public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(faceColorsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color> >(faceEdgeColorsOutputSlot);
        }
Beispiel #2
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot);
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <UniversalFaceSpatialPartitioning>(partitioningOutputSlot);
        }
Beispiel #3
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot);
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(faceCentroidsOutputSlot);
        }
Beispiel #4
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(vertexPositionsInputSlot);
            InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(offsetsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(offsetVertexPositionsOutputSlot);
        }
Beispiel #5
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionInputSlot);
            InputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesInputSlot);
            randomness.ResetIfBroken(this);

            OutputSlot.ResetAssetTypeIfNull <IFaceGroupAttribute <Color> >(faceGroupColorsOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(faceColorsOutputSlot);
        }
        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            randomness.ResetIfBroken(this);

            OutputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesOutputSlot);
            foreach (var outputSlot in faceGroupOutputSlots)
            {
                OutputSlot.ResetAssetTypeIfNull <FaceGroup>(outputSlot);
            }
        }
Beispiel #7
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot);
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(facePositionsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesOutputSlot);
            foreach (var outputSlot in faceGroupOutputSlots)
            {
                OutputSlot.ResetAssetTypeIfNull <FaceGroup>(outputSlot);
            }
        }
Beispiel #8
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        public void OnAfterDeserialize()
        {
            if (surfaceInputSlot.generator == null)
            {
                surfaceInputSlot = InputSlot.CreateRequired <Surface>(this);
            }

            InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot);
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(vertexPositionsInputSlot);
            InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(facePositionsInputSlot);

            OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(bisectorsOutputSlot);
        }
Beispiel #9
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        public void OnAfterDeserialize()
        {
            if (primaryPole == Vector3.zero)
            {
                primaryPole = Vector3.up;
            }
            if (equatorialPole == Vector3.zero)
            {
                equatorialPole = Vector3.right;
            }

            OutputSlot.ResetAssetTypeIfNull <SphericalSurface>(surfaceOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <Topology>(topologyOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsOutputSlot);
        }
        public void OnAfterDeserialize()
        {
            OutputSlot.ResetAssetTypeIfNull <QuadrilateralSurface>(surfaceOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <Topology>(topologyOutputSlot);
            OutputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsOutputSlot);

            if (string.IsNullOrEmpty(_version) || _version == "1.0")
            {
                Updgrade_From_1_0_To_1_1();
            }

            switch (tileType)
            {
            case TileTypes.Quadrilateral: SetQuadTileShape(quadTileShape); break;

            case TileTypes.Hexagonal: SetHexTileShape(hexTileShape); break;

            default: throw new System.NotImplementedException();
            }
        }
Beispiel #11
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot);
            InputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionInputSlot);
            InputSlot.ResetAssetTypeIfNull <FaceGroup>(faceGroupInputSlot);

            foreach (var inputSlot in ringVertexPositionsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexNormalsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexColorsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexColor32sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color32> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexUV1sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexUV2sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexUV3sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexUV4sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in ringVertexTangentsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector4> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexPositionsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexNormalsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexColorsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexColor32sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color32> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexUV1sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexUV2sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexUV3sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexUV4sInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot);
            }
            foreach (var inputSlot in centerVertexTangentsInputSlots)
            {
                InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector4> >(inputSlot);
            }

            OutputSlot.ResetAssetTypeIfNull <DynamicMesh>(dynamicMeshOutputSlot);
        }
Beispiel #12
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        public void OnAfterDeserialize()
        {
            InputSlot.ResetAssetTypeIfNull <DynamicMesh>(dynamicMeshInputSlot);

            OutputSlot.ResetAssetTypeIfNull <GameObject>(prefabOutputSlot);
        }