overhauled physics engine
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@@ -5,6 +5,7 @@
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#include "Graphics/Mesh.h"
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#include "Graphics/StaticMeshVertexInput.h"
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#include "AssetRegistry.h"
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#include "MaterialAsset.h"
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#include <fstream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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@@ -26,17 +27,17 @@ MeshLoader::~MeshLoader()
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{
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}
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void MeshLoader::importAsset(const std::filesystem::path &path)
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void MeshLoader::importAsset(const std::filesystem::path &path, const std::string& importPath)
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{
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std::filesystem::path assetPath = path.filename();
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assetPath.replace_extension("asset");
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PMeshAsset asset = new MeshAsset(assetPath.generic_string());
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asset->setStatus(Asset::Status::Loading);
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AssetRegistry::get().registerMesh(asset);
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AssetRegistry::get().registerMesh(asset, importPath);
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import(path, asset);
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}
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& globalMaterials)
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void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterial>& globalMaterials)
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{
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using json = nlohmann::json;
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for(uint32 i = 0; i < scene->mNumMaterials; ++i)
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@@ -92,15 +93,13 @@ void MeshLoader::loadMaterials(const aiScene* scene, Array<PMaterialAsset>& glob
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outMatFile.close();
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std::cout << "writing json to " << outMatFilename << std::endl;
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PMaterialAsset result = new MaterialAsset(outMatFilename);
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result->load();
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graphics->getShaderCompiler()->registerMaterial(result);
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AssetRegistry::get().registerMaterial(result);
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PMaterialAsset asset = AssetRegistry::findMaterial(result->getFileName());
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globalMaterials[i] = asset;
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AssetRegistry::importFile(AssetRegistry::getRootFolder() + "/" + outMatFilename);
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PMaterialAsset asset = AssetRegistry::findMaterial(matCode["name"].get<std::string>());
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globalMaterials[i] = asset->getMaterial();
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}
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}
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void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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{
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if (node->mNumMeshes > 0)
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@@ -115,61 +114,70 @@ void findMeshRoots(aiNode *node, List<aiNode *> &meshNodes)
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector3D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Math::Vector> buffer(size);
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Array<Vector> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Math::Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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}
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buffer[i] = Vector(sourceData[i].x, sourceData[i].y, sourceData[i].z);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Math::Vector);
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vbInfo.vertexSize = sizeof(Vector);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Math::Vector) * buffer.size();
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vbInfo.resourceData.size = sizeof(Vector) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiVector2D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Math::Vector2> buffer(size);
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Array<Vector2> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Math::Vector2(sourceData[i].x, sourceData[i].y);
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buffer[i] = Vector2(sourceData[i].x, sourceData[i].y);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Math::Vector2);
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vbInfo.vertexSize = sizeof(Vector2);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Math::Vector2) * buffer.size();
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vbInfo.resourceData.size = sizeof(Vector2) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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}
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VertexStreamComponent createVertexStream(uint32 size, aiColor4D* sourceData, Gfx::PGraphics graphics)
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{
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Array<Math::Vector4> buffer(size);
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Array<Vector4> buffer(size);
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for(uint32 i = 0; i < size; ++i)
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{
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buffer[i] = Math::Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
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buffer[i] = Vector4(sourceData[i].r, sourceData[i].g, sourceData[i].b, sourceData[i].a);
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}
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VertexBufferCreateInfo vbInfo;
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vbInfo.numVertices = size;
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vbInfo.vertexSize = sizeof(Math::Vector4);
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vbInfo.vertexSize = sizeof(Vector4);
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vbInfo.resourceData.data = (uint8 *)buffer.data();
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vbInfo.resourceData.owner = Gfx::QueueType::DEDICATED_TRANSFER;
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vbInfo.resourceData.size = sizeof(Math::Vector4) * buffer.size();
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vbInfo.resourceData.size = sizeof(Vector4) * buffer.size();
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Gfx::PVertexBuffer vertexBuffer = graphics->createVertexBuffer(vbInfo);
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vertexBuffer->transferOwnership(Gfx::QueueType::GRAPHICS);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32_SFLOAT);
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return VertexStreamComponent(vertexBuffer, 0, vbInfo.vertexSize, Gfx::SE_FORMAT_R32G32B32A32_SFLOAT);
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}
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMeshes, const Array<PMaterialAsset>& materials)
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void MeshLoader::loadGlobalMeshes(const aiScene* scene, const Array<PMaterial>& materials, Array<PMesh>& globalMeshes, Component::Collider& collider)
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{
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for (uint32 meshIndex = 0; meshIndex < scene->mNumMeshes; ++meshIndex)
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{
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aiMesh *mesh = scene->mMeshes[meshIndex];
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PMaterialAsset material = materials[mesh->mMaterialIndex];
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMin.x, mesh->mAABB.mMin.y, mesh->mAABB.mMin.z));
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collider.boundingbox.adjust(Vector(mesh->mAABB.mMax.x, mesh->mAABB.mMax.y, mesh->mAABB.mMax.z));
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//! \todo duplicate from createVertexStream, clean up
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Array<Vector> vertices(mesh->mNumVertices);
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for(uint32 i = 0; i < mesh->mNumVertices; ++i)
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{
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vertices[i] = Vector(mesh->mVertices[i].x, mesh->mVertices[i].y, mesh->mVertices[i].z);
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}
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PStaticMeshVertexInput vertexShaderInput = new StaticMeshVertexInput(std::string(mesh->mName.C_Str()));
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StaticMeshDataType data;
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data.positionStream = createVertexStream(mesh->mNumVertices, mesh->mVertices, graphics);
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@@ -205,6 +213,9 @@ void MeshLoader::loadGlobalMeshes(const aiScene* scene, Array<PMesh>& globalMesh
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indices[faceIndex * 3 + 1] = mesh->mFaces[faceIndex].mIndices[1];
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indices[faceIndex * 3 + 2] = mesh->mFaces[faceIndex].mIndices[2];
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}
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collider.physicsMesh.addCollider(vertices, indices, Matrix4(1.0f));
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IndexBufferCreateInfo idxInfo;
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idxInfo.indexType = Gfx::SE_INDEX_TYPE_UINT32;
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idxInfo.resourceData.data = (uint8 *)indices.data();
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@@ -259,22 +270,23 @@ void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
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std::cout << "Starting to import "<<path << std::endl;
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meshAsset->setStatus(Asset::Status::Loading);
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Assimp::Importer importer;
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importer.ReadFile(path.string().c_str(),
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importer.ReadFile(path.string().c_str(), (uint32)(
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aiProcess_FlipUVs |
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aiProcess_Triangulate |
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aiProcess_SortByPType |
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aiProcess_GenBoundingBoxes |
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aiProcess_GenSmoothNormals |
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aiProcess_GenUVCoords |
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aiProcess_FindDegenerates);
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aiProcess_FindDegenerates));
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const aiScene *scene = importer.ApplyPostProcessing(aiProcess_CalcTangentSpace);
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Array<PMaterialAsset> globalMaterials(scene->mNumMaterials);
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Array<PMaterial> globalMaterials(scene->mNumMaterials);
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loadTextures(scene, path.parent_path());
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loadMaterials(scene, globalMaterials);
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Array<PMesh> globalMeshes(scene->mNumMeshes);
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loadGlobalMeshes(scene, globalMeshes, globalMaterials);
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Component::Collider collider;
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loadGlobalMeshes(scene, globalMaterials, globalMeshes, collider);
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List<aiNode *> meshNodes;
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findMeshRoots(scene->mRootNode, meshNodes);
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@@ -286,6 +298,7 @@ void MeshLoader::import(std::filesystem::path path, PMeshAsset meshAsset)
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meshAsset->addMesh(globalMeshes[meshNode->mMeshes[i]]);
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}
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}
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meshAsset->physicsMesh = std::move(collider);
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meshAsset->setStatus(Asset::Status::Ready);
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meshAsset->save();
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std::cout << "Finished loading " << path << std::endl;
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