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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2024, NVIDIA CORPORATION. All rights reserved.
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "hpp_sub_mesh.h"
#include "mesh.h"
namespace vkb
{
namespace scene_graph
{
namespace components
{
/**
* @brief facade class around vkb::sg::Mesh, providing a vulkan.hpp-based interface
*
* See vkb::sb::Mesh for documentation
*/
class HPPMesh : private vkb::sg::Mesh
{
public:
std::vector<vkb::scene_graph::components::HPPSubMesh *> const &get_submeshes() const
{
return reinterpret_cast<std::vector<vkb::scene_graph::components::HPPSubMesh *> const &>(vkb::sg::Mesh::get_submeshes());
}
};
} // namespace components
} // namespace scene_graph
} // namespace vkb