group2 0.1.0
CSE 125 Group 2
Loading...
Searching...
No Matches
AssetCatalog.hpp File Reference

Static asset loading and render-default metadata. More...

#include "ecs/AssetRegistry.hpp"
#include <array>
#include <glm/vec3.hpp>
Include dependency graph for AssetCatalog.hpp:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Classes

struct  AssetDefinition
 Header-authored defaults for assets registered with AssetRegistry. More...

Variables

const AssetDefinition kMapAsset
const std::array< AssetDefinition, 2 > kPropAssets
const AssetDefinition kWraithAsset
const AssetDefinition kRocketProjectile
const std::array< AssetDefinition, 4 > kWeaponAssets
const std::array< AssetDefinition, 3 > kEffectAssets

Detailed Description

Static asset loading and render-default metadata.

Variable Documentation

◆ kEffectAssets

const std::array<AssetDefinition, 3> kEffectAssets
inline
Initial value:
{{
{.name = "glow_sphere", .role = AssetRole::Effect},
{.name = "glow_sphere_movable", .role = AssetRole::Effect},
{.name = "glow_cylinder", .role = AssetRole::Effect},
}}
@ Effect
Procedural effect (glow sphere, beam) — drawn via EntityRenderCmd only.
Definition AssetRegistry.hpp:26

◆ kMapAsset

const AssetDefinition kMapAsset
inline
Initial value:
{
.name = "map1",
.filename = "maps/map1.glb",
.role = AssetRole::Map,
.loadScale = 39.3701f,
}
@ Map
Static world geometry — rendered in scene pass, has collision.
Definition AssetRegistry.hpp:23

◆ kPropAssets

const std::array<AssetDefinition, 2> kPropAssets
inline
Initial value:
{{
{.name = "pallet",
.filename = "metallic_pallet_factory_store.glb",
.role = AssetRole::Prop,
.loadTranslation = {0.0f, 0.0f, 600.0f},
.loadScale = 0.25f,
.flipUVs = true,
.decomposeCollision = true},
{.name = "bottle",
.filename = "bottle_a.glb",
.role = AssetRole::Prop,
.loadTranslation = {100.0f, 0.0f, 400.0f},
.loadScale = 20.0f,
.decomposeCollision = true},
}}
@ Prop
Static placed object — rendered in scene pass, optionally has collision.
Definition AssetRegistry.hpp:24

◆ kRocketProjectile

const AssetDefinition kRocketProjectile
inline
Initial value:
{
.name = "rocket_projectile",
.filename = "bottle_a.glb",
.loadScale = 20.0f,
}
@ Entity
Dynamic entity model (player, weapon) — drawn via EntityRenderCmd only.
Definition AssetRegistry.hpp:25

◆ kWeaponAssets

const std::array<AssetDefinition, 4> kWeaponAssets
inline
Initial value:
{{
{.name = "weapon_rifle",
.filename = "assault_rifle.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f}},
{.name = "weapon_rocket",
.filename = "rocket_launcher.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f}},
{.name = "weapon_railgun",
.filename = "rail_gun.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f},
.renderRotationDegrees = {0.0f, 0.0f, 0.0f}},
{.name = "weapon_energy",
.filename = "energy_gun.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f},
.renderRotationDegrees = {0.0f, 0.0f, 0.0f}},
}}

◆ kWraithAsset

const AssetDefinition kWraithAsset
inline
Initial value:
{
.name = "wraith",
.filename = "Apex_Legend_Wraith.glb",
.loadScale = 8.0f,
}