/// <summary>
        /// Runs once at beginning of export. Sets up the root node
        /// and scene.
        /// </summary>
        /// <returns></returns>
        public bool Start()
        {
            Debug.WriteLine("Starting...");
            _transformStack.Push(Transform.Identity);

            float scale = 1f; // could play with this to match units in a different viewer.

            rootNode      = new glTFNode();
            rootNode.name = "rootNode";
            //rootNode.matrix = new List<float>()
            //{
            //    scale, 0, 0, 0,
            //    0, scale, 0, 0,
            //    0, 0, scale, 0,
            //    0, 0, 0, scale
            //};
            rootNode.children = new List <int>();
            Nodes.AddOrUpdateCurrent("rootNode", rootNode);

            glTFScene defaultScene = new glTFScene();

            defaultScene.nodes.Add(0);
            Scenes.Add(defaultScene);

            return(true);
        }
Beispiel #2
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        public void Start(bool exportProperties = true)
        {
            this._exportProperties = exportProperties;

            Node rootNode = new Node(0);

            rootNode.children = new List <int>();
            nodeDict.Add(rootNode.id, rootNode);
            parentStack.Push(rootNode.id);

            glTFScene defaultScene = new glTFScene();

            defaultScene.nodes.Add(0);
            scenes.Add(defaultScene);
        }