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- using UnityEngine;
- using System.Collections.Generic;
- namespace DigitalOpus.MB.Core
- {
- public interface IAssignToMeshCustomizer
- {
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV0(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV2(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV3(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV4(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV5(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV6(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV7(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_UV8(int channel, MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Vector2[] uvs, float[] sliceIndexes);
- /// <summary>
- /// 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.
- /// </summary>
- void meshAssign_colors(MB_IMeshBakerSettings settings, MB2_TextureBakeResults textureBakeResults, Mesh mesh, Color[] colors, float[] sliceIndexes);
- }
- }
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