AssetDatabase |
Class to store loaded assets
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CeaLoader |
Class that can load cea (Core Engine Animated Model) files
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CemLoader |
Class that can load cem (Core Engine Model) files (see
de.coreengine.asset.dataStructures)
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FileLoader |
Class that can read and write files onto the drive
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FntLoader |
Class that can load a fnt file and its texture atlas
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ModelLoader |
Class for loading model files
Supported Formats (From Assimp):
COMMON INTERCHANGE FORMATS (An asterisk indicates limited support)
Autodesk ( .fbx )
Collada ( .dae )
glTF ( .gltf, .glb )
Blender 3D ( .blend )
3ds Max 3DS ( .3ds )
3ds Max ASE ( .ase )
Wavefront Object ( .obj )
Industry Foundation Classes (IFC/Step) ( .ifc )
XGL ( .xgl,.zgl )
Stanford Polygon Library ( .ply )
*AutoCAD DXF ( .dxf )
LightWave ( .lwo )
LightWave Scene ( .lws )
Modo ( .lxo )
Stereolithography ( .stl )
DirectX X ( .x )
AC3D ( .ac )
Milkshape 3D ( .ms3d )
* TrueSpace ( .cob,.scn )
*OpenGEX ( .ogex )
*X3D ( .x3d )
*3MF ( .3mf )
MOTION CAPTURE FORMATS
Biovision BVH ( .bvh )
* CharacterStudio Motion ( .csm )
GRAPHICS ENGINE FORMATS
Ogre XML ( .xml )
Irrlicht Mesh ( .irrmesh )
* Irrlicht Scene ( .irr )
GAME FILE FORMATS
Quake I ( .mdl )
Quake II ( .md2 )
Quake III Mesh ( .md3 )
Quake III Map/BSP ( .pk3 )
* Return to Castle Wolfenstein ( .mdc )
Doom 3 ( .md5* )
*Valve Model ( .smd,.vta )
*Open Game Engine Exchange ( .ogex )
*Unreal ( .3d )
OTHER FILE FORMATS
BlitzBasic 3D ( .b3d )
Quick3D ( .q3d,.q3s )
Neutral File Format ( .nff )
Sense8 WorldToolKit ( .nff )
Object File Format ( .off )
PovRAY Raw ( .raw )
Terragen Terrain ( .ter )
3D GameStudio (3DGS) ( .mdl )
3D GameStudio (3DGS) Terrain ( .hmp )
Izware Nendo ( .ndo )
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OggLoader |
Class that can load a sound file
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TextureData |
Class that stores image data and represent and drive image
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TextureLoader |
Class for loading Textures from drive
Supported Formats (From STB):
JPEG baseline and progressive (12 bpc/arithmetic not supported, same as stock
IJG lib
PNG 1/2/4/8/16-bit-per-channel
TGA (not sure what subset, if a subset)
BMP non-1bpp, non-RLE
PSD (composited view only, no extra channels, 8/16 bit-per-channel)
GIF (*desired_channels always reports as 4-channel)
HDR (radiance rgbE format)
PIC (Softimage PIC)
PNM (PPM and PGM binary only)
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