Switch points generation from managed thread to unmanaged thread; Change Spline to NativeSpline; Add converter for DistributionMode and update cloner editor ui; Add MeshData type for object distribution calculation; Add ObjectDistributionSetting and ObjectDistributionCalculation(Vertex and Edge Mode);
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@@ -31,7 +31,7 @@ namespace Misaki.ArtTool
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rotation = Quaternion.LookRotation(matrix.c2.xyz / scale.z, matrix.c1.xyz / scale.y);
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}
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internal static void DecomposeMatrixListAsSpan(in IList<Matrix4x4> matrixList, Span<Vector3> positions, Span<Quaternion> rotations, Span<Vector3> scales)
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internal static void DecomposeMatrixListAsSpan(in List<Matrix4x4> matrixList, Span<Vector3> positions, Span<Quaternion> rotations, Span<Vector3> scales)
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{
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if (matrixList.Count != positions.Length || matrixList.Count != rotations.Length || matrixList.Count != scales.Length)
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{
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