class MeshCreationSystem(val meshManager: MeshManager) : SystemBase
MeshCreationSystem
(
meshManager
)
|
Signature
constructor(meshManager: MeshManager) Parameters Returns |
executeCount
: Long
[Get] |
The number of times the system has been executed.
Signature
var executeCount: Long |
meshManager
: MeshManager
[Get] |
The mesh manager to use for creating the mesh.
Signature
val meshManager: MeshManager |
systemManager
: SystemManager
[Get][Set] |
The system manager that this system is associated with.
Signature
lateinit var systemManager: SystemManager |
associateSystemManager
(
systemManager
)
|
Associates this system with a system manager, used in the Spatial SDK.
Signature
fun associateSystemManager(systemManager: SystemManager) Parameters |
delete
(
entity
)
|
System should do any housekeeping based on MeshCreationSystem.delete being removed from the scene
Signature
open override fun delete(entity: Entity) Parameters
entity:
Entity |
destroy
()
|
System should clean up any and all resources for shutdown
Signature
open override fun destroy() |
equals
(
other
)
|
Checks if this system is equal to another object.
Signature
open operator override fun equals(other: Any?): Boolean Parameters
other:
Any?
Returns
Boolean
|
execute
()
|
System should perform all the operations based on relevant entities.
Signature
open override fun execute() |
getDependencies
()
|
Returns the dependencies of this system.
Signature
open fun getDependencies(): SystemDependencies? |
getScene
()
|
Returns the scene that this system is associated with.
Signature
fun getScene(): Scene |
hashCode
()
|
Returns the hash code of this system.
Signature
open override fun hashCode(): Int Returns
Int
|
preloadMesh
(
mesh
, defaultShaderOverride
, defaultSceneOverride
)
|
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 assigned to an entity via the Mesh component, it will be available immediately. This is useful for performance optimization when you know certain meshes will be needed soon.
Signature
fun preloadMesh(mesh: Uri, defaultShaderOverride: String = "", defaultSceneOverride: Int = 0) Parameters
mesh:
Uri
defaultShaderOverride:
String
defaultSceneOverride:
Int
|