Vulkan Schnee 0.0.1
High-performance rendering engine
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EngineCore::MeshAssetManager Class Reference

Stores mesh data with their primitives. More...

#include <MeshAsset.h>

Inheritance diagram for EngineCore::MeshAssetManager:
Collaboration diagram for EngineCore::MeshAssetManager:

Public Member Functions

 MeshAssetManager ()=default
Public Member Functions inherited from Asset::AssetManager< Asset::Path, MeshAsset >
 AssetManager ()=default
virtual ~AssetManager ()=default
void declare (Asset::Path path, Args &&... args)
 Adds an asset to the list in its unloaded state.
void add (Asset::Path path, MeshAsset *asset)
 Adds or overwrites a previously declared asset at a key.
bool exists (Asset::Path path)
 Checks if an asset already exists. This means it is declared and there is content.
bool isDeclared (Asset::Path path)
 Checks if an asset has been declared. If it exists it is also declared.
CpuLoadingState getAssetLoadingState (const Asset::Path &path)
 Gets a loading state for an asset. If the asset is not yet declared it will return that it is UNLOADED.
std::optional< MeshAsset * > getAsset (const Asset::Path &path)
 Try's to get an asset. If the asset does not exist (can be checked with exists) it will return a std::nullopt.
virtual void clear ()
 Clears out all resources.
void forEachAsset (Func &&func) const
 Iterates over all assets and calls the provided callback for each.

Detailed Description

Stores mesh data with their primitives.

Author
Konstantin Passig
Date
03.12.2025

Definition at line 53 of file MeshAsset.h.

Constructor & Destructor Documentation

◆ MeshAssetManager()

EngineCore::MeshAssetManager::MeshAssetManager ( )
default

The documentation for this class was generated from the following file:
  • /home/magerbeton/Documents/gl3-vulkan/Engine/include/Engine/Mesh/MeshAsset.h