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Vulkan Schnee 0.0.1 (22840dc8)
High-performance rendering engine
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Stores animation clips keyed by their source mesh path. More...
#include <AnimationAsset.h>
Public Member Functions | |
| AnimationAssetManager ()=default | |
| Creates an empty animation asset manager. | |
| Public Member Functions inherited from Asset::AssetManager< Asset::MeshPath, Animation > | |
| AssetManager ()=default | |
| Creates an empty asset manager. | |
| virtual | ~AssetManager ()=default |
| Destroys the manager object. | |
| void | declare (Asset::MeshPath path, Args &&... args) |
| Adds an asset to the list in its unloaded state. | |
| void | add (Asset::MeshPath path, Animation *asset) |
| Adds or overwrites a previously declared asset at a key. | |
| RefType | getOrCreateRef (const Asset::MeshPath &path) |
| Gets a stable asset reference, creating a record if necessary. | |
| RefType | getRef (const Asset::MeshPath &path) const |
| Gets a stable asset reference if a record exists, otherwise an expired ref. | |
| void | setAssetLoadingState (const Asset::MeshPath &path, LoadState state) |
| Sets the record loading state without requiring a payload object. | |
| void | resolve (const Asset::MeshPath &path, std::unique_ptr< Animation > asset) |
| Stores a loaded payload and resolves the record's ready future. | |
| void | fail (const Asset::MeshPath &path, std::string error) |
| Marks the record as failed and resolves the ready future with an error. | |
| void | unloadAssetPayload (const Asset::MeshPath &path) |
| Drops the loaded payload while preserving the stable record. | |
| bool | exists (Asset::MeshPath path) |
| Checks if an asset already exists. This means it is declared and there is content. | |
| bool | isDeclared (Asset::MeshPath path) |
| Checks if an asset has been declared. If it exists it is also declared. | |
| CpuLoadingState | getAssetLoadingState (const Asset::MeshPath &path) |
| Gets a loading state for an asset. If the asset is not yet declared it will return that it is UNLOADED. | |
| std::optional< Animation * > | getAsset (const Asset::MeshPath &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. | |
Additional Inherited Members | |
| Public Types inherited from Asset::AssetManager< Asset::MeshPath, Animation > | |
| using | RefType |
| Stable reference type returned by this manager. | |
| using | RecordType |
| Internal record type stored by this manager. | |
| using | ResultType |
| Completion result type for async loads. | |
Stores animation clips keyed by their source mesh path.
Animation clips are imported from model files and share the same path key as the glTF source that declared them. The manager keeps clip payloads and loading state behind stable asset references.
Definition at line 125 of file AnimationAsset.h.
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default |
Creates an empty animation asset manager.