5#ifndef QSSG_RENDER_MODEL_H
6#define QSSG_RENDER_MODEL_H
19#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
20#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
21#include <QtQuick3DRuntimeRender/private/qssgrendergeometry_p.h>
22#include <QtQuick3DRuntimeRender/private/qssgrenderskeleton_p.h>
23#include <QtQuick3DRuntimeRender/private/qssgrenderskin_p.h>
24#include <QtQuick3DRuntimeRender/private/qssgrenderinstancetable_p.h>
26#include <QtQuick3DUtils/private/qssgbounds3_p.h>
27#include <QtCore/QVector>
45 float m_depthBiasSq = 0.0f;
46 bool castsShadows =
true;
47 bool receivesShadows =
true;
48 float instancingLodMin = -1;
49 float instancingLodMax = -1;
57 bool hasTransparency =
false;
62 bool receivesReflections =
false;
63 bool castsReflections =
true;
64 bool usedInBakedLighting =
false;
67 uint lightmapBaseResolution = 0;
69 bool usesBoneTexture()
const {
return ((skin !=
nullptr) || (skeleton !=
nullptr)); }
71 float levelOfDetailBias = 1.0f;
The QMatrix4x4 class represents a 4x4 transformation matrix in 3D space.
\macro QT_RESTRICTED_CAST_FROM_ASCII
bool isEmpty() const
Returns true if the string has no characters; otherwise returns false.
Combined button and popup list for selecting options.
int instanceCount() const
QMatrix4x4 particleMatrix
QVector< float > morphWeights
QVector< quint32 > morphAttributes
bool usesBoneTexture() const
QVector< QSSGRenderGraphObject * > morphTargets
QVector< QMatrix4x4 > inverseBindPoses
QVector< QSSGRenderGraphObject * > materials