20struct physics_material;
37#define DECLARE_LOADER_SPEC(T)\
39auto load_from_file<T>(tpp::thread_pool& pool, asset_handle<T>& output, const std::string& key) -> bool
65 [](std::shared_ptr<T> instance)
72 output.set_internal_job(job);
#define DECLARE_LOADER_SPEC(T)
Base class for materials used in rendering.
Main class representing a 3D mesh with support for different LODs, submeshes, and skinning.
auto get_type() -> const std::string &
auto load_from_file(tpp::thread_pool &pool, asset_handle< T > &output, const std::string &key) -> bool
auto resolve_compiled_path(const std::string &key) -> fs::path
auto resolve_compiled_key(const std::string &key) -> std::string
auto load_from_instance(tpp::thread_pool &pool, asset_handle< T > &output, std::shared_ptr< T > instance) -> bool
auto get_job_name() -> std::string
Represents a handle to an asset, providing access and management functions.
Struct representing an animation.
Struct representing an audio clip.
Represents the physical properties of a material.
Represents a generic prefab with a buffer for serialized data.
Represents a scene-specific prefab. Inherits from the generic prefab structure.
Represents a UI style sheet asset (CSS/RCSS document).
Represents a UI visual tree asset (HTML/RML document).