예제 #1
0
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     AddInputPort(WirePortDataType.FLOAT3, false, "Normal");
     AddOutputVectorPorts(WirePortDataType.FLOAT3, Constants.EmptyPortValue);
     UIUtils.AddNormalDependentCount();
 }
예제 #2
0
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     AddOutputPort(WirePortDataType.FLOAT3x3, "Out");
     UIUtils.AddNormalDependentCount();
     m_drawPreview = false;
 }
예제 #3
0
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     m_currentInput = AvailableSurfaceInputs.WORLD_NORMAL;
     InitialSetup();
     UIUtils.AddNormalDependentCount();
 }
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     m_currentInput = AvailableSurfaceInputs.WORLD_NORMAL;
     InitialSetup();
     UIUtils.AddNormalDependentCount();
     m_precisionString = UIUtils.PrecisionWirePortToCgType(m_currentPrecisionType, WirePortDataType.FLOAT3);
 }
예제 #5
0
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     AddInputPort(WirePortDataType.FLOAT3, false, "Normal");
     AddOutputVectorPorts(WirePortDataType.FLOAT3, "XYZ");
     m_drawPreviewAsSphere = true;
     m_previewShaderGUID   = "8e267e9aa545eeb418585a730f50273e";
     UIUtils.AddNormalDependentCount();
 }
예제 #6
0
        //private bool m_usingNormal = false;

        protected override void CommonInit(int uniqueId)
        {
            base.CommonInit(uniqueId);
            AddInputPort(WirePortDataType.FLOAT3, false, "Normal");
            AddOutputVectorPorts(WirePortDataType.FLOAT3, "XYZ");
            //m_inputPorts[ 0 ].InternalData Vector3InternalData = UnityEngine.Vector3.forward;
            m_previewId = 11;
            UIUtils.AddNormalDependentCount();
        }
예제 #7
0
 protected override void CommonInit(int uniqueId)
 {
     base.CommonInit(uniqueId);
     AddInputPort(WirePortDataType.FLOAT3, false, "Normal");
     AddOutputVectorPorts(WirePortDataType.FLOAT3, "XYZ");
     //m_inputPorts[ 0 ].InternalData Vector3InternalData = UnityEngine.Vector3.forward;
     UIUtils.AddNormalDependentCount();
     m_previewShaderGUID   = "5f55f4841abb61e45967957788593a9d";
     m_drawPreviewAsSphere = true;
 }