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#include "render/renderapi.h"
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#include "render/renderapi.h"
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#include "render/window.h"
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#include "render/window.h"
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#include "object/mesh/actor.h"
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#include "object/mesh/actor.h"
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#include "object/property/actor_property.h"
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#include "data/property/actor_property.h"
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#include "asset/asset_manager.h"
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#include "asset/asset_manager.h"
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#include "object/scene/scene_manager.h"
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#include "object/scene/scene_manager.h"
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namespace engineapi {
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namespace engineapi {
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engine/src/engine/data/global.cpp
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engine/src/engine/data/global.cpp
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engine/src/engine/data/global.h
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engine/src/engine/data/global.h
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#pragma once
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#include <string>
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using std::string;
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namespace engineapi
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{
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}
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engine/src/engine/data/project_setting.cpp
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engine/src/engine/data/project_setting.cpp
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engine/src/engine/data/project_setting.h
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engine/src/engine/data/project_setting.h
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#pragma once
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#include <string>
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#include "asset/render/asset_enum.h"
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using std::string;
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namespace engineapi
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{
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struct ProjectSetting {
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public:
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string path;
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string defaultScene;
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RenderPipelineType renderPipelineType;
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unsigned int width;
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unsigned int height;
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bool enableDynamicBatch;
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bool preserveIntermediateShader;
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bool enableGraphicsDebug;
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bool logToFile;
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bool stablePhysics;
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// Editor
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unsigned int hierarchyWidth;
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unsigned int hierarchyHeight;
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unsigned int consoleWidth;
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unsigned int consoleHeight;
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unsigned int projectWidth;
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unsigned int projectHeight;
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unsigned int inspectorWidth;
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unsigned int inspectorHeight;
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unsigned int mainBarWidth;
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unsigned int mainBarHeight;
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};
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}
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#include "actor.h"
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#include "actor.h"
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#include "asset/asset_manager.h"
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#include "asset/asset_manager.h"
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#include "../property/actor_property.h"
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#include "data/property/actor_property.h"
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namespace engineapi {
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namespace engineapi {
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ActorMesh::ActorMesh(Model& model, ActorProperty& property)
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ActorMesh::ActorMesh(Model& model, ActorProperty& property)
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:DynamicMesh(model)
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:DynamicMesh(model)
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