Rehti MMORPG  1.0.0
Rehti MMORPG is a free and open source MMORPG game.
BasicTypes.hpp File Reference
#include <glm/gtc/quaternion.hpp>
#include <glm/mat4x4.hpp>
#include <glm/vec3.hpp>
#include <array>
#include <memory>
#include <vector>
#include "../../../assets/generated/GeneratedAnimations.hpp"
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Classes

struct  GfxOrientation
 
struct  AnimationNode
 
struct  Animation
 Immutable animation data. Animations should be stored somewhere and requested when needed to be stored for a character. More...
 
struct  CharacterAnimationData
 
struct  BoneNode
 
struct  CharacterData
 
struct  DirectionalLight
 Directional light struct representing a directional light. More...
 
struct  PointLight
 Point light struct representing a point that shines light in all directions. More...
 
struct  PhongMaterial
 
struct  CameraData
 Camera data used for shading. More...
 
struct  Hit
 
struct  ImageData
 
struct  CharacterVertex
 
struct  Vertex
 
struct  SimpleVertex
 
struct  AnimationConfig
 

Macros

#define GLM_FORCE_DEPTH_ZERO_TO_ONE
 

Enumerations

enum  ObjectType : uint32_t {
  CHARACTER , GAMEOBJECT , TESTOBJECT , AREA ,
  UNDEFINED
}
 

Functions

std::array< ObjectType, OBJECT_TYPE_COUNTgetObjectTypes ()
 
std::array< AnimationType, ANIMATION_TYPE_COUNT > getAnimationTypes ()
 
uint32_t getAnimIndex (AnimationType animType)
 

Variables

constexpr uint32_t BONES_PER_VERTEX = 4
 
constexpr uint32_t MAX_BONES = 50
 
constexpr glm::vec3 GAMEOBJECT_MIN = glm::vec3(-0.5f, -0.1f, -0.5f)
 
constexpr glm::vec3 GAMEOBJECT_MAX = glm::vec3(0.5f, 1.f, 0.5f)
 
constexpr glm::vec3 CHARACTER_MIN = glm::vec3(-0.5f, 0.0f, -0.5f)
 
constexpr glm::vec3 CHARACTER_MAX = glm::vec3(0.5f, 2.0f, 0.5f)
 
constexpr size_t OBJECT_TYPE_COUNT = 4
 

Macro Definition Documentation

◆ GLM_FORCE_DEPTH_ZERO_TO_ONE

#define GLM_FORCE_DEPTH_ZERO_TO_ONE

Enumeration Type Documentation

◆ ObjectType

enum ObjectType : uint32_t
Enumerator
CHARACTER 
GAMEOBJECT 
TESTOBJECT 
AREA 
UNDEFINED 

Function Documentation

◆ getAnimationTypes()

std::array<AnimationType, ANIMATION_TYPE_COUNT> getAnimationTypes ( )

◆ getAnimIndex()

uint32_t getAnimIndex ( AnimationType  animType)
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◆ getObjectTypes()

std::array<ObjectType, OBJECT_TYPE_COUNT> getObjectTypes ( )
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Variable Documentation

◆ BONES_PER_VERTEX

constexpr uint32_t BONES_PER_VERTEX = 4
constexpr

◆ CHARACTER_MAX

constexpr glm::vec3 CHARACTER_MAX = glm::vec3(0.5f, 2.0f, 0.5f)
constexpr

◆ CHARACTER_MIN

constexpr glm::vec3 CHARACTER_MIN = glm::vec3(-0.5f, 0.0f, -0.5f)
constexpr

◆ GAMEOBJECT_MAX

constexpr glm::vec3 GAMEOBJECT_MAX = glm::vec3(0.5f, 1.f, 0.5f)
constexpr

◆ GAMEOBJECT_MIN

constexpr glm::vec3 GAMEOBJECT_MIN = glm::vec3(-0.5f, -0.1f, -0.5f)
constexpr

◆ MAX_BONES

constexpr uint32_t MAX_BONES = 50
constexpr

◆ OBJECT_TYPE_COUNT

constexpr size_t OBJECT_TYPE_COUNT = 4
constexpr