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iscene_element.h
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1 //*****************************************************************************
2 // Copyright 1986, 2014 NVIDIA Corporation. All rights reserved.
3 //*****************************************************************************
6 //*****************************************************************************
7 
8 #ifndef MI_NEURAYLIB_ISCENE_ELEMENT_H
9 #define MI_NEURAYLIB_ISCENE_ELEMENT_H
10 
12 
13 namespace mi {
14 
25 enum Element_type
29 {
30 #ifndef MI_SKIP_WITH_MDL_SDK_DOXYGEN
36 #endif // MI_SKIP_WITH_MDL_SDK_DOXYGEN
38 #ifndef MI_SKIP_WITH_MDL_SDK_DOXYGEN
40 #endif // MI_SKIP_WITH_MDL_SDK_DOXYGEN
43 #ifndef MI_SKIP_WITH_MDL_SDK_DOXYGEN
51  ELEMENT_TYPE_SELECT_INSTANCE = 25, // mi::ISelect_instance
56 #endif // MI_SKIP_WITH_MDL_SDK_DOXYGEN
64 #ifndef MI_SKIP_WITH_MDL_SDK_DOXYGEN
67 #endif // MI_SKIP_WITH_MDL_SDK_DOXYGEN
68  ELEMENT_TYPE_FORCE_32_BIT = 0xffffffffU
69 };
70 
71 mi_static_assert( sizeof( Element_type) == sizeof( Uint32));
72 
84  SHADER_TYPE_FORCE_32_BIT = 0xffffffffU
85 };
86 
87 mi_static_assert( sizeof( Shader_type) == sizeof( Uint32));
88 
91  public base::Interface_declare<0x8a2a4da9,0xe323,0x452c,0xb8,0xda,0x92,0x45,0x67,0x85,0xd7,0x78,
92  IAttribute_set>
93 {
94 public:
96  virtual Element_type get_element_type() const = 0;
97 };
98 
99 } // namespace mi
100  // end group mi_neuray_scene_element
102 
103 #endif // MI_NEURAYLIB_ISCENE_ELEMENT_H