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.
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...);
};