3#include <Core/CoreDLL.h>
5#include <Core/Physics/SurfaceResourceDescriptor.h>
6#include <Core/ResourceManager/Resource.h>
7#include <Core/World/Declarations.h>
8#include <Foundation/Containers/DynamicArray.h>
9#include <Foundation/Reflection/Reflection.h>
40 void* m_pPhysicsMaterialPhysX =
nullptr;
41 void* m_pPhysicsMaterialJolt =
nullptr;
63 plUInt64 m_uiInteractionTypeHash = 0;
Definition DynamicArray.h:81
The base class for all resources.
Definition Resource.h:10
virtual plResourceLoadDesc UnloadData(Unload WhatToUnload)=0
Requests the resource to unload another quality level. If bFullUnload is true, the resource should un...
virtual plResourceLoadDesc UpdateContent(plStreamReader *pStream)=0
Called whenever more data for the resource is available. The resource must read the stream to update ...
virtual void UpdateMemoryUsage(MemoryUsage &out_NewMemoryUsage)=0
This function must be overridden by all resource types.
Interface for binary in (read) streams.
Definition Stream.h:22
Definition SurfaceResource.h:27
A class to use together with plHashedString for quick comparisons with temporary strings that need no...
Definition HashedString.h:151
This data type is the abstraction for 128-bit Uuid (also known as GUID) instances.
Definition Uuid.h:11
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
A handle to a game object.
Definition Declarations.h:76
Describes in which loading state a resource currently is, and how many different quality levels there...
Definition Declarations.h:102
Definition SurfaceResourceDescriptor.h:37
Definition SurfaceResourceDescriptor.h:60
Definition SurfaceResource.h:15