// Use this for initialization
    void Start()
    {
        exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>();

        data.nodeId = gameObject.GetComponent<ExportInfo>().id;

        data.geometryType = geometryType;

        data.posX = transform.position.x;
        data.posY = transform.position.y;
        data.posZ = transform.position.z;

        //		Quaternion rot1 = Quaternion.FromToRotation(Vector3.up, transform.up);
        //		Quaternion rot2 = Quaternion.FromToRotation(Vector3.forward, transform.forward);
        //		Quaternion rotTot = rot1 * rot2;
        //
        //		Vector3 rot = rotTot.eulerAngles;
        data.rotX = transform.localRotation.eulerAngles.x;
        data.rotY = transform.localRotation.eulerAngles.y;
        data.rotZ = transform.localRotation.eulerAngles.z;

        data.scaleX = transform.localScale.x;
        data.scaleY = transform.localScale.y;
        data.scaleZ = transform.localScale.z;

        exporter.geometry.Add(data);
    }
    // Use this for initialization
    void Start()
    {
        exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>();

        data.nodeId = gameObject.GetComponent<ExportInfo>().id;
        unityCamera = gameObject.GetComponent<Camera>();

        if(unityCamera == Camera.main)
        {
            data.cameraType = "main";
        }else
        {
            data.cameraType = "secondary";
        }

        data.posX = transform.position.x;
        data.posY = transform.position.y;
        data.posZ = transform.position.z;

        Vector3 rot = transform.rotation.eulerAngles;
        data.rotX = rot.x;
        data.rotY = rot.y;
        data.rotZ = rot.z;

        exporter.cameras.Add(data);
    }
    // Use this for initialization
    void Start()
    {
        exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>();

        data.nodeId = gameObject.GetComponent<ExportInfo>().id;

        rb = gameObject.GetComponent<Rigidbody>();

        data.mass = rb.mass;
        data.drag = rb.drag;
        data.useGravity = rb.useGravity;
        data.Kinematic = rb.isKinematic;

        exporter.rigidBodies.Add(data);
    }
    // Use this for initialization
    void Start()
    {
        exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>();

        data.nodeIdFrom = gameObject.GetComponent<ExportInfo>().id;

        sj = gameObject.GetComponent<SpringJoint>();

        data.nodeIdTO = sj.connectedBody.gameObject.GetComponent<ExportInfo>().id;

        data.springFactor = sj.spring;

        data.anchorX = sj.anchor.x * transform.localScale.x;
        data.anchorY = sj.anchor.y * transform.localScale.y;
        data.anchorZ = sj.anchor.z * transform.localScale.z;

        data.anchorBX = sj.connectedAnchor.x * sj.connectedBody.transform.localScale.x;
        data.anchorBY = sj.connectedAnchor.y * sj.connectedBody.transform.localScale.y;
        data.anchorBZ = sj.connectedAnchor.z * sj.connectedBody.transform.localScale.z;

        exporter.springJoints.Add(data);
    }
    // Use this for initialization
    void Start()
    {
        exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>();

        data.nodeIdFrom = gameObject.GetComponent<ExportInfo>().id;

        hj = gameObject.GetComponent<HingeJoint>();

        data.nodeIdTO = hj.connectedBody.gameObject.GetComponent<ExportInfo>().id;

        data.axisX = hj.axis.x;
        data.axisY = hj.axis.y;
        data.axisZ = hj.axis.z;

        data.anchorX = hj.anchor.x * transform.localScale.x;
        data.anchorY = hj.anchor.y * transform.localScale.y;
        data.anchorZ = hj.anchor.z * transform.localScale.z;

        data.anchorBX = hj.connectedAnchor.x * hj.connectedBody.transform.localScale.x;
        data.anchorBY = hj.connectedAnchor.y * hj.connectedBody.transform.localScale.y;
        data.anchorBZ = hj.connectedAnchor.z * hj.connectedBody.transform.localScale.z;

        exporter.hingeJoints.Add(data);
    }