/// <summary> /// Recursively applies an encoded skeleton, or part of it, to the shadow /// </summary> /// <param name="data">The encoded skeleton data</param> /// <param name="t">The current transform to apply to</param> /// <param name="nameFilter">The filter for names</param> /// <param name="bypass">Used for whitelists to take children of /// whitelisted transforms</param> public static void ReadShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator, FilterList <string> nameFilter, bool bypass = false) { bool allowed = (bypass == true || nameFilter.Allowed(t.name) == true); bool whitelist = (nameFilter.IsWhitelist() == true); bypass = (allowed == true && whitelist == true); // If this is a valid bone, and is allowed, read it to the skeleton int key = coordinator.GetBoneKey(t.name); if (allowed == true && ShadowTransform.IsValid(data[key]) == true) { data[key].WriteTo(t); } // See if we need to keep searching if (whitelist == true || allowed == true) { foreach (Transform child in t) { ReadShadowData(data, child, coordinator, nameFilter, bypass); } } }
/// <summary> /// Recursively populates a transform data array from this shadow, with /// a potential whitelist or blacklist /// </summary> /// <param name="data">The array to populate</param> /// <param name="t">The current subtree root</param> /// <param name="coordinator">The coordinator</param> /// <param name="nameFilter">The filter for names</param> /// <param name="bypass">Used for whitelists to take children of /// whitelisted transforms</param> public static void WriteShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator, FilterList <string> nameFilter, bool bypass = false) { bool allowed = (bypass == true || nameFilter.Allowed(t.name) == true); bool whitelist = (nameFilter.IsWhitelist() == true); bypass = (allowed == true && whitelist == true); // If we're permitting this bone through the filter if (allowed == true) { data[coordinator.GetBoneKey(t.name)].ReadFrom(t); } // See if we need to keep searching if (whitelist == true || allowed == true) { foreach (Transform child in t) { WriteShadowData(data, child, coordinator, nameFilter, bypass); } } }
/// <summary> /// Recursively populates a transform data array from this shadow /// </summary> /// <param name="data">The array to populate</param> /// <param name="t">The current subtree root</param> /// <param name="coordinator">The coordinator</param> public static void WriteShadowData( ShadowTransform[] buffer, Transform t, ShadowCoordinator coordinator) { int key = coordinator.GetBoneKey(t.name); buffer[key].ReadFrom(t); foreach (Transform child in t) { WriteShadowData(buffer, child, coordinator); } }
/// <summary> /// Recursively applies an encoded skeleton, or part of it, to the shadow /// </summary> /// <param name="data">The encoded skeleton data</param> /// <param name="t">The current transform to apply to</param> public static void ReadShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator) { int key = coordinator.GetBoneKey(t.name); if (ShadowTransform.IsValid(data[key]) == true) { data[key].WriteTo(t); } foreach (Transform child in t) { ReadShadowData(data, child, coordinator); } }
/// <summary> /// Recursively populates a transform data array from this shadow, with /// a potential whitelist or blacklist /// </summary> /// <param name="data">The array to populate</param> /// <param name="t">The current subtree root</param> /// <param name="coordinator">The coordinator</param> /// <param name="nameFilter">The filter for names</param> /// <param name="bypass">Used for whitelists to take children of /// whitelisted transforms</param> public static void WriteShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator, FilterList<string> nameFilter, bool bypass = false) { bool allowed = (bypass == true || nameFilter.Allowed(t.name) == true); bool whitelist = (nameFilter.IsWhitelist() == true); bypass = (allowed == true && whitelist == true); // If we're permitting this bone through the filter if (allowed == true) data[coordinator.GetBoneKey(t.name)].ReadFrom(t); // See if we need to keep searching if (whitelist == true || allowed == true) foreach (Transform child in t) WriteShadowData(data, child, coordinator, nameFilter, bypass); }
/// <summary> /// Recursively populates a transform data array from this shadow /// </summary> /// <param name="data">The array to populate</param> /// <param name="t">The current subtree root</param> /// <param name="coordinator">The coordinator</param> public static void WriteShadowData( ShadowTransform[] buffer, Transform t, ShadowCoordinator coordinator) { int key = coordinator.GetBoneKey(t.name); buffer[key].ReadFrom(t); foreach (Transform child in t) WriteShadowData(buffer, child, coordinator); }
/// <summary> /// Recursively applies an encoded skeleton, or part of it, to the shadow /// </summary> /// <param name="data">The encoded skeleton data</param> /// <param name="t">The current transform to apply to</param> /// <param name="nameFilter">The filter for names</param> /// <param name="bypass">Used for whitelists to take children of /// whitelisted transforms</param> public static void ReadShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator, FilterList<string> nameFilter, bool bypass = false) { bool allowed = (bypass == true || nameFilter.Allowed(t.name) == true); bool whitelist = (nameFilter.IsWhitelist() == true); bypass = (allowed == true && whitelist == true); // If this is a valid bone, and is allowed, read it to the skeleton int key = coordinator.GetBoneKey(t.name); if (allowed == true && ShadowTransform.IsValid(data[key]) == true) data[key].WriteTo(t); // See if we need to keep searching if (whitelist == true || allowed == true) foreach (Transform child in t) ReadShadowData(data, child, coordinator, nameFilter, bypass); }
/// <summary> /// Recursively applies an encoded skeleton, or part of it, to the shadow /// </summary> /// <param name="data">The encoded skeleton data</param> /// <param name="t">The current transform to apply to</param> public static void ReadShadowData( ShadowTransform[] data, Transform t, ShadowCoordinator coordinator) { int key = coordinator.GetBoneKey(t.name); if (ShadowTransform.IsValid(data[key]) == true) data[key].WriteTo(t); foreach (Transform child in t) ReadShadowData(data, child, coordinator); }