namespace
assetsAssets library.
Asset management namespace.
Classes
-
template<typename T>struct Asset
- Wrapper for all valid asset types.
- struct AssetInfo
- AssetInfo stores information necessary to identify and load an Asset.
- class BaseMesh
- Base class for storing mesh asset data including geometry and topology.
- struct CollisionMeshData
- Provides references to geometry and topology for an individual component of an asset for use in generating collision shapes for simulation.
- class GenericMeshData
- Mesh data storage and loading for gltf format assets. See ResourceManager::
loadMeshes. - class GenericSemanticMeshData
- Mesh data storage and loading for ply format assets used primarily for Semantic Scene meshes, including manage vertex colors and vertex IDs for semantic visualization and rendering.
- struct MeshData
- Raw mesh data storage.
- struct MeshMetaData
- Stores meta data for an asset possibly containing multiple meshes, materials, textures, and a hierarchy of component transform relationships.
- struct MeshTransformNode
- Stores meta data for objects with a multi-component transformation hierarchy.
- struct PhongMaterialColor
- stores basic Phong compatible color properties for procedural override material construction
- struct RenderAssetInstanceCreationInfo
- class ResourceManager
- Singleton class responsible for loading and managing common simulator assets such as meshes, textures, and materials.
- class RigManager
- Tracks the rig instances in a simulator (skinned articulated objects).
Enums
- enum SupportedMeshType { NOT_DEFINED = ID_UNDEFINED, INSTANCE_MESH = 0, GENERIC_MESH = 1, NUM_SUPPORTED_MESH_TYPES = 2 }
- Enumeration of mesh types supported by the simulator.
Functions
- auto operator==(const PhongMaterialColor& a, const PhongMaterialColor& b) -> bool
- Verify PhongMaterialColor equality.
- auto operator!=(const PhongMaterialColor& a, const PhongMaterialColor& b) -> bool
- Verify PhongMaterialColor inequality.
- auto operator==(const AssetInfo& a, const AssetInfo& b) -> bool
- Verify AssetInfo equality.
- auto operator!=(const AssetInfo& a, const AssetInfo& b) -> bool
- Verify AssetInfo equality.
-
auto espLoggingSubsystem() -> logging::
Subsystem
Enum documentation
enum esp:: assets:: SupportedMeshType
#include <esp/assets/BaseMesh.h>
Enumeration of mesh types supported by the simulator.
Each entry suggests a derived class of BaseMesh implementing the specific storage and processing interface to accommodate differing asset formats. Identifies the derived variant of this object.
Enumerators | |
---|---|
NOT_DEFINED |
Undefined mesh types are created programmatically without a specific format or loaded from an unknown format. Support for this type and behavior is likely limited. Object type is likely BaseMesh. |
INSTANCE_MESH |
Instance meshes loaded from sources including segmented object identifier data (e.g. semantic data: chair, table, etc...). Sources include .ply files and reconstructions of Matterport scans. Object is likely of type GenericSemanticMeshData. |
GENERIC_MESH |
Meshes loaded from gltf format (i.e. .glb file), or instances of Magnum Primitives. Object is likely type GenericMeshData. |
NUM_SUPPORTED_MESH_TYPES |
Number of enumerated supported types. |
Function documentation
bool esp:: assets:: operator==(const PhongMaterialColor& a,
const PhongMaterialColor& b)
#include <esp/assets/Asset.h>
Verify PhongMaterialColor equality.
bool esp:: assets:: operator!=(const PhongMaterialColor& a,
const PhongMaterialColor& b)
#include <esp/assets/Asset.h>
Verify PhongMaterialColor inequality.
bool esp:: assets:: operator==(const AssetInfo& a,
const AssetInfo& b)
#include <esp/assets/Asset.h>
Verify AssetInfo equality.
bool esp:: assets:: operator!=(const AssetInfo& a,
const AssetInfo& b)
#include <esp/assets/Asset.h>
Verify AssetInfo equality.
logging:: Subsystem esp:: assets:: espLoggingSubsystem()
#include <esp/core/Logging.h>