Package com.jme3.asset

com.jme3.asset contains the AssetManager, a utility class that is used to load assets such as textures, models, and sound effects in a jME3 application.

See:
          Description

Interface Summary
AssetEventListener AssetEventListener is an interface for listening to various events happening inside AssetManager.
AssetLoader An interface for asset loaders.
AssetLocator AssetLocator is used to locate a resource based on an AssetKey.
AssetManager AssetManager provides an interface for managing the data assets of a jME3 application.
AssetProcessor AssetProcessor is used to apply processing to assets after they have been loaded.
BlenderKey.FeaturesToLoad This interface describes the features of the scene that are to be loaded.
CloneableSmartAsset Implementing the CloneableSmartAsset interface allows use of cloneable smart asset management.
 

Class Summary
AndroidAssetManager AndroidAssetManager is an implementation of DesktopAssetManager for Android
AndroidImageInfo AndroidImageInfo is set in a jME3 image via the Image.setEfficentData(java.lang.Object) method to retrieve a Bitmap when it is needed by the renderer.
AssetConfig AssetConfig loads a config file to configure the asset manager.
AssetInfo The result of locating an asset through an AssetKey.
AssetKey<T> AssetKey is a key that is used to look up a resource from a cache.
BlenderKey Blender key.
BlenderKey.LoadingResults This class holds the loading results according to the given loading flag.
BlenderKey.WorldData The WORLD file block contains various data that could be added to the scene.
CloneableAssetProcessor CloneableAssetProcessor simply calls Object.clone() on assets to clone them.
DesktopAssetManager AssetManager is the primary method for managing and loading assets inside jME.
GeneratedTextureKey This key is mostly used to distinguish between textures that are loaded from the given assets and those being generated automatically.
ImplHandler ImplHandler manages the asset loader and asset locator implementations in a thread safe way.
MaterialKey Used for loading materials only (not material definitions!).
ModelKey Used to load model files, such as OBJ or Blender models.
TextureKey Used to load textures from image files such as JPG or PNG.
ThreadingManager ThreadingManager manages the threads used to load content within the Content Manager system.
 

Exception Summary
AssetLoadException AssetLoadException is thrown when the AssetManager is able to find the requested asset, but there was a problem while loading it.
AssetNotFoundException AssetNotFoundException is thrown when the AssetManager is unable to locate the requested asset using any of the registered AssetLocators.
 

Package com.jme3.asset Description

com.jme3.asset contains the AssetManager, a utility class that is used to load assets such as textures, models, and sound effects in a jME3 application.

AssetLoaders

asset loaders are registered to load assets of a particular format. For example, an AssetLoader that loads TGA images should read a stream in .tga format and return an Image object as its output. AssetLoaders are initialized once a file of that format is loaded, there's only one AssetLoader per thread so AssetLoader's load() method does not have to be thread safe.

AssetLocators

AssetLocator(s) are used to resolve an asset name (a string) into an InputStream which is contained in an AssetInfo object. There are AssetLocators for loading files from the application's classpath, the local hard drive, a ZIP file, an HTTP server, and more. The user can implement their own AssetLocators and register them with the AssetManager to load their resources from their own location.