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using System; |
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using System.Collections.Generic; |
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using Oni.Collections; |
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|
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namespace Oni.Dae |
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{ |
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internal class AxisConverter |
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{ |
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private Scene scene; |
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private Axis fromUpAxis; |
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private Axis toUpAxis; |
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private Set<float[]> convertedValues; |
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|
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public static void Convert(Scene scene, Axis fromUpAxis, Axis toUpAxis) |
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{ |
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var converter = new AxisConverter { |
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scene = scene, |
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fromUpAxis = fromUpAxis, |
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toUpAxis = toUpAxis, |
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convertedValues = new Set<float[]>() |
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}; |
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|
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converter.Convert(); |
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} |
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|
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private void Convert() |
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{ |
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Convert(scene); |
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} |
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|
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private void Convert(Node node) |
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{ |
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foreach (var transform in node.Transforms) |
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Convert(transform); |
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|
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foreach (var instance in node.Instances) |
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Convert(instance); |
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|
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foreach (var child in node.Nodes) |
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Convert(child); |
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} |
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|
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private void Convert(Instance instance) |
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{ |
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var geometryInstance = instance as GeometryInstance; |
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|
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if (geometryInstance != null) |
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{ |
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Convert(geometryInstance.Target); |
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return; |
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} |
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} |
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|
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private void Convert(Geometry geometry) |
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{ |
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foreach (var primitives in geometry.Primitives) |
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{ |
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// |
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// HACK: this assumes that position and normal sources are never reused with other semantic |
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// |
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|
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foreach (var input in primitives.Inputs) |
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{ |
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if (input.Semantic == Semantic.Position || input.Semantic == Semantic.Normal) |
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ConvertPosition(input.Source.FloatData, input.Source.Stride); |
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} |
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} |
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} |
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|
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private void Convert(Transform transform) |
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{ |
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var scale = transform as TransformScale; |
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|
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if (scale != null) |
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{ |
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ConvertScale(scale.Values, 3); |
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|
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if (transform.HasAnimations) |
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ConvertScaleAnimation(transform); |
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|
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return; |
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} |
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|
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var rotate = transform as TransformRotate; |
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|
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if (rotate != null) |
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{ |
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//ConvertPosition(rotate.Values, 3); |
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|
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if (transform.HasAnimations) |
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ConvertRotationAnimation(transform); |
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|
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return; |
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} |
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|
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var translate = transform as TransformTranslate; |
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|
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if (translate != null) |
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{ |
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ConvertPosition(translate.Values, 3); |
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|
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if (transform.HasAnimations) |
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ConvertPositionAnimation(transform); |
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|
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return; |
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} |
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|
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var matrix = transform as TransformMatrix; |
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|
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if (matrix != null) |
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{ |
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ConvertMatrix(matrix); |
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|
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// |
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// TODO: matrix animation??? |
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// |
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|
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return; |
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} |
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} |
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|
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private void ConvertMatrix(TransformMatrix transform) |
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{ |
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if (fromUpAxis == Axis.Z && toUpAxis == Axis.Y) |
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{ |
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Matrix zm = transform.Matrix; |
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Matrix ym = zm; |
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//Matrix ym = Matrix.CreateRotationX( |
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// MathHelper.PiOver2) * |
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//zm * |
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//Matrix.CreateRotationX( |
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// -MathHelper.PiOver2); |
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ym.M12 = zm.M13; |
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ym.M13 = -zm.M12; |
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ym.M21 = zm.M31; |
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ym.M22 = zm.M33; |
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ym.M23 = -zm.M32; |
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ym.M31 = -zm.M21; |
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ym.M32 = -zm.M23; |
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ym.M33 = zm.M22; |
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ym.M42 = zm.M43; |
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ym.M43 = -zm.M42; |
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transform.Matrix = ym; |
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} |
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//else if (fromUpAxis == Axis.Y && toUpAxis == Axis.Z) |
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//{ |
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// rotate.XAxis = new Vector3(1.0f, 0.0f, 0.0f); |
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// rotate.YAxis = new Vector3(0.0f, 0.0f, -1.0f); |
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// rotate.ZAxis = new Vector3(0.0f, 1.0f, 0.0f); |
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//} |
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//else if (fromUpAxis == Axis.X && toUpAxis == Axis.Y) |
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//{ |
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// rotate.XAxis = new Vector3(0.0f, 0.0f, -1.0f); |
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// rotate.YAxis = new Vector3(1.0f, 0.0f, 1.0f); |
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// rotate.ZAxis = new Vector3(0.0f, 1.0f, 0.0f); |
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//} |
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} |
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|
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private void ConvertPosition(float[] values, int stride) |
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{ |
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if (!convertedValues.Add(values)) |
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return; |
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|
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for (int i = 0; i + stride - 1 < values.Length; i += stride) |
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Convert(values, i, f => -f); |
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} |
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|
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private void ConvertPositionAnimation(Transform transform) |
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{ |
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Convert(transform.Animations, 0, s => s != null ? s.Scale(-1.0f) : null); |
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} |
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|
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private void ConvertRotationAnimation(Transform transform) |
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{ |
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ConvertPositionAnimation(transform); |
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} |
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|
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private void ConvertScale(float[] values, int stride) |
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{ |
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for (int i = 0; i + stride - 1 < values.Length; i += stride) |
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Convert(values, i, null); |
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} |
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|
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private void ConvertScaleAnimation(Transform transform) |
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{ |
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Convert(transform.Animations, 0, null); |
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} |
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|
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private void Convert<T>(IList<T> list, int baseIndex, Func<T, T> negate) |
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{ |
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T t0 = list[baseIndex + 0]; |
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T t1 = list[baseIndex + 1]; |
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T t2 = list[baseIndex + 2]; |
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|
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if (fromUpAxis == Axis.Z && toUpAxis == Axis.Y) |
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{ |
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list[baseIndex + 0] = t0; |
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list[baseIndex + 1] = t2; |
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list[baseIndex + 2] = negate != null ? negate(t1) : t1; |
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} |
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else if (fromUpAxis == Axis.Y && toUpAxis == Axis.Z) |
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{ |
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list[baseIndex + 0] = t0; |
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list[baseIndex + 1] = negate != null ? negate(t2) : t2; |
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list[baseIndex + 2] = t1; |
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} |
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else if (fromUpAxis == Axis.X && toUpAxis == Axis.Y) |
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{ |
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list[baseIndex + 0] = negate != null ? negate(t2) : t2; |
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list[baseIndex + 1] = t0; |
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list[baseIndex + 2] = t1; |
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} |
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} |
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} |
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} |