struct
#include <esp/assets/Asset.h>
AssetInfo AssetInfo stores information necessary to identify and load an Asset.
Public static functions
-
static auto fromPath(const std::
string& filepath) -> AssetInfo - Populates a preset AssetInfo by matching against known filepaths.
Public variables
-
metadata::
attributes:: AssetType type - The type of the asset.
-
std::
string filepath - The path to the asset's source on disk.
-
geo::
CoordinateFrame frame - float virtualUnitToMeters
- Conversion factor from units specified in asset source to meters.
- bool forceFlatShading
- Whether to force this asset to be flat shaded.
- bool splitInstanceMesh
- Whether supported semantic meshes should be split.
- Cr::Containers::Optional<PhongMaterialColor> overridePhongMaterial
- if set, override the asset material with a procedural Phong material
-
metadata::
attributes:: ObjectInstanceShaderType shaderTypeToUse - Defaults to esp::
metadata:: attributes:: ObjectInstanceShaderType:: Unspecified (which means the user has not specified a shader/material to use, and the assets's default material should be used). If set to other value, this specifies the shader type to use for this asset, overriding any other inferred shader types. See esp:: metadata:: attributes:: ObjectInstanceShaderType. - bool hasSemanticTextures
- Asset is a semantic mesh that uses textures (instead of vertices) for annotation information.
Variable documentation
geo:: CoordinateFrame esp:: assets:: AssetInfo:: frame
The esp::