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type = pType; return this; } public CameraBuilder withEye(double pEyeX, double pEyeY, double pEyeZ) { eye = new FloatTriple(pEyeX, pEyeY, pEyeZ); return this; }
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eye = new FloatTriple(pEyeX, pEyeY, pEyeZ); return this; } public CameraBuilder withTarget(double pTargetX, double pTargetY, double pTargetZ) { target = new FloatTriple(pTargetX, pTargetY, pTargetZ); return this; }
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target = new FloatTriple(pTargetX, pTargetY, pTargetZ); return this; } public CameraBuilder withUp(double pUpX, double pUpY, double pUpZ) { up = new FloatTriple(pUpX, pUpY, pUpZ); return this; }
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public SceneBuilder close() { return parent; } public SunSkyLightBuilder withUp(double pUpX, double pUpY, double pUpZ) { up = new FloatTriple(pUpX, pUpY, pUpZ); return this; }
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up = new FloatTriple(pUpX, pUpY, pUpZ); return this; } public SunSkyLightBuilder withEast(double pEastX, double pEastY, double pEastZ) { east = new FloatTriple(pEastX, pEastY, pEastZ); return this; }
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east = new FloatTriple(pEastX, pEastY, pEastZ); return this; } public SunSkyLightBuilder withSundir(double pSundirX, double pSundirY, double pSundirZ) { sundir = new FloatTriple(pSundirX, pSundirY, pSundirZ); return this; }
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type = pType; return this; } public ShaderBuilder withDiff(double pDiffX, double pDiffY, double pDiffZ) { diff = new FloatTriple(pDiffX, pDiffY, pDiffZ); return this; }
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power = new FloatSingle(pPower); return this; } public LightBuilder withP(double pPX, double pPY, double pPZ) { p = new FloatTriple(pPX, pPY, pPZ); return this; }