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Seele/src/Editor/Asset/MeshLoader.h
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#pragma once
#include "MinimalEngine.h"
#include "Containers/List.h"
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#include "Component/Collider.h"
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#include <filesystem>
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struct aiScene;
struct aiTexel;
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namespace Seele
{
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DECLARE_REF(Mesh)
DECLARE_REF(MeshAsset)
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DECLARE_REF(MaterialAsset)
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DECLARE_NAME_REF(Gfx, Graphics)
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struct MeshImportArgs
{
std::filesystem::path filePath;
std::string importPath;
};
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class MeshLoader
{
public:
MeshLoader(Gfx::PGraphics graphic);
~MeshLoader();
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void importAsset(MeshImportArgs args);
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private:
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void loadMaterials(const aiScene* scene, const std::string& baseName, const std::filesystem::path& meshDirectory, const std::string& importPath, Array<PMaterialAsset>& globalMaterials);
void loadTextures(const aiScene* scene, const std::filesystem::path& meshDirectory, const std::string& importPath);
void loadGlobalMeshes(const aiScene* scene, const Array<PMaterialAsset>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider);
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void convertAssimpARGB(unsigned char* dst, aiTexel* src, uint32 numPixels);
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void import(MeshImportArgs args, PMeshAsset meshAsset);
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Gfx::PGraphics graphics;
};
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DEFINE_REF(MeshLoader)
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} // namespace Seele