示例#1
0
	public void UploadInputObjectTransforms(HEU_SessionBase session)
	{
	    // Only need to upload Mesh inputs, since HDA inputs don't upload transform
	    if (_nodeID == HEU_Defines.HAPI_INVALID_PARM_ID || _inputObjectType != InputObjectType.UNITY_MESH)
	    {
		return;
	    }

	    int numInputs = GetConnectedInputCount();
	    for (int i = 0; i < numInputs; ++i)
	    {
		HAPI_NodeId connectedNodeID = GetConnectedNodeID(i);
		if (connectedNodeID != HEU_Defines.HEU_INVALID_NODE_ID && _inputObjects[i]._gameObject != null)
		{
		    HEU_InputUtility.UploadInputObjectTransform(session, _inputObjects[i], connectedNodeID, _keepWorldTransform);
		}
	    }
	}
示例#2
0
		public bool UploadInputObjectTransforms(HEU_SessionBase session)
		{
			if (_nodeID == HEU_Defines.HAPI_INVALID_PARM_ID)
			{
				return false;
			}

			if (_inputObjectType != InputObjectType.UNITY_MESH)
			{
				return false;
			}

			for (int i = 0; i < _inputObjects.Count; ++i)
			{
				if(_inputObjects[i]._gameObject == null)
				{
					continue;
				}

				HEU_InputUtility.UploadInputObjectTransform(session, _inputObjects[i], _inputObjectsConnectedAssetIDs[i], _keepWorldTransform);
			}

			return false;
		}