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 Ecs {
7}
8
9namespace EngineCore
10{
15 {
17 public:
18 MeshAsset(bool initEcsData = false);
19
26 void unload() override;
27
36
37 protected:
44 void updateLoadingState() override;
45 };
46
53 class MeshAssetManager : public Asset::AssetManager<Asset::Path, MeshAsset>
54 {
55 public:
56 MeshAssetManager() = default;
57 };
58}
Base class for asset wrappers. The data is stored in the private member variable 'data' in form of en...
Definition Asset.h:50
A manager which is used to look up existing assets and their loading state.
Definition Asset.h:141
The model asset pipeline loads a gltf scene and loads and loads the mesh and material data....
MeshAsset(bool initEcsData=false)
Definition MeshAsset.cpp:5
void updateLoadingState() override
Updates the loading state of the asset based on the existence of the ECS components.
Definition MeshAsset.cpp:14
Ecs::MeshPrimitiveData * getMeshPrimitiveData()
Gets the mesh data for this asset.
Definition MeshAsset.cpp:35
void unload() override
Unloads all data and clears the ecs objects.
Definition MeshAsset.cpp:9
Data structs for the Entity Component System.
Log category system implementation.