Name | Summary |
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MeshManager | constructor(scene: Scene, meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>, sceneObjectSystem: SceneObjectSystem) |
Name | Summary |
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meshCreators | |
scene | val scene: Scene |
sceneObjectSystem | val sceneObjectSystem: SceneObjectSystem |
Name | Summary |
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addReloadedMeshes | fun addReloadedMeshes(toReloadUris: Set<<Error class: unknown class>>, basePath: File) |
deleteMeshForEntity | fun deleteMeshForEntity(entity: Entity) |
destroy | fun destroy() |
retrieveAssociatedMeshFilesForEntity | fun retrieveAssociatedMeshFilesForEntity(entity: Entity): Array<<Error class: unknown class>>? |
setMeshForEntity | fun setMeshForEntity(entity: Entity, meshSimpleUri: <Error class: unknown class>, meshFullPathUri: <Error class: unknown class>, defaultShaderOverride: String, defaultSceneOverride: Int, useCache: Boolean = true) |
setMeshForEntityDirectly | fun setMeshForEntityDirectly(entity: Entity, mesh: SceneMesh) Attach a mesh directly an Entity and clear any existing mesh. This should be used sparingly as it is not reflected by the data model (IE you should NOT attach this to an Entity with a Mesh component on it). Should be used as an escape hatch when the mesh creators don’t fit well |