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PrimitiveCreateContextBase.cs
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PrimitiveCreateContextBase.cs
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// Copyright 2020-2022 Andreas Atteneder
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using UnityEngine.Rendering;
using System.Threading.Tasks;
namespace GLTFast
{
abstract class PrimitiveCreateContextBase
{
public const MeshUpdateFlags defaultMeshUpdateFlags =
MeshUpdateFlags.DontNotifyMeshUsers
| MeshUpdateFlags.DontRecalculateBounds
| MeshUpdateFlags.DontResetBoneBounds
| MeshUpdateFlags.DontValidateIndices;
protected string m_MeshName;
protected int[] m_Materials;
public int PrimitiveIndex { get; }
public abstract bool IsCompleted { get; }
protected PrimitiveCreateContextBase(int primitiveIndex, int materialCount, string meshName)
{
this.PrimitiveIndex = primitiveIndex;
m_Materials = new int[materialCount];
m_MeshName = meshName;
}
public void SetMaterial(int subMesh, int materialIndex)
{
m_Materials[subMesh] = materialIndex;
}
public MorphTargetsContext morphTargetsContext;
public abstract Task<Primitive?> CreatePrimitive();
}
}