/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #pragma once #include namespace AZ { class Transform; } namespace WhiteBox { struct WhiteBoxMaterial; struct WhiteBoxRenderData; //! A generic interface for the White Box Component to communicate //! with regardless of the rendering backend. class RenderMeshInterface { public: AZ_RTTI(RenderMeshInterface, "{F3ADF2DC-6A40-4943-95BE-6C7E24605BE9}"); virtual ~RenderMeshInterface() = 0; //! Take White Box render data and populate the render mesh from it. virtual void BuildMesh( const WhiteBoxRenderData& renderData, const AZ::Transform& worldFromLocal, AZ::EntityId entityId) = 0; // TODO: LYN-786 //! Update the transform of the render mesh. virtual void UpdateTransform(const AZ::Transform& worldFromLocal) = 0; //! Update the material of the render mesh. virtual void UpdateMaterial(const WhiteBoxMaterial& material) = 0; // Return if the White Box mesh is visible or not. virtual bool IsVisible() const = 0; //! Set the White Box mesh visible (true) or invisible (false). virtual void SetVisiblity(bool visibility) = 0; }; } // namespace WhiteBox