#include <Asset.hpp>
◆ hasMuzzle
| bool Asset::Model::hasMuzzle = false |
◆ materialsByIndex_
Material id for each source material index (parallel to aiScene::mMaterials).
Lets callers resolve a texture by raw material index — needed to bind per-mesh textures in a skinned rig's mesh order, which differs from the node-DFS order of modelElements_.
◆ modelElements_
◆ modelNodes_
| std::vector<ModelNode> Asset::Model::modelNodes_ |
◆ mountPoints
| std::unordered_map<std::string, MountPoint> Asset::Model::mountPoints |
◆ muzzleLocalPos
| glm::vec3 Asset::Model::muzzleLocalPos {} |
◆ pointLights
The documentation for this struct was generated from the following file: