rename AssignBoneWeight to ShouldSetRendererNodeAsBone

This commit is contained in:
ousttrue 2022-07-14 15:39:57 +09:00
parent 0da88134cf
commit b8e04e5ccf
2 changed files with 5 additions and 5 deletions

View File

@ -33,7 +33,7 @@ namespace UniGLTF
public bool HasNormal { get; private set; }
public string Name { get; private set; }
public bool AssignBoneWeight { get; private set; }
public bool ShouldSetRendererNodeAsBone { get; private set; }
public MeshData(int vertexCapacity, int indexCapacity)
{
@ -59,7 +59,7 @@ namespace UniGLTF
_blendShapes.Clear();
Name = null;
HasNormal = false;
AssignBoneWeight = false;
ShouldSetRendererNodeAsBone = false;
}
/// <summary>
@ -323,7 +323,7 @@ namespace UniGLTF
var texCoords1 = primitives.GetTexCoords1(data, positions.Length);
var colors = primitives.GetColors(data, positions.Length);
var skinning = SkinningInfo.Create(data, gltfMesh, primitives);
AssignBoneWeight = skinning.ShouldSetRendererNodeAsBone;
ShouldSetRendererNodeAsBone = skinning.ShouldSetRendererNodeAsBone;
for (var i = 0; i < positions.Length; ++i)
{
@ -457,7 +457,7 @@ namespace UniGLTF
var texCoords1 = primitives.GetTexCoords1(data, positions.Length);
var colors = primitives.GetColors(data, positions.Length);
var skinning = SkinningInfo.Create(data, gltfMesh, primitives);
AssignBoneWeight = skinning.ShouldSetRendererNodeAsBone;
ShouldSetRendererNodeAsBone = skinning.ShouldSetRendererNodeAsBone;
for (var i = 0; i < positions.Length; ++i)
{

View File

@ -138,7 +138,7 @@ namespace UniGLTF
{
Mesh = mesh,
Materials = data.MaterialIndices.Select(materialFromIndex).ToArray(),
ShouldSetRendererNodeAsBone = data.AssignBoneWeight,
ShouldSetRendererNodeAsBone = data.ShouldSetRendererNodeAsBone,
};
await awaitCaller.NextFrame();