Пример #1
0
	/// <summary>
	/// Set the input node's transform.
	/// </summary>
	/// <param name="session">Session that the input node exists in</param>
	/// <param name="inputObject">The input object info containing data about the input</param>
	/// <param name="inputNodeID">The input node ID</param>
	/// <param name="bKeepWorldTransform">Whether to use world transform or not</param>
	/// <returns></returns>
	internal static bool UploadInputObjectTransform(HEU_SessionBase session, HEU_InputObjectInfo inputObject, HAPI_NodeId inputNodeID, bool bKeepWorldTransform)
	{
	    Matrix4x4 inputTransform = Matrix4x4.identity;
	    if (inputObject._useTransformOffset)
	    {
		if (bKeepWorldTransform)
		{
		    // Add offset tranform to world transform
		    Transform inputObjTransform = inputObject._gameObject.transform;
		    Vector3 position = inputObjTransform.position + inputObject._translateOffset;
		    Quaternion rotation = inputObjTransform.rotation * Quaternion.Euler(inputObject._rotateOffset);
		    Vector3 scale = Vector3.Scale(inputObjTransform.localScale, inputObject._scaleOffset);

		    Vector3 rotVector = rotation.eulerAngles;
		    inputTransform = HEU_HAPIUtility.GetMatrix4x4(ref position, ref rotVector, ref scale);
		}
		else
		{
		    // Offset from origin.
		    inputTransform = HEU_HAPIUtility.GetMatrix4x4(ref inputObject._translateOffset, ref inputObject._rotateOffset, ref inputObject._scaleOffset);
		}
	    }
	    else
	    {
		inputTransform = inputObject._gameObject.transform.localToWorldMatrix;
	    }

	    HAPI_TransformEuler transformEuler = HEU_HAPIUtility.GetHAPITransformFromMatrix(ref inputTransform);

	    HAPI_NodeInfo inputNodeInfo = new HAPI_NodeInfo();
	    if (!session.GetNodeInfo(inputNodeID, ref inputNodeInfo))
	    {
		return false;
	    }

	    if (session.SetObjectTransform(inputNodeInfo.parentId, ref transformEuler))
	    {
		inputObject._syncdTransform = inputTransform;

		inputObject._syncdChildTransforms.Clear();

		GetChildrenTransforms(inputObject._gameObject.transform, ref inputObject._syncdChildTransforms);
	    }

	    return true;
	}