WIP Ingestion of rig nodes from model file
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@ -16,12 +16,14 @@
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#include <fstream>
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#include <fstream>
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#include <iostream>
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#include <iostream>
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#include <queue>
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namespace SH_COMP
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namespace SH_COMP
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{
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{
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Assimp::Importer MeshCompiler::aiImporter;
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Assimp::Importer MeshCompiler::aiImporter;
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void MeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
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void MeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigNode*& root) noexcept
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{
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{
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for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
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for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
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{
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{
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@ -31,9 +33,16 @@ namespace SH_COMP
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meshes.back().name = node.mName.C_Str();
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meshes.back().name = node.mName.C_Str();
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}
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}
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
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if (std::strcmp(node.mName.C_Str(), "Armature") == 0)
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{
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{
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ProcessNode(*node.mChildren[i], scene, meshes);
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BuildArmature(&node, root);
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}
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else
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{
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
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{
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ProcessNode(*node.mChildren[i], scene, meshes, root);
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}
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}
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}
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}
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}
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@ -65,6 +74,12 @@ namespace SH_COMP
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meshData.vertexTangent.reserve(mesh.mNumVertices);
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meshData.vertexTangent.reserve(mesh.mNumVertices);
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meshData.texCoords.reserve(mesh.mNumVertices);
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meshData.texCoords.reserve(mesh.mNumVertices);
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for (auto i {0}; i < mesh.mNumBones; ++i)
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{
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auto& bone = *mesh.mBones[i];
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std::cout << "bone" << std::endl;
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}
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for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
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for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
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{
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{
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// Vertex position
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// Vertex position
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@ -175,16 +190,16 @@ namespace SH_COMP
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void MeshCompiler::LoadFromFile(AssetPath path, MeshAsset& asset) noexcept
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void MeshCompiler::LoadFromFile(AssetPath path, MeshAsset& asset) noexcept
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{
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),0
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aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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//aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
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| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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//| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
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| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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//| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
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| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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//| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
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| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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//| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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//| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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//| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
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| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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//| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
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| aiProcess_ValidateDataStructure
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//| aiProcess_ValidateDataStructure
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);
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);
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if (!scene || !scene->HasMeshes())
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if (!scene || !scene->HasMeshes())
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@ -195,7 +210,7 @@ namespace SH_COMP
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//ExtractAnimations(*scene, anims);
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//ExtractAnimations(*scene, anims);
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ProcessNode(*scene->mRootNode, *scene, asset.meshes);
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ProcessNode(*scene->mRootNode, *scene, asset.meshes, asset.rig.root);
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aiImporter.FreeScene();
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aiImporter.FreeScene();
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}
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}
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@ -226,10 +241,28 @@ namespace SH_COMP
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file.close();
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file.close();
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}
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}
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void MeshCompiler::BuildArmature(aiNode const* node, RigNode*& root) noexcept
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{
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std::queue<aiNode const*> nodes;
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nodes.push(node);
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root = new RigNode();
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auto current = root;
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while(!nodes.empty())
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{
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auto node = nodes.front();
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nodes.pop();
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current->name = node->mName.C_Str();
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}
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}
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void MeshCompiler::LoadAndCompile(AssetPath path) noexcept
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void MeshCompiler::LoadAndCompile(AssetPath path) noexcept
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{
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{
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auto const asset = new MeshAsset();
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auto const asset = new MeshAsset();
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asset->rig.root = nullptr;
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LoadFromFile(path, *asset);
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LoadFromFile(path, *asset);
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BuildHeaders(*asset);
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BuildHeaders(*asset);
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CompileMeshBinary(path, *asset);
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CompileMeshBinary(path, *asset);
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@ -30,7 +30,7 @@ namespace SH_COMP
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static Assimp::Importer aiImporter;
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static Assimp::Importer aiImporter;
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static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept;
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static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigNode*& root) noexcept;
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static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
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static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
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static void BuildHeaders(MeshAsset& asset) noexcept;
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static void BuildHeaders(MeshAsset& asset) noexcept;
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@ -41,6 +41,7 @@ namespace SH_COMP
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static void LoadFromFile(AssetPath path, MeshAsset& asset) noexcept;
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static void LoadFromFile(AssetPath path, MeshAsset& asset) noexcept;
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static void CompileMeshBinary(AssetPath path, MeshAsset const& asset) noexcept;
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static void CompileMeshBinary(AssetPath path, MeshAsset const& asset) noexcept;
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static void BuildArmature(aiNode const* node, RigNode*& root) noexcept;
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public:
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public:
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static void LoadAndCompile(AssetPath path) noexcept;
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static void LoadAndCompile(AssetPath path) noexcept;
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};
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};
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@ -28,6 +28,11 @@ namespace SH_COMP
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float x, y, z;
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float x, y, z;
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};
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};
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struct SHMat4
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{
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float data[16];
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};
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struct MeshDataHeader
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struct MeshDataHeader
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{
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{
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uint32_t vertexCount;
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uint32_t vertexCount;
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@ -45,6 +50,18 @@ namespace SH_COMP
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std::vector<uint32_t> indices;
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std::vector<uint32_t> indices;
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};
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};
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struct RigNode
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{
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std::string name;
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SHMat4 transform;
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std::vector<RigNode*> children;
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};
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struct RigData
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{
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RigNode* root;
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};
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struct MeshAssetHeader
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struct MeshAssetHeader
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{
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{
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size_t meshCount;
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size_t meshCount;
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struct MeshAsset
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struct MeshAsset
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{
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{
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MeshAssetHeader header;
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MeshAssetHeader header;
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RigData rig;
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std::vector<MeshDataHeader> headers;
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std::vector<MeshDataHeader> headers;
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std::vector<MeshData> meshes;
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std::vector<MeshData> meshes;
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};
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};
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@ -53,7 +53,7 @@ int main(int argc, char* argv[])
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// SH_COMP::MeshCompiler::LoadAndCompile(path);
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// SH_COMP::MeshCompiler::LoadAndCompile(path);
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//}
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//}
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SH_COMP::MeshCompiler::LoadAndCompile("Racoon.gltf");
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SH_COMP::MeshCompiler::LoadAndCompile("Racoon.fbx");
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return 0;
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return 0;
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}
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}
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