Defines a bundle file that contains a collection of assets.
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#include <Bundle3D.h>
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static Bundle3D * | createBundle () |
| create a new bundle, destroy it when finish using it
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static backend::VertexFormat | parseGLDataType (std::string_view str, int size) |
| get define data type
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static backend::SamplerAddressMode | parseSamplerAddressMode (std::string_view str) |
| get define data type
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static std::vector< Vec3 > | getTrianglesList (std::string_view path) |
| load triangle list
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Defines a bundle file that contains a collection of assets.
Mesh, Material, MeshSkin, Animation There are two types of bundle files, c3t and c3b. c3t text file c3b binary file @js NA @lua NA
◆ parseGLDataType()
static backend::VertexFormat parseGLDataType |
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std::string_view | str, |
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int | size ) |
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get define data type
- Parameters
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◆ parseSamplerAddressMode()
static backend::SamplerAddressMode parseSamplerAddressMode |
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std::string_view | str | ) |
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get define data type
- Parameters
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◆ load()
virtual bool load |
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std::string_view | path | ) |
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load a file.
You must load a file first, then call loadMeshData, loadSkinData, and so on
- Parameters
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- Returns
- result of load
◆ loadSkinData()
virtual bool loadSkinData |
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std::string_view | id, |
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SkinData * | skindata ) |
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load skin data from bundle
- Parameters
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id | The ID of the skin, load the first Skin in the bundle if it is empty |
◆ loadAnimationData()
virtual bool loadAnimationData |
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std::string_view | id, |
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Animation3DData * | animationdata ) |
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load material data from bundle
- Parameters
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id | The ID of the animation, load the first animation in the bundle if it is empty |
◆ getTrianglesList()
static std::vector< Vec3 > getTrianglesList |
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std::string_view | path | ) |
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load triangle list
- Parameters
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path | the file path to load |
The documentation for this class was generated from the following file: