// Use this for initialization void Start() { exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>(); data.nodeId = gameObject.GetComponent<ExportInfo>().id; data.geometryType = geometryType; data.posX = transform.position.x; data.posY = transform.position.y; data.posZ = transform.position.z; // Quaternion rot1 = Quaternion.FromToRotation(Vector3.up, transform.up); // Quaternion rot2 = Quaternion.FromToRotation(Vector3.forward, transform.forward); // Quaternion rotTot = rot1 * rot2; // // Vector3 rot = rotTot.eulerAngles; data.rotX = transform.localRotation.eulerAngles.x; data.rotY = transform.localRotation.eulerAngles.y; data.rotZ = transform.localRotation.eulerAngles.z; data.scaleX = transform.localScale.x; data.scaleY = transform.localScale.y; data.scaleZ = transform.localScale.z; exporter.geometry.Add(data); }
// Use this for initialization void Start() { exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>(); data.nodeId = gameObject.GetComponent<ExportInfo>().id; unityCamera = gameObject.GetComponent<Camera>(); if(unityCamera == Camera.main) { data.cameraType = "main"; }else { data.cameraType = "secondary"; } data.posX = transform.position.x; data.posY = transform.position.y; data.posZ = transform.position.z; Vector3 rot = transform.rotation.eulerAngles; data.rotX = rot.x; data.rotY = rot.y; data.rotZ = rot.z; exporter.cameras.Add(data); }
// Use this for initialization void Start() { exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>(); data.nodeId = gameObject.GetComponent<ExportInfo>().id; rb = gameObject.GetComponent<Rigidbody>(); data.mass = rb.mass; data.drag = rb.drag; data.useGravity = rb.useGravity; data.Kinematic = rb.isKinematic; exporter.rigidBodies.Add(data); }
// Use this for initialization void Start() { exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>(); data.nodeIdFrom = gameObject.GetComponent<ExportInfo>().id; sj = gameObject.GetComponent<SpringJoint>(); data.nodeIdTO = sj.connectedBody.gameObject.GetComponent<ExportInfo>().id; data.springFactor = sj.spring; data.anchorX = sj.anchor.x * transform.localScale.x; data.anchorY = sj.anchor.y * transform.localScale.y; data.anchorZ = sj.anchor.z * transform.localScale.z; data.anchorBX = sj.connectedAnchor.x * sj.connectedBody.transform.localScale.x; data.anchorBY = sj.connectedAnchor.y * sj.connectedBody.transform.localScale.y; data.anchorBZ = sj.connectedAnchor.z * sj.connectedBody.transform.localScale.z; exporter.springJoints.Add(data); }
// Use this for initialization void Start() { exporter = GameObject.Find ("Manager").GetComponent<OctetExporter>(); data.nodeIdFrom = gameObject.GetComponent<ExportInfo>().id; hj = gameObject.GetComponent<HingeJoint>(); data.nodeIdTO = hj.connectedBody.gameObject.GetComponent<ExportInfo>().id; data.axisX = hj.axis.x; data.axisY = hj.axis.y; data.axisZ = hj.axis.z; data.anchorX = hj.anchor.x * transform.localScale.x; data.anchorY = hj.anchor.y * transform.localScale.y; data.anchorZ = hj.anchor.z * transform.localScale.z; data.anchorBX = hj.connectedAnchor.x * hj.connectedBody.transform.localScale.x; data.anchorBY = hj.connectedAnchor.y * hj.connectedBody.transform.localScale.y; data.anchorBZ = hj.connectedAnchor.z * hj.connectedBody.transform.localScale.z; exporter.hingeJoints.Add(data); }