using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
namespace SharpGLTF.Geometry
{
using VertexTypes;
///
/// Represents an utility class to help build meshes by adding primitives associated with a given material.
///
///
/// The vertex fragment type with Position, Normal and Tangent.
/// Valid types are:
/// ,
/// ,
/// .
///
///
/// The vertex fragment type with Colors and Texture Coordinates.
/// Valid types are:
/// ,
/// ,
/// ,
/// .
///
///
/// The vertex fragment type with Skin Joint Weights.
/// Valid types are:
/// ,
/// ,
/// ,
/// ,
/// .
///
public class MeshBuilder : MeshBuilder
where TvP : struct, IVertexPosition
where TvM : struct, IVertexMaterial
where TvJ : struct, IVertexJoints
{
public MeshBuilder(string name = null)
: base(name) { }
}
///
/// Represents an utility class to help build meshes by adding primitives associated with a given material.
///
///
/// The vertex fragment type with Position, Normal and Tangent.
/// Valid types are:
/// ,
/// ,
/// .
///
///
/// The vertex fragment type with Colors and Texture Coordinates.
/// Valid types are:
/// ,
/// ,
/// ,
/// .
///
public class MeshBuilder : MeshBuilder
where TvP : struct, IVertexPosition
where TvM : struct, IVertexMaterial
{
public MeshBuilder(string name = null)
: base(name) { }
}
///
/// Represents an utility class to help build meshes by adding primitives associated with a given material.
///
///
/// The vertex fragment type with Position, Normal and Tangent.
/// Valid types are:
/// ,
/// ,
/// .
///
public class MeshBuilder : MeshBuilder
where TvP : struct, IVertexPosition
{
public MeshBuilder(string name = null)
: base(name) { }
}
}