2 #include "BaseObject.h" 33 virtual CBaseObject::_SceneObjectType GetType(){
return CBaseObject::ManagedLoader;};
82 virtual void CompressObject(CBaseObject::CompressOption option = (CBaseObject::CompressOption)0xff);
a managed loader is a kind of global scene object for dynamic scene object loading and unloading...
Definition: ManagedLoader.h:28
different physics engine has different winding order.
Definition: EventBinding.h:32
void AttachObjectsToScene()
Attach all scene objects managed by this loader to the current scene manager.
Definition: ManagedLoader.cpp:45
void PreLoad()
Pre-load all resource and physics objects of all managed scene objects.
Definition: ManagedLoader.cpp:76
virtual void Cleanup()
if child objects are not attached to the scene, they will be destroyed together with the loader...
Definition: ManagedLoader.cpp:25
Defines the base class of all scene elements:CBaseObject for Parallel World Engine.
Definition: BaseObject.h:230
virtual void CompressObject(CBaseObject::CompressOption option=(CBaseObject::CompressOption) 0xff)
Unload all resources and physics objects of all managed scene objects.
Definition: ManagedLoader.cpp:82
void DetachObjectsFromScene()
Detach all scene objects managed by this loader from the current scene manager.
Definition: ManagedLoader.cpp:61
virtual void AddChild(CBaseObject *pObject)
add a new scene object to this managed loader.
Definition: ManagedLoader.cpp:38