33 [[nodiscard]] std::filesystem::path
getPath()
const {
return path; }
62 std::filesystem::path
path;
64 std::optional<tinygltf::Model>
model;
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....
ModelAsset(std::filesystem::path path)
void registerCreatedAssetWithModel(Asset::AssetBase *asset)
Registers an asset like a texture or 3d model with this gltf model.
std::optional< tinygltf::Model > model
void unload() override
Unload overwrite which empties out the model data.
void updateLoadingState() override
Updates the loading state based on whether all registered sub-assets are loaded.
std::filesystem::path path
std::vector< Asset::AssetBase * > assetsFromPath
std::filesystem::path getPath() const
Gets the models path on disc.
Data structs for the Entity Component System.
Log category system implementation.