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 using System; | 
 
 
 
 
 
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 using System.Collections.Generic; | 
 
 
 
 
 
 | 3 | 
 using Oni.Collections; | 
 
 
 
 
 
 | 4 | 
  | 
 
 
 
 
 
 | 5 | 
 namespace Oni.Dae | 
 
 
 
 
 
 | 6 | 
 { | 
 
 
 
 
 
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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) | 
 
 
 
 
 
 | 202 | 
             { | 
 
 
 
 
 
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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) | 
 
 
 
 
 
 | 208 | 
             { | 
 
 
 
 
 
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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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 } |