public static void GetJanusVectors(Quaternion rot, out Vector3 xDir, out Vector3 yDir, out Vector3 zDir) { xDir = JanusUtil.ConvertDirection(rot * Vector3.right); yDir = JanusUtil.ConvertDirection(rot * Vector3.up); zDir = JanusUtil.ConvertDirection(rot * Vector3.forward); }
public void SetUnityObj(GameObject obj, JanusRoom room) { unityObj = obj; Transform trans = obj.transform; Vector3 position = trans.position; Quaternion rot = trans.rotation; if (room.UseEulerRotations) { Vector3 euler = JanusUtil.ConvertEulerRotation(rot.eulerAngles); rotation = JanusUtil.FormatVector3(euler, JanusGlobals.DecimalCasesForTransforms); } else { Vector3 xDir = JanusUtil.ConvertDirection(rot * Vector3.right); Vector3 yDir = JanusUtil.ConvertDirection(rot * Vector3.up); Vector3 zDir = JanusUtil.ConvertDirection(rot * Vector3.forward); xdir = JanusUtil.FormatVector3(xDir, JanusGlobals.DecimalCasesForTransforms); ydir = JanusUtil.FormatVector3(yDir, JanusGlobals.DecimalCasesForTransforms); zdir = JanusUtil.FormatVector3(zDir, JanusGlobals.DecimalCasesForTransforms); } pos = JanusUtil.FormatVector3(JanusUtil.ConvertPosition(position, room.UniformScale), JanusGlobals.DecimalCasesForTransforms); Vector3 sca = trans.lossyScale; if (sca.x < 0 || sca.y < 0 || sca.z < 0) { cull_face = "front"; } scale = JanusUtil.FormatVector3(trans.lossyScale * room.UniformScale, JanusGlobals.DecimalCasesForTransforms); if (obj.isStatic && room.LightmapType != LightmapExportType.None) { lighting = false; } else { lighting = true; } }