6e8fbca745
match the genesis editor version 1.3.0.653.
109 lines
3.4 KiB
C#
109 lines
3.4 KiB
C#
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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using System;
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using System.Runtime.CompilerServices;
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using ScriptRuntime;
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namespace ScriptRuntime
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{
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/// <summary>
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/// 简单天空渲染组件类
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/// </summary>
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public class SimpleSkyComponent : MeshRenderComponent
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{
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private SimpleSkyComponent(DummyClass__ dummy)
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{
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}
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protected SimpleSkyComponent()
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{
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}
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}
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/// <summary>
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/// 网格渲染组件类
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/// </summary>
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public partial class MeshRenderComponent : RenderComponent
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{
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public static readonly System.Type thisType = typeof(MeshRenderComponent);
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private MeshRenderComponent(DummyClass__ dummy)
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{
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}
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protected MeshRenderComponent()
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{
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}
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/// <summary>
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/// 为网格组件设置模型资源
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/// </summary>
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/// <param name="sMeshId">模型资源路径</param>
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/// <param name="priority">加载的方式,0为同步加载,1为异步加载</param>
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public void SetMeshID(String sMeshId, int priority)
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{
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ICall_MeshRenderComponent_SetMeshID(this, sMeshId, priority);
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}
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/// <summary>
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/// 获取网格组件ID
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/// </summary>
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/// <returns>ID</returns>
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public string GetMeshID()
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{
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return ICall_MeshRenderComponent_GetMeshID(this);
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}
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/// <summary>
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/// 设置绘制深度
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/// </summary>
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/// <param name="bDraw"></param>
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public void SetDrawDepth(bool bDraw)
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{
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ICall_MeshRenderComponent_SetDrawDepth(this, bDraw);
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}
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/// <summary>
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/// 获得网格组件中模型的三角面数
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/// </summary>
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/// <returns>返回三角面总数</returns>
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public int GetTriangleCount()
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{
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return ICall_MeshRenderComponent_GetTriangleCount(this);
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}
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/// <summary>
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/// 获得网格组件中模型的顶点数
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/// </summary>
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/// <returns>返回顶点总数</returns>
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public int GetVertexCount()
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{
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return ICall_MeshRenderComponent_GetVertexCount(this);
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}
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}
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}
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