public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(faceColorsInputSlot); OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color> >(faceEdgeColorsOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot); InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsInputSlot); randomness.ResetIfBroken(this); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot); InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsInputSlot); OutputSlot.ResetAssetTypeIfNull <UniversalFaceSpatialPartitioning>(partitioningOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot); InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IVertexAttribute <Vector3> >(vertexPositionsInputSlot); OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(faceCentroidsOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(vertexPositionsInputSlot); InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(offsetsInputSlot); OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(offsetVertexPositionsOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionInputSlot); InputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesInputSlot); randomness.ResetIfBroken(this); OutputSlot.ResetAssetTypeIfNull <IFaceGroupAttribute <Color> >(faceGroupColorsOutputSlot); OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(faceColorsOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); randomness.ResetIfBroken(this); OutputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionOutputSlot); OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesOutputSlot); foreach (var outputSlot in faceGroupOutputSlots) { OutputSlot.ResetAssetTypeIfNull <FaceGroup>(outputSlot); } }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot); InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(facePositionsInputSlot); OutputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionOutputSlot); OutputSlot.ResetAssetTypeIfNull <IFaceAttribute <int> >(faceGroupIndicesOutputSlot); foreach (var outputSlot in faceGroupOutputSlots) { OutputSlot.ResetAssetTypeIfNull <FaceGroup>(outputSlot); } }
public void OnAfterDeserialize() { if (surfaceInputSlot.generator == null) { surfaceInputSlot = InputSlot.CreateRequired <Surface>(this); } InputSlot.ResetAssetTypeIfNull <Surface>(surfaceInputSlot); InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(vertexPositionsInputSlot); InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(facePositionsInputSlot); OutputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(bisectorsOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <Topology>(topologyInputSlot); InputSlot.ResetAssetTypeIfNull <FaceGroupCollection>(faceGroupCollectionInputSlot); InputSlot.ResetAssetTypeIfNull <FaceGroup>(faceGroupInputSlot); foreach (var inputSlot in ringVertexPositionsInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(inputSlot); } foreach (var inputSlot in ringVertexNormalsInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector3> >(inputSlot); } foreach (var inputSlot in ringVertexColorsInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color> >(inputSlot); } foreach (var inputSlot in ringVertexColor32sInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Color32> >(inputSlot); } foreach (var inputSlot in ringVertexUV1sInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in ringVertexUV2sInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in ringVertexUV3sInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in ringVertexUV4sInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in ringVertexTangentsInputSlots) { InputSlot.ResetAssetTypeIfNull <IEdgeAttribute <Vector4> >(inputSlot); } foreach (var inputSlot in centerVertexPositionsInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(inputSlot); } foreach (var inputSlot in centerVertexNormalsInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector3> >(inputSlot); } foreach (var inputSlot in centerVertexColorsInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color> >(inputSlot); } foreach (var inputSlot in centerVertexColor32sInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Color32> >(inputSlot); } foreach (var inputSlot in centerVertexUV1sInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in centerVertexUV2sInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in centerVertexUV3sInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in centerVertexUV4sInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector2> >(inputSlot); } foreach (var inputSlot in centerVertexTangentsInputSlots) { InputSlot.ResetAssetTypeIfNull <IFaceAttribute <Vector4> >(inputSlot); } OutputSlot.ResetAssetTypeIfNull <DynamicMesh>(dynamicMeshOutputSlot); }
public void OnAfterDeserialize() { InputSlot.ResetAssetTypeIfNull <DynamicMesh>(dynamicMeshInputSlot); OutputSlot.ResetAssetTypeIfNull <GameObject>(prefabOutputSlot); }