corrade-vassal – Rev 16
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/*
* Copyright (c) 2006-2014, openmetaverse.org
* All rights reserved.
*
* - Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* - Neither the name of the openmetaverse.org nor the names
* of its contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Drawing;
namespace OpenMetaverse.Rendering
{
[AttributeUsage(AttributeTargets.Class)]
public class RendererNameAttribute : System.Attribute
{
private string _name;
public RendererNameAttribute(string name)
: base()
{
_name = name;
}
public override string ToString()
{
return _name;
}
}
/// <summary>
/// Abstract base for rendering plugins
/// </summary>
public interface IRendering
{
/// <summary>
/// Generates a basic mesh structure from a primitive
/// </summary>
/// <param name="prim">Primitive to generate the mesh from</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh</returns>
SimpleMesh GenerateSimpleMesh(Primitive prim, DetailLevel lod);
/// <summary>
/// Generates a basic mesh structure from a sculpted primitive and
/// texture
/// </summary>
/// <param name="prim">Sculpted primitive to generate the mesh from</param>
/// <param name="sculptTexture">Sculpt texture</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh</returns>
SimpleMesh GenerateSimpleSculptMesh(Primitive prim, Bitmap sculptTexture, DetailLevel lod);
/// <summary>
/// Generates a series of faces, each face containing a mesh and
/// metadata
/// </summary>
/// <param name="prim">Primitive to generate the mesh from</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh</returns>
FacetedMesh GenerateFacetedMesh(Primitive prim, DetailLevel lod);
/// <summary>
/// Generates a series of faces for a sculpted prim, each face
/// containing a mesh and metadata
/// </summary>
/// <param name="prim">Sculpted primitive to generate the mesh from</param>
/// <param name="sculptTexture">Sculpt texture</param>
/// <param name="lod">Level of detail to generate the mesh at</param>
/// <returns>The generated mesh</returns>
FacetedMesh GenerateFacetedSculptMesh(Primitive prim, Bitmap sculptTexture, DetailLevel lod);
/// <summary>
/// Apply texture coordinate modifications from a
/// <seealso cref="TextureEntryFace"/> to a list of vertices
/// </summary>
/// <param name="vertices">Vertex list to modify texture coordinates for</param>
/// <param name="center">Center-point of the face</param>
/// <param name="teFace">Face texture parameters</param>
/// <param name="primScale">Scale of the prim</param>
void TransformTexCoords (List<Vertex> vertices, Vector3 center, Primitive.TextureEntryFace teFace, Vector3 primScale);
}
}