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Assets

Declaration

Conventions note : all asset classes begins with a A

#pragma once
#include <assets/asset_base.h>

class AAssetClass : public AssetBase
{
  public:
    AAssetClass(Ctor_parameters...);
};

Instantiation

AssetManager::get()->create<AAssetClass>(Asset_UID, Ctor_parameters...); -> return a TAssetPtr<AAssetClass>

When instancied, assets are automatically registered in the asset manager. After that, you can access this asset from anywhere using TAssetPtr<AAssetClass>(Asset_UID) Assets will be automatically deleted on program exit.

Scene

A scene contains multiple nodes represented in a scene graph. The scene is rendered using a CameraNode (the same scene can be rendered through multiple views)

Conventions note : all node classes begins with a N

Declaration

Scene my_scene;

my_scene->add_node<NNodeClass>(NodeUID, Ctor_parameters...); -> return a std::shared_ptr<NNodeClass>

Instantiation

#include <scene/node_base.h>

class NNodeClass : public NodeBase
{
  public:
    NNodeClass(Ctor_parameters...);
};