public static ModelNodeData[] load(string[] vals) { int len = vals.Length; ModelNodeData[] data = new ModelNodeData[len]; for (int i = 0; i < len; i++) { data[i] = new ModelNodeData(vals[i]); } return(data); }
public void enableNode(ModelNodeData data, GameObject root) { if (node == null) { node = new GameObject("ModelNode-" + name); } else { MonoBehaviour.print("ERROR: Attempt to enable an already enabled node, name: " + name + " parent: " + parent); } currentData = data; node.transform.NestToParent(root.transform); node.transform.localPosition = data.position; node.transform.localRotation = Quaternion.Euler(data.rotation); int len = children.Count; for (int i = 0; i < len; i++) { children[i].enableGroup(); } }
public ModelSwitchData(ConfigNode node, Part owner, ModelSwitchGroup group) { name = node.GetStringValue("name"); modelName = node.GetStringValue("modelName", name); groupName = node.GetStringValue("group", groupName); containerIndex = node.GetIntValue("containerIndex", 0); localPosition = node.GetVector3("localPosition", Vector3.zero); localRotation = node.GetVector3("localRotation", Vector3.zero); scale = node.GetFloatValue("scale", scale); nodes = ModelNodeData.load(node.GetStringValues("node")); suppressNode = nodes.Length > 0; modelDefinition = SSTUModelData.getModelDefinition(modelName); if (modelDefinition == null) { throw new NullReferenceException("Could not locate model data for name: " + modelName + " :: " + name); } this.part = owner; this.group = group; this.group.add(this); }
public static ModelNodeData[] load(string[] vals) { int len = vals.Length; ModelNodeData[] data = new ModelNodeData[len]; for (int i = 0; i < len; i++) { data[i] = new ModelNodeData(vals[i]); } return data; }