Vulkan Schnee 0.0.1
High-performance rendering engine
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MeshAsset.h
Go to the documentation of this file.
1#pragma once
2#include "Engine/Core/Asset.h"
4
5namespace Engine::Ecs
6{
8} // namespace Engine::Ecs
9
10namespace Ecs {
11 class ModelAssetPipeline;
12}
13
14namespace Engine::Assets
15{
19 class Mesh : public Asset::AssetBase
20 {
22 public:
23 Mesh(bool initEcsData = false);
24
28 void unload() override;
29
35
36 protected:
40 void updateLoadingState() override;
41 };
42
46 class MeshAssetManager : public Asset::AssetManager<Asset::Path, Mesh>
47 {
48 public:
49 MeshAssetManager() = default;
50 };
51}
Base class for asset wrappers. The data is stored in the private member variable 'data' in form of en...
Definition Asset.h:168
A manager which is used to look up existing assets and their loading state.
Definition Asset.h:250
void unload() override
Unloads all data and clears the ecs objects.
Ecs::MeshPrimitiveData * getMeshPrimitiveData()
Gets the mesh data for this asset.
void updateLoadingState() override
Updates the loading state of the asset based on the existence of the ECS components.
Mesh(bool initEcsData=false)
The model asset pipeline loads a gltf scene and loads and loads the mesh and material data....
Data structs for the Entity Component System.