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* MeshUtility を UniGLTF 下に移動 * Assets/VRM10 を追加 * JsonSchemaからのコード生成 UniGLTF/Editor/Generator を追加
46 lines
1.6 KiB
C#
46 lines
1.6 KiB
C#
using System;
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using System.Collections.Generic;
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namespace VrmLib
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{
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public interface IVrmStorage
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{
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ArraySegment<byte> OriginalJson { get; }
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#region glTF import
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string AssetVersion { get; }
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string AssetMinVersion { get; }
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string AssetGenerator { get; }
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string AssetCopyright { get; }
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int NodeCount { get; }
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Node CreateNode(int index);
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IEnumerable<int> GetChildNodeIndices(int i);
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int ImageCount { get; }
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Image CreateImage(int index);
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int TextureCount { get; }
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Texture CreateTexture(int index, List<Image> images);
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int MaterialCount { get; }
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Material CreateMaterial(int index, List<Texture> textures);
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int SkinCount { get; }
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Skin CreateSkin(int index, List<Node> nodes);
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int MeshCount { get; }
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MeshGroup CreateMesh(int index, List<Material> materials);
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(int, int) GetNodeMeshSkin(int index);
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int AnimationCount { get; }
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Animation CreateAnimation(int index, List<Node> nodes);
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#endregion
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#region VRM
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bool HasVrm { get; }
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Meta CreateVrmMeta(List<Texture> textures);
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string VrmExporterVersion { get; }
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string VrmSpecVersion { get; }
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void LoadVrmHumanoid(List<Node> nodes);
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ExpressionManager CreateVrmExpression(List<MeshGroup> meshGroups, List<Material> materials, List<Node> nodes);
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SpringBoneManager CreateVrmSpringBone(List<Node> nodes);
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FirstPerson CreateVrmFirstPerson(List<Node> nodes, List<MeshGroup> meshGroups);
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LookAt CreateVrmLookAt();
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#endregion
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}
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}
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