Photon Engine
2.0.0-beta
A physically based renderer.
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Actor.cpp
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Actor.h
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ADome.cpp
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ADome.h
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AMaskedModel.h
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AModel.cpp
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AModel.h
APhantomModel.cpp
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ATransformedInstance.cpp
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ATransformedInstance.h
ModelBuilder.cpp
ModelBuilder.h
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ModelBuilder.h
Go to the documentation of this file.
1
#pragma once
2
3
#include "
Utility/IMoveOnly.h
"
4
#include "
Core/Intersection/Intersectable.h
"
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#include "
Core/Intersection/PrimitiveMetadata.h
"
6
#include "
Math/Transform/Transform.h
"
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#include "
World/Foundation/TransientVisualElement.h
"
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#include <memory>
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namespace
ph
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{
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//class CookingContext;
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//
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//class ModelBuilder final : private IMoveOnly
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//{
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//public:
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// explicit ModelBuilder(CookingContext& ctx);
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//
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// ModelBuilder& addIntersectable(std::unique_ptr<Intersectable> isable);
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//
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// // TODO: rename to set...
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// ModelBuilder& addPrimitiveMetadata(std::unique_ptr<PrimitiveMetadata> metadata);
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//
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// ModelBuilder& transform(std::unique_ptr<math::Transform> LtoW, std::unique_ptr<math::Transform> WtoL);
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// CookedUnit claimBuildResult();
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//
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//private:
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// CookingContext& m_ctx;
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// CookedUnit m_cookedResults;
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//};
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}
// end namespace ph
IMoveOnly.h
Intersectable.h
PrimitiveMetadata.h
Transform.h
TransientVisualElement.h
ph
The root for all renderer implementations.
Definition
EEngineProject.h:6
Source
Actor
ModelBuilder.h
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