using UnityEngine; namespace BrainFailProductions.PolyFew.AsImpL { [System.Serializable] /// /// Options to define how the model will be loaded and imported. /// public class ImportOptions { /// Load the OBJ file assuming its vertical axis is Z instead of Y. [Tooltip("load the OBJ file assuming its vertical axis is Z instead of Y")] public bool zUp = true; /// Consider diffuse map as already lit (disable lighting) if no other texture is present. [Tooltip("Consider diffuse map as already lit (disable lighting) if no other texture is present")] public bool litDiffuse = false; /// Consider to double-sided (duplicate and flip faces and normals. [Tooltip("Consider to double-sided (duplicate and flip faces and normals")] public bool convertToDoubleSided = false; /// Rescaling for the model (1 = no rescaling). [Tooltip("Rescaling for the model (1 = no rescaling)")] public float modelScaling = 1f; /// Reuse a model in memory if already loaded. [Tooltip("Reuse a model in memory if already loaded")] public bool reuseLoaded = false; /// Inherit parent layer. [Tooltip("Inherit parent layer")] public bool inheritLayer = false; /// Generate mesh colliders. [Tooltip("Generate mesh colliders")] public bool buildColliders = false; /// Generate convex mesh colliders (only active if buildColliders = true)\nNote: it could not work for meshes with too many smooth surface regions. [Tooltip("Generate convex mesh colliders (only active if buildColliders = true)\nNote: it could not work for meshes with too many smooth surface regions.")] public bool colliderConvex = false; /// Mesh colliders as trigger (only active if colliderConvex = true). [Tooltip("Mesh colliders as trigger (only active if colliderConvex = true)")] public bool colliderTrigger = false; #if !UNITY_2018_3_OR_NEWER /// Mesh colliders inflated (only active if colliderConvex = true). [Tooltip("Mesh colliders inflated (only active if colliderConvex = true)")] public bool colliderInflate = false; /// Mesh colliders inflation amount (only active if colliderInflate = true). [Tooltip("Mesh colliders inflation amount (only active if colliderInflate = true)")] public float colliderSkinWidth = 0.01f; #endif #if UNITY_2017_3_OR_NEWER /// Use 32 bit indices when needed, if available. [Tooltip("Use 32 bit indices when needed, if available")] public bool use32bitIndices = true; #endif /// Hide the loaded object during the loading process. [Tooltip("Hide the loaded object during the loading process")] public bool hideWhileLoading = false; /// Position of the object. [Header("Local Transform for the imported game object")] [Tooltip("Position of the object")] public Vector3 localPosition = Vector3.zero; /// Rotation of the object. [Tooltip("Rotation of the object\n(Euler angles)")] public Vector3 localEulerAngles = Vector3.zero; /// Scaling of the object\n([1,1,1] = no rescaling). [Tooltip("Scaling of the object\n([1,1,1] = no rescaling)")] public Vector3 localScale = Vector3.one; } }