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** Copyright (C) 2008-2012 NVIDIA Corporation.
** Copyright (C) 2019 The Qt Company Ltd.
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#ifndef QSSG_RENDER_MODEL_H
#define QSSG_RENDER_MODEL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendernode_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendertessmodevalues_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermesh_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendergeometry_p.h>
#include <QtQuick3DUtils/private/qssgbounds3_p.h>
#include <QtCore/QVector>
QT_BEGIN_NAMESPACE
struct QSSGRenderDefaultMaterial;
class QSSGBufferManager;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderModel : public QSSGRenderNode
{
// Complete path to the file;
//*not* relative to the presentation directory
QVector<QSSGRenderGraphObject *> materials;
QSSGRenderGeometry *geometry = nullptr;
QSSGRenderMeshPath meshPath;
float edgeTessellation = 1.0f;
float innerTessellation = 1.0f;
TessellationModeValues tessellationMode = TessellationModeValues::NoTessellation;
bool wireframeMode = false;
bool castsShadows = true;
bool receivesShadows = true;
QSSGRenderModel();
QSSGBounds3 getModelBounds(const QSSGRef<QSSGBufferManager> &inManager) const;
};
QT_END_NAMESPACE
#endif