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MeshManager

MeshManager

class MeshManager(val scene: Scene, val meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>, val sceneObjectSystem: SceneObjectSystem)

Constructors

NameSummary
MeshManager
constructor(scene: Scene, meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>, sceneObjectSystem: SceneObjectSystem)

Properties

NameSummary
meshCreators
val meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>
scene
val scene: Scene
sceneObjectSystem
val sceneObjectSystem: SceneObjectSystem

Functions

NameSummary
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
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