void GenerateRemapIndices(Mesh mesh, MeshBuffer mbuf)
            {
                mbuf.Capture(mesh, false, false, false, false);
                var weights4 = new PinnedList <BoneWeight>();

                weights4.LockList(l => { mesh.GetBoneWeights(l); });

                remap.Resize(mbuf.points.Count);
                numRemappedVertices = aeGenerateRemapIndices(remap, mbuf.points, weights4, mbuf.points.Count);
            }
Esempio n. 2
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        public override void Capture()
        {
            if (m_target == null)
            {
                m_data.visibility = false;
            }
            else
            {
                m_points     = m_target.positionBuffer;
                m_velocities = m_target.velocityBuffer;

                m_data.visibility = m_target.gameObject.activeSelf;
                m_data.count      = m_points.Count;
                m_data.positions  = m_points;
                m_data.velocities = m_velocities;
            }
            abcObject.WriteSample(ref m_data);
        }
Esempio n. 3
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 public void FillData(PinnedList <aiPointsData> dst)
 {
     aiPointsFillData(self, dst);
 }
Esempio n. 4
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 public void FillVertexBuffer(PinnedList <aiPolyMeshData> vbs, PinnedList <aiSubmeshData> ibs)
 {
     aiPolyMeshFillVertexBuffer(self, vbs, ibs);
 }
Esempio n. 5
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 public void GetSubmeshSummaries(PinnedList <aiSubmeshSummary> dst)
 {
     aiPolyMeshGetSubmeshSummaries(self, dst);
 }