Esempio n. 1
0
        public static void AddSkeletonBoneLines(Transform root, string prefix, Color color, int render_queue_plus, float parent_width, float child_width)
        {
            Material line_material = GetBoneLineMaterial(color, render_queue_plus);

            if (line_material)
            {
                int counter = NSH.AddBonesComponentsTransform <BoneLine>(root, prefix, delegate_add_bone_line_transform, line_material, parent_width, child_width);
                NeuronTransformsInstance instance = root.GetComponent <NeuronTransformsInstance>();
                instance.Bind(root, prefix);
                Transform t = instance.transforms[(int)NeuronBones.Head];
                if (t != null && t.childCount > 0)
                {
                    // get end_end
                    Transform child = t.GetChild(0);
                    if (child != null)
                    {
                        BoneLine boneline = child.gameObject.AddComponent <BoneLine>();
                        boneline.AddRenderer(line_material, parent_width, child_width, t, child);
                        counter++;
                    }
                }

                Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, root.name), root);
            }
        }
Esempio n. 2
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        public static void AddSkeletonBoneLines(Transform root, string prefix, Color color, int render_queue_plus, float parent_width, float child_width)
        {
            Material line_material = GetBoneLineMaterial(color, render_queue_plus);

            if (line_material)
            {
                int counter = NSH.AddBonesComponentsTransform <BoneLine>(root, prefix, delegate_add_bone_line_transform, line_material, parent_width, child_width);
                Debug.Log(string.Format("[NeuronUtilities] {0} Bone lines added to {1}.", counter, root.name), root);
            }
        }
Esempio n. 3
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        public static void AddSkeletonRigidBodies(Transform root, string prefix)
        {
            int counter = NSH.AddBonesComponentsTransform <Rigidbody>(root, prefix, delegate_add_rigidbody_transform);

            Debug.Log(string.Format("[NeuronUtilities] {0} Rigidbodies added to {1}.", counter, root.name), root);
        }