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) { } } }