Esempio n. 1
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        /// <summary>
        /// Flips the V component of all TexCoords in an array to convert between glTF and Unity's TexCoord specification.
        /// </summary>
        /// <param name="array">The array of TexCoords to be converted.</param>
        /// <returns>The array of converted TexCoords.</returns>
        public static GLTF.Math.Vector2[] FlipTexCoordArrayV(GLTF.Math.Vector2[] array)
        {
            var returnArray = new GLTF.Math.Vector2[array.Length];

            for (var i = 0; i < array.Length; i++)
            {
                returnArray[i] = FlipTexCoordV(array[i]);
            }

            return(returnArray);
        }
Esempio n. 2
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 public static Vector2 ToUnityVector2(this GLTF.Math.Vector2 vec3)
 {
     return(new Vector2(vec3.X, vec3.Y));
 }
Esempio n. 3
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 /// <summary>
 /// Flips the V component of a TexCoord to convert between glTF and Unity's TexCoord specification.
 /// </summary>
 /// <param name="vector">The TexCoord to be converted.</param>
 /// <returns>The converted TexCoord.</returns>
 public static GLTF.Math.Vector2 FlipTexCoordV(GLTF.Math.Vector2 vector)
 {
     return(new GLTF.Math.Vector2(vector.X, 1.0f - vector.Y));
 }
Esempio n. 4
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 public static Vector2 ToUnityVector2Raw(this GLTF.Math.Vector2 vec2)
 {
     return(new Vector2(vec2.X, vec2.Y));
 }