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Nebula
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#include "graphics/graphicscontext.h"#include "core/singleton.h"#include "resources/resourceid.h"#include "resources/resourceserver.h"#include "coregraphics/resourcetable.h"#include "model.h"#include "nodes/modelnode.h"Go to the source code of this file.
Classes | |
| class | Models::ModelContext |
| struct | Models::ModelContext::NodeInstanceState |
| struct | Models::ModelContext::ModelInstance |
| struct | Models::ModelContext::ModelInstance::Transformable |
| Transforms are only used by the model context to traverse and propagate the transform hierarchy. More... | |
| struct | Models::ModelContext::ModelInstance::Renderable |
| The bounding boxes are used by visibility and the states by rendering. More... | |
| struct | Models::ModelContext::MaterialInstanceContext |
Namespaces | |
| namespace | Jobs |
| Job system allows for scheduling and execution of a parallel task. | |
| namespace | Materials |
| Material special version of variant. | |
| namespace | CoreGraphics |
| Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH. | |
| namespace | Visibility |
| Implements a resource loader for models. | |
| namespace | Raytracing |
| Context dealing with scene management for ray tracing. | |
| namespace | Models |
| A model resource consists of nodes, each of which inhibit some information read from an .n3 file. | |
Enumerations | |
| enum class | Models::NodeInstanceFlags { Models::NodeInstance_Active = N_BIT(1) , Models::NodeInstance_LodActive = N_BIT(2) , Models::NodeInstance_AlwaysVisible = N_BIT(3) , Models::NodeInstance_Visible = N_BIT(4) , Models::NodeInstance_Moved = N_BIT(5) } |
Functions | |
| Models::__ImplementEnumBitOperators (NodeInstanceFlags) | |