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Skylicht Engine
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This object class manages, load and converts model resources like .fbx, .dae, and .obj into a CEntityPrefab. More...
#include <MeshManager/CMeshManager.h>
Classes | |
| struct | SPrefabInfo |
Public Member Functions | |
| bool | isMeshLoaded (const char *resource) |
| CEntityPrefab * | loadModel (const char *resource, const char *texturePath, bool loadNormalMap=true, bool flipNormalMap=true, bool loadTexcoord2=false, bool createBatching=false) |
| CEntityPrefab * | loadModel (const char *resource, const char *texturePath, IMeshImporter *importer, bool loadNormalMap=true, bool flipNormalMap=true, bool loadTexcoord2=false, bool createBatching=false) |
| bool | exportModel (CEntity **entities, u32 count, const char *output) |
| bool | exportModel (CEntity **entities, u32 count, const char *output, IMeshExporter *exporter) |
| void | releaseResource (const char *resource) |
| void | releasePrefab (CEntityPrefab *prefab) |
| void | releaseAllPrefabs () |
| void | releaseAllInstancingMesh () |
| SMeshInstancing * | createGetInstancingMesh (CMesh *mesh) |
| SMeshInstancing * | createGetInstancingMesh (CMesh *mesh, IShaderInstancing *shaderInstancing) |
| void | changeInstancingTransformBuffer (SMeshInstancing *mesh, IVertexBuffer *transform, IVertexBuffer *lighting) |
| void | changeInstancingMaterialBuffer (SMeshInstancing *mesh, IVertexBuffer *materials) |
Static Public Member Functions | |
| static std::vector< std::string > | getMeshExts () |
| static bool | isMeshExt (const char *ext) |
Protected Member Functions | |
| bool | canCreateInstancingMesh (CMesh *mesh) |
| bool | compareMeshBuffer (CMesh *mesh, SMeshInstancing *data) |
| SMeshInstancing * | createInstancingData (CMesh *mesh) |
| SMeshInstancing * | createInstancingData (CMesh *mesh, IShaderInstancing *shaderInstancing) |
Protected Attributes | |
| std::map< std::string, std::vector< SPrefabInfo * > > | m_meshPrefabs |
| std::vector< SMeshInstancing * > | m_instancingData |
This object class manages, load and converts model resources like .fbx, .dae, and .obj into a CEntityPrefab.
Singleton manager for loading, converting, and managing 3D models.
And, you can then use the CRenderMesh component to display this model on the scene.