneName); boneAnimData[boneName] = bad; } bad.PopulateAccessor(cd, refKeyFrames); } }
public static string GetNameFromObject(Object o) { return("mesh_" + GlTF_Writer.GetNameFromObject(o, true)); }
public static string GetNameFromObject(Object o) { return /*"node_" + */ (GlTF_Writer.GetNameFromObject(o, false)); }
public static string GetNameFromObject(Object o) { // Don't use the object ID, so that we can deterministically produce // the same filenames when exporting the same asset again. return("technique_" + GlTF_Writer.GetNameFromObject(o, false)); }
public static string GetNameFromObject(Object o, string name) { return("accessor_" + name + "_" + GlTF_Writer.GetNameFromObject(o, true)); }
public static string GetNameFromObject(Object o, int index) { return("primitive_" + index + "_" + GlTF_Writer.GetNameFromObject(o, true)); }
public static string GetNameFromObject(Object o) { return /*"mesh_" + */ (GlTF_Writer.GetNameFromObject(o)); }
public static string GetNameFromObject(Object o) { return("program_" + GlTF_Writer.GetNameFromObject(o)); }
public static string GetNameFromObject(Object o) { return("technique_" + GlTF_Writer.GetNameFromObject(o)); }
public static string GetNameFromObject(Object o) { return("node_" + GlTF_Writer.GetNameFromObject(o)); //modified by Stephen Zhou 2018-10-1 11:04:30 before: return "node_" + GlTF_Writer.GetNameFromObject(o, true); }