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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
AssetLocator s. |
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.
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.
AssetLoader
s 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.
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.
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