86 lines
4.7 KiB
C#
86 lines
4.7 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace DigitalOpus.MB.Core
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{
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public interface IAssignToMeshCustomizer
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{
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}
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public interface IAssignToMeshCustomizer_SimpleAPI : IAssignToMeshCustomizer
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{
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes);
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}
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public interface IAssignToMeshCustomizer_NativeArrays : IAssignToMeshCustomizer
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{
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/// <summary>
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/// Should return -1 if the extra slice parameter is not stored in a UV channel.
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/// Should return a value from 0 to 7 to indicate which UV channel is being used to store the extra parameter.
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/// </summary>
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int UVchannelWithExtraParameter();
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/// <summary>
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/// For customizing data just before it is assigned to a mesh. If using Texture Arrays
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/// this can be used to inject the slice index into a coordinate in the mesh.
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/// </summary>
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void meshAssign_UV(int channel_0_to_7, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, NativeSlice<Vector3> outUVsInMesh, NativeSlice<float> sliceIndexes);
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void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, NativeSlice<Color> outUVsInMesh, NativeSlice<float> sliceIndexes);
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}
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}
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