My Project
ManagedLoader.h
1 #pragma once
2 #include "BaseObject.h"
3 
4 namespace ParaEngine
5 {
6 class CSceneObject;
29 {
30 public:
31  CManagedLoader(void);
32  virtual ~CManagedLoader(void);
33  virtual CBaseObject::_SceneObjectType GetType(){return CBaseObject::ManagedLoader;};
34 
35  ATTRIBUTE_DEFINE_CLASS(CManagedLoader);
36 
37 private:
39  bool m_bHasAttached;
40 public:
45  virtual void Cleanup();
50  virtual void AddChild(CBaseObject * pObject);
51 
58  void AttachObjectsToScene();
59 
68 
74  void PreLoad();
75 
82  virtual void CompressObject(CBaseObject::CompressOption option = (CBaseObject::CompressOption)0xff);
83 };
84 }
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