group2 0.1.0
CSE 125 Group 2
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AssetCatalog.hpp File Reference

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

#include "ecs/AssetRegistry.hpp"
#include "ecs/components/WeaponState.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, 0 > kPropAssets {}
const AssetDefinition kRocketProjectile
const AssetDefinition kGrenadeModel
const AssetDefinition kHEGrenadeModel
const AssetDefinition kStickyGrenadeModel
const AssetDefinition kMolotovModel
const AssetDefinition kMedkitModel
const AssetDefinition kShieldPowerupModel
const AssetDefinition kDamagePowerupModel
const std::array< AssetDefinition, kRenderableWeaponTypeCountkWeaponAssets
const std::array< AssetDefinition, 3 > kEffectAssets

Detailed Description

Static asset loading and render-default metadata.

Variable Documentation

◆ kDamagePowerupModel

const AssetDefinition kDamagePowerupModel
inline
Initial value:
{
.name = "damage_powerup",
.filename = "damage_powerup.glb",
.flipUVs = true,
.renderScale = {9.0f, 9.0f, 9.0f},
}
@ Entity
Dynamic entity model (player, weapon) — drawn via EntityRenderCmd only.
Definition AssetRegistry.hpp:25

◆ 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

◆ kGrenadeModel

const AssetDefinition kGrenadeModel
inline
Initial value:
{
.name = "grenade",
.filename = "grenade.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f},
}

◆ kHEGrenadeModel

const AssetDefinition kHEGrenadeModel
inline
Initial value:
{
.name = "he_grenade",
.filename = "grenade_he.glb",
.flipUVs = true,
.renderScale = {9.0f, 9.0f, 9.0f},
}

◆ kMapAsset

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

◆ kMedkitModel

const AssetDefinition kMedkitModel
inline
Initial value:
{
.name = "medkit",
.filename = "medkit.glb",
.flipUVs = true,
.renderScale = {30.0f, 30.0f, 30.0f},
}

◆ kMolotovModel

const AssetDefinition kMolotovModel
inline
Initial value:
{
.name = "molotov",
.filename = "grenade_fire.glb",
.flipUVs = true,
.renderScale = {600.0f, 600.0f, 600.0f},
}

◆ kPropAssets

const std::array<AssetDefinition, 0> kPropAssets {}
inline

◆ kRocketProjectile

const AssetDefinition kRocketProjectile
inline
Initial value:
{
.name = "rocket_projectile",
.filename = "rocket_projectile.glb",
.loadScale = 20.0f,
.flipUVs = true,
}

◆ kShieldPowerupModel

const AssetDefinition kShieldPowerupModel
inline
Initial value:
{
.name = "shield_powerup",
.filename = "shield_powerup.glb",
.loadTranslation = {2.7208f, -3.3826f, -0.2294f},
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f},
}

◆ kStickyGrenadeModel

const AssetDefinition kStickyGrenadeModel
inline
Initial value:
{
.name = "sticky_grenade",
.filename = "grenade_sticky.glb",
.flipUVs = true,
.renderScale = {0.4f, 0.4f, 0.4f},
}

◆ kWeaponAssets

const std::array<AssetDefinition, kRenderableWeaponTypeCount> 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 = {200.0f, 200.0f, 200.0f}},
{.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}},
{.name = "weapon_shotgun",
.filename = "shotgun.glb",
.flipUVs = true,
.renderScale = {20.0f, 20.0f, 20.0f},
.renderRotationDegrees = {0.0f, 0.0f, 0.0f}},
}}