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group2 0.1.0
CSE 125 Group 2
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Central registry mapping named assets to renderer model indices. More...
#include <cstdint>#include <glm/vec3.hpp>#include <string>#include <unordered_map>#include <vector>Go to the source code of this file.
Classes | |
| struct | AssetEntry |
| One entry in the asset registry. More... | |
| class | AssetRegistry |
| Central asset registry — maps names to renderer model indices. More... | |
Enumerations | |
| enum class | AssetRole : uint8_t { Map , Prop , Entity , Effect } |
| Describes how a registered asset should be used. More... | |
Central registry mapping named assets to renderer model indices.
Every loaded model (map, characters, weapons, props) goes through this registry so there is a single source of truth for "model index N = what." Both client and server can query asset IDs by name; only the client populates the renderer model index.
Props can be loaded with collision, producing collision data that is merged into the active world.
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Describes how a registered asset should be used.
| Enumerator | |
|---|---|
| Map | Static world geometry — rendered in scene pass, has collision. |
| Prop | Static placed object — rendered in scene pass, optionally has collision. |
| Entity | Dynamic entity model (player, weapon) — drawn via EntityRenderCmd only. |
| Effect | Procedural effect (glow sphere, beam) — drawn via EntityRenderCmd only. |