using UnityEngine;
using System.Collections.Generic;
using Unity.Collections;
namespace DigitalOpus.MB.Core
{
public interface IAssignToMeshCustomizer
{
}
public interface IAssignToMeshCustomizer_SimpleAPI : IAssignToMeshCustomizer
{
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes);
}
public interface IAssignToMeshCustomizer_NativeArrays : IAssignToMeshCustomizer
{
///
/// Should return -1 if the extra slice parameter is not stored in a UV channel.
/// Should return a value from 0 to 7 to indicate which UV channel is being used to store the extra parameter.
///
int UVchannelWithExtraParameter();
///
/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
/// this can be used to inject the slice index into a coordinate in the mesh.
///
void meshAssign_UV(int channel_0_to_7, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, NativeSlice outUVsInMesh, NativeSlice sliceIndexes);
void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, NativeSlice outUVsInMesh, NativeSlice sliceIndexes);
}
}