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Vulkan Schnee 0.0.1
High-performance rendering engine
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#include <ModelAssetManager.h>
Public Member Functions | |
| ModelAssetManager () | |
| Public Member Functions inherited from Asset::AssetManager< std::filesystem::path, ModelAsset > | |
| AssetManager ()=default | |
| virtual | ~AssetManager ()=default |
| void | declare (std::filesystem::path path, Args &&... args) |
| Adds an asset to the list in its unloaded state. | |
| void | add (std::filesystem::path path, ModelAsset *asset) |
| Adds or overwrites a previously declared asset at a key. | |
| bool | exists (std::filesystem::path path) |
| Checks if an asset already exists. This means it is declared and there is content. | |
| bool | isDeclared (std::filesystem::path path) |
| Checks if an asset has been declared. If it exists it is also declared. | |
| CpuLoadingState | getAssetLoadingState (const std::filesystem::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< ModelAsset * > | getAsset (const std::filesystem::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. | |
Definition at line 67 of file ModelAssetManager.h.
| EngineCore::ModelAssetManager::ModelAssetManager | ( | ) |
Definition at line 61 of file ModelAssetManager.cpp.