Base class for asset wrappers. The data is stored in the private member variable 'data' in form of en...
A manager which is used to look up existing assets and their loading state.
The model asset pipeline loads a gltf scene and loads and loads the mesh and material data....
MeshAssetManager()=default
MeshAsset(bool initEcsData=false)
void updateLoadingState() override
Updates the loading state of the asset based on the existence of the ECS components.
Ecs::MeshPrimitiveData * getMeshPrimitiveData()
Gets the mesh data for this asset.
void unload() override
Unloads all data and clears the ecs objects.
Data structs for the Entity Component System.
Log category system implementation.