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types.hpp
Go to the documentation of this file.
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#pragma once
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// clang-format off
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#include "
core_types.hpp
"
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// clang-format on
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#include "
animation.hpp
"
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#include "
curve.hpp
"
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#include "
data.hpp
"
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#include "
data_value.hpp
"
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#include "
material.hpp
"
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#include "
material_instance.hpp
"
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#include "
mesh.hpp
"
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#include "prefab.hpp"
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#include "
schema.hpp
"
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#include "
script.hpp
"
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#include "
shader.hpp
"
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#include "
texture.hpp
"
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#include <
toast/audio/assets.hpp
>
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#include <
toast/input/assets.hpp
>
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#include <
toast/physics/assets.hpp
>
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#include <
toast/ui/assets.hpp
>
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#include <
toast/voxel/assets/voxel_model.hpp
>
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#include <
toast/voxel/assets/voxel_palette.hpp
>
animation.hpp
Keyframe animation asset (.tanim), imported from glTF.
assets.hpp
core_types.hpp
Base types for the asset system.
curve.hpp
Spline curve asset using tinyspline.
data.hpp
Typed data asset backed by schema-driven TOML.
data_value.hpp
Recursive typed value for schema-driven TOML data assets.
assets.hpp
material.hpp
Material asset backed by TOML data.
material_instance.hpp
Material instance asset.
mesh.hpp
Represents 3D geometry data, can be read from a .tmesh binary file.
assets.hpp
Asset types owned by the physics module.
schema.hpp
Used as "reflection data" for Data types.
script.hpp
Lua source asset attached to nodes through Node::m_scripts.
shader.hpp
Slang shader source asset, compiled to SPIR-V by the renderer's ShaderCache.
texture.hpp
assets.hpp
Aggregate header for the UI asset types.
voxel_model.hpp
voxel_palette.hpp
engine
src
toast
assets
types.hpp
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