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    Class UnityTypeConverter

    Inheritance
    object
    UnityTypeConverter
    Namespace: USD.NET.Unity
    Assembly: solution.dll
    Syntax
    public class UnityTypeConverter : IntrinsicTypeConverter

    Fields

    Name Description
    basisChange

    Configurable matrix used for change of basis from USD to Unity and vice versa (change handedness).

    inverseBasisChange

    Methods

    Name Description
    BoundsFromVtArray(VtValue)
    BoundsFromVtArray(VtValue, Vector3[])
    BoundsToVtArray(Bounds)
    ChangeBasis(Matrix4x4)

    Converts to and from the USD transform space. This method should be applied to all Unity matrices before being written and all USD matrices after being read, unless the USD file is stored in the Unity transform space (though doing so will result in a non-standard USD file).

    ChangeBasis(Vector3)
    Color32FromVtArray(VtVec4fArray)
    Color32ToVec4f(Color32)
    ColorFromVtArray(VtVec4fArray)
    ColorFromVtArray(VtVec4fArray, ref Color[])
    ColorToVec4f(Color)
    Decompose(Matrix4x4, out Vector3, out Quaternion, out Vector3)

    Decompose the given matrix into translation, rotation, and scale, accounting for potential handedness changes in the matrix. Returns false if the matrix is singular.

    ExtractAlpha(Color32[])
    ExtractAlpha(Color[])
    ExtractRgb(Color32[])
    ExtractRgb(Color[])
    ExtractTrs(Matrix4x4, ref Vector3, ref Quaternion, ref Vector3)

    Extracts the local position, rotation and scale from the given Matrix4x4.

    FromMatrix(GfMatrix4d)
    FromVtArray(VtMatrix4dArray)
    FromVtArray(VtQuatfArray)
    FromVtArray(VtVec2fArray)
    FromVtArray(VtVec3fArray)
    FromVtArray(VtVec3fArray, ref Vector3[])
    FromVtArray(VtVec3fArray, VtFloatArray)
    FromVtArray(VtVec4fArray)
    GetLocalToParentXf(Transform)
    GetPath(Transform)

    Returns a valid UsdPath for the given Unity GameObject.

    GetPath(Transform, Transform)

    Returns a valid UsdPath for the given Unity GameObject, relative to the given root. For example: obj = /Foo/Bar/Baz, root = /Foo the result will be /Bar/Baz

    GetUniqueName(Transform)
    ListFromVtArray(VtMatrix4dArray)
    ListFromVtArray(VtQuatfArray)
    ListFromVtArray(VtVec2fArray)
    ListFromVtArray(VtVec3fArray)
    ListFromVtArray(VtVec4fArray)
    ListToVtArray(List<Matrix4x4>)
    ListToVtArray(List<Quaternion>)
    ListToVtArray(List<Vector2>)
    ListToVtArray(List<Vector3>)
    ListToVtArray(List<Vector4>)
    QuaternionToQuatf(Quaternion)
    QuatfToQuaternion(GfQuatf)
    RectToVtVec4(Rect)
    SetTransform(Matrix4x4, Transform)

    Sets the local transform matrix on the given Unity Transform given a Matrix4x4.

    ToGfMatrix(Matrix4x4)
    ToGfMatrix(Transform)
    ToVtArray(List<Color32>)
    ToVtArray(List<Color32>, out VtVec3fArray, out VtFloatArray)
    ToVtArray(List<Color>)
    ToVtArray(List<Color>, out VtVec3fArray, out VtFloatArray)
    ToVtArray(Color32[])
    ToVtArray(Color32[], out VtVec3fArray, out VtFloatArray)
    ToVtArray(Color[])
    ToVtArray(Color[], out VtVec3fArray, out VtFloatArray)
    ToVtArray(Matrix4x4[])
    ToVtArray(Quaternion[])
    ToVtArray(Vector2[])
    ToVtArray(Vector3[])
    ToVtArray(Vector4[])
    Vec2fToVector2(GfVec2f)
    Vec3fToVector3(GfVec3f)
    Vec4fToColor(GfVec4f)
    Vec4fToColor32(GfVec4f)
    Vec4fToRect(GfVec4f)
    Vec4fToVector4(GfVec4f)
    Vector2ToVec2f(Vector2)
    Vector3ToVec3f(Vector3)
    Vector4ToVec4f(Vector4)
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