// Register a custom mesh creator
meshManager.meshCreators["mesh://custom"] = { entity ->
// Create and return a custom SceneMesh for the entity
SceneMesh.box(
-0.5f, -0.5f, -0.5f,
0.5f, 0.5f, 0.5f,
material.generateSceneMaterial(entity, context)
)
}
// Set a mesh for an entity using a URI
meshManager.setMeshForEntity(
entity,
Uri.parse("models/cube.glb"),
Uri.parse("file:///data/data/com.example.app/files/models/cube.glb"),
"", // default shader override
-1, // default scene override
true // use cache
)
// Set a mesh directly for an entity
meshManager.setMeshForEntityDirectly(entity, sceneMesh)
class MeshManager(val scene: Scene, val meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>, val sceneObjectSystem: SceneObjectSystem)
MeshManager
(
scene
, meshCreators
, sceneObjectSystem
)
|
Signature
constructor(scene: Scene, meshCreators: HashMap<String, (ent: Entity) -> SceneMesh>, sceneObjectSystem: SceneObjectSystem) Parameters meshCreators: HashMap
Map of URI schemes to mesh creator functions
Returns MeshManager |
meshCreators
: HashMap
[Get] |
Map of URI schemes to mesh creator functions
Signature
val meshCreators: HashMap<String, (ent: Entity) -> SceneMesh> |
scene
: Scene
[Get] |
The Scene instance used for rendering
Signature
val scene: Scene |
sceneObjectSystem
: SceneObjectSystem
[Get] |
System for managing SceneObjects
Signature
val sceneObjectSystem: SceneObjectSystem |
deleteMeshForEntity
(
entity
)
|
This method removes the SceneObject associated with the entity and destroys any meshes that were created for it.
Signature
fun deleteMeshForEntity(entity: Entity) Parameters |
destroy
()
|
Signature
fun destroy() |
preloadMesh
(
meshSimpleUri
, meshFullPathUri
, defaultShaderOverride
, defaultSceneOverride
, useCache
)
|
Preloads a mesh without attaching it to any entity for faster loading later.
This method loads and caches a mesh from the specified URI so that when it's later attached to an entity, it will be available immediately. It supports the same URI schemes as setMeshForEntity:
Note: mesh:// and gfx:// schemes are not supported for preloading as they require entity-specific context.
Signature
fun preloadMesh(meshSimpleUri: Uri, meshFullPathUri: Uri, defaultShaderOverride: String, defaultSceneOverride: Int, useCache: Boolean = true) Parameters meshSimpleUri: Uri
A simple URI used for identification and caching
meshFullPathUri: Uri
The full URI path to the mesh resource
defaultShaderOverride: String
Optional shader override to use when loading the mesh
defaultSceneOverride: Int
Optional scene index override to use when loading the mesh
useCache: Boolean
Whether to use cached meshes (default: true)
|
retrieveAssociatedMeshFilesForEntity
(
entity
)
| Parameters entity: EntityReturns Array? |
setMeshForEntity
(
entity
, meshSimpleUri
, meshFullPathUri
, defaultShaderOverride
, defaultSceneOverride
, useCache
)
|
Attaches a mesh to an Entity based on the provided URIs. Avoid using this method directly and instead assign the Mesh component the Entity.
This method loads a mesh from the specified URI and attaches it to the entity. It supports different URI schemes:
Any previous mesh attached to the entity will be destroyed.
Signature
fun setMeshForEntity(entity: Entity, meshSimpleUri: Uri, meshFullPathUri: Uri, defaultShaderOverride: String, defaultSceneOverride: Int, useCache: Boolean = true) Parameters meshSimpleUri: Uri
A simple URI used for identification and caching
meshFullPathUri: Uri
The full URI path to the mesh resource
defaultShaderOverride: String
Optional shader override to use when loading the mesh
defaultSceneOverride: Int
Optional scene index override to use when loading the mesh
useCache: Boolean
Whether to use cached meshes (default: true)
|
setMeshForEntityDirectly
(
entity
, mesh
)
|
Attaches a mesh directly to an Entity, bypassing the data model. Should use the Mesh component instead.
This method should be used sparingly as it is not reflected by the data model. It's intended as an escape hatch when the mesh creators don't fit well with the standard workflow. Any previous mesh attached to the entity will be destroyed.
Signature
fun setMeshForEntityDirectly(entity: Entity, mesh: SceneMesh) |