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 | Description | 
|---|---|
| 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. | 
| CloneableSmartAsset | 
 Implementing the  
CloneableSmartAsset interface allows use 
 of cloneable smart asset management. | 
| Class | Description | 
|---|---|
| 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. | 
| CloneableAssetProcessor | 
CloneableAssetProcessor simply calls Object.clone()
 on assets to clone them. | 
| DesktopAssetManager | 
AssetManager is the primary method for managing and loading
 assets inside jME. | 
| FilterKey | 
 Used to load FilterPostProcessors which are not cached. 
 | 
| MaterialKey | 
 Used for loading  
materials only (not material definitions!). | 
| ModelKey | 
 Used to load model files, such as OBJ or Blender models. 
 | 
| ShaderNodeDefinitionKey | 
 Used for loading  
shader nodes definition
 Tells if the defintion has to be loaded with or without its documentation | 
| StreamAssetInfo | 
 An  
AssetInfo wrapper for InputStreams. | 
| 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 | Description | 
|---|---|
| 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
 AssetLocators. | 
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. 
AssetLoaders 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.