Added animation asset class
Added animation reading from assimp scene Separated assimp loading from mesh loader in preparation for exe use
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/*************************************************************************//**
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* \file SHAnimationAsset.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <vector>
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#include <assimp/anim.h>
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#include "SH_API.power h"
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namespace SHADE
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{
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struct SH_API SHAnimationAsset
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{
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std::string name;
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std::vector<aiNodeAnim*> nodeChannels;
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std::vector<aiMeshAnim*> meshChannels;
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std::vector<aiMeshMorphAnim*> morphMeshChannels;
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double duration;
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double ticksPerSecond;
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};
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}
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/*************************************************************************//**
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* \file SHAnimationAsset.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <vector>
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#include <assimp/anim.h>
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#include "SH_API.h"
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namespace SHADE
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{
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struct SH_API SHAnimationAsset
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{
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std::string name;
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std::vector<aiNodeAnim*> nodeChannels;
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std::vector<aiMeshAnim*> meshChannels;
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std::vector<aiMeshMorphAnim*> morphMeshChannels;
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double duration;
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double ticksPerSecond;
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};
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}
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/*************************************************************************//**
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* \file SHAssimpLibrary.cpp
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#include "SHpch.h"
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#include "SHAssimpLibrary.h"
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#include <assimp/postprocess.h>
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namespace SHADE
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{
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Assimp::Importer SHAssimpLibrary::aiImporter;
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void SHAssimpLibrary::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
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{
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for (size_t i {0}; i < node.mNumMeshes; ++i)
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{
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aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
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meshes.push_back(ProcessMesh(*mesh));
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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);
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}
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}
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void SHAssimpLibrary::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
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{
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if (scene.HasAnimations())
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{
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std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
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for (auto i{0}; i < scene.mNumAnimations; ++i)
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{
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auto const& anim {*scene.mAnimations[i]};
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anims[i].name = anim.mName.C_Str();
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anims[i].duration = anim.mDuration;
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anims[i].ticksPerSecond = anim.mTicksPerSecond;
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std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
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std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
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std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
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}
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}
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}
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SHMeshAsset SHAssimpLibrary::ProcessMesh(aiMesh const& mesh) noexcept
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{
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SHMeshAsset result
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{
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.compiled { false},
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.changed { false }
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};
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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{
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// Vertex position
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SHVec3 vertex;
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vertex.x = mesh.mVertices[i].x;
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vertex.y = mesh.mVertices[i].y;
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vertex.z = mesh.mVertices[i].z;
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result.vertexPosition.push_back(vertex);
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// Tex coords
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SHVec2 texCoord{0.f, 0.f};
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if (mesh.mTextureCoords[0])
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{
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texCoord.x = mesh.mTextureCoords[0][i].x;
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texCoord.y = mesh.mTextureCoords[0][i].y;
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}
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result.texCoords.push_back(texCoord);
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// Normals
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SHVec3 normal{0.f, 0.f, 0.f};
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if (mesh.mNormals)
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{
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normal.x = mesh.mNormals[i].x;
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normal.y = mesh.mNormals[i].y;
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normal.z = mesh.mNormals[i].z;
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}
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result.vertexNormal.push_back(normal);
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// Tangent
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SHVec3 tangent{0.f, 0.f, 0.f};
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if (mesh.mTangents)
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{
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tangent.x = mesh.mTangents[i].x;
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tangent.y = mesh.mTangents[i].y;
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tangent.z = mesh.mTangents[i].z;
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}
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result.vertexTangent.push_back(tangent);
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}
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for (size_t i {0}; i < mesh.mNumFaces; ++i)
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{
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aiFace face = mesh.mFaces[i];
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for (size_t j{0}; j < face.mNumIndices; ++j)
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{
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result.indices.push_back(face.mIndices[j]);
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}
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}
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result.header.vertexCount = static_cast<uint32_t>(result.vertexPosition.size());
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result.header.indexCount = static_cast<uint32_t>(result.indices.size());
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result.header.meshName = mesh.mName.C_Str();
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return result;
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}
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void SHAssimpLibrary::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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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_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_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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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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);
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if (!scene || !scene->HasMeshes())
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{
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SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
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return;
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}
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ExtractAnimations(*scene, anims);
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ProcessNode(*scene->mRootNode, *scene, meshes);
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aiImporter.FreeScene();
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}
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}
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/*************************************************************************//**
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* \file SHAssimpLibrary.h
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* \author Loh Xiao Qi
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* \date October 2022
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* \brief
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*
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* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
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* disclosure of this file or its contents without the prior written consent
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <vector>
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#include "../SHAssetMacros.h"
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#include "../Asset Types/SHMeshAsset.h"
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#include "../Asset Types/SHAnimationAsset.h"
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namespace SHADE
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{
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class SHAssimpLibrary
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{
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private:
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using MeshVectorRef = std::vector<SHMeshAsset>&;
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using AnimVectorRef = std::vector<SHAnimationAsset>&;
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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 ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static SHMeshAsset ProcessMesh(aiMesh const& mesh) noexcept;
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public:
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static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
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};
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}
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*****************************************************************************/
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#include "SHpch.h"
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#include "SHMeshLoader.h"
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#include <assimp/postprocess.h>
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#include <fstream>
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namespace SHADE
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{
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Assimp::Importer SHMeshLoader::aiImporter;
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void SHMeshLoader::ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept
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{
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for (size_t i {0}; i < node.mNumMeshes; ++i)
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{
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aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
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meshes.push_back(ProcessMesh(*mesh, scene));
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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);
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}
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}
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SHMeshAsset SHMeshLoader::ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept
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{
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(void)scene;
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SHMeshAsset result
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{
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.compiled { false},
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.changed { false }
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};
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for (size_t i{0}; i < mesh.mNumVertices; ++i)
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{
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// Vertex position
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SHVec3 vertex;
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vertex.x = mesh.mVertices[i].x;
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vertex.y = mesh.mVertices[i].y;
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vertex.z = mesh.mVertices[i].z;
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result.vertexPosition.push_back(vertex);
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// Tex coords
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SHVec2 texCoord{0.f, 0.f};
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if (mesh.mTextureCoords[0])
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{
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texCoord.x = mesh.mTextureCoords[0][i].x;
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texCoord.y = mesh.mTextureCoords[0][i].y;
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}
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result.texCoords.push_back(texCoord);
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// Normals
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SHVec3 normal{0.f, 0.f, 0.f};
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if (mesh.mNormals)
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{
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normal.x = mesh.mNormals[i].x;
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normal.y = mesh.mNormals[i].y;
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normal.z = mesh.mNormals[i].z;
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}
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result.vertexNormal.push_back(normal);
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// Tangent
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SHVec3 tangent{0.f, 0.f, 0.f};
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if (mesh.mTangents)
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{
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tangent.x = mesh.mTangents[i].x;
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tangent.y = mesh.mTangents[i].y;
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tangent.z = mesh.mTangents[i].z;
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}
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result.vertexTangent.push_back(tangent);
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}
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for (size_t i {0}; i < mesh.mNumFaces; ++i)
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{
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aiFace face = mesh.mFaces[i];
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for (size_t j{0}; j < face.mNumIndices; ++j)
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{
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result.indices.push_back(face.mIndices[j]);
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}
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}
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result.header.vertexCount = static_cast<uint32_t>(result.vertexPosition.size());
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result.header.indexCount = static_cast<uint32_t>(result.indices.size());
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result.header.meshName = mesh.mName.C_Str();
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return result;
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}
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void SHMeshLoader::LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
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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_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_CalcTangentSpace // calculate tangents and bitangents if possible
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| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
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| aiProcess_RemoveRedundantMaterials // remove redundant materials
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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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);
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if (!scene || !scene->HasMeshes())
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{
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SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
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return;
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}
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//TODO MATERIALS FROM MESHES
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//if (scene->HasMaterials())
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//{
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// for (int i{0}; i < scene->mNumMaterials; ++i)
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// {
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// if (scene->mMaterials[i]->mNumProperties > 0)
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// {
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// for (int j{0}; j < scene->mMaterials[i]->mProperties[j].)
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// }
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//std::cout << scene->mMaterials[i]->;
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// }
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//}
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ProcessNode(*scene->mRootNode, *scene, meshes);
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}
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void SHMeshLoader::LoadSHMesh(SHMeshAsset& mesh, AssetPath path) noexcept
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{
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std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
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file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
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file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertPos[i].x;
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// file >> vertPos[i].y;
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// file >> vertPos[i].z;
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//}
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//
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertTan[i].x;
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// file >> vertTan[i].y;
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// file >> vertTan[i].z;
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//}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> vertNorm[i].x;
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// file >> vertNorm[i].y;
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// file >> vertNorm[i].z;
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//}
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//for (auto i{ 0 }; i < vertCount; ++i)
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//{
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// file >> texCoord[i].x;
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// file >> texCoord[i].y;
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//}
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//for (auto i{ 0 }; i < indexCount; ++i)
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//{
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// file >> indices[i];
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//}
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mesh.compiled = true;
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mesh.changed = false;
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file.close();
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}
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void SHMeshLoader::LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept
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{
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if (path.extension().string() == GLTF_EXTENSION)
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{
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LoadExternal(meshes, path);
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return;
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}
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meshes.emplace_back();
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LoadSHMesh(meshes.back(), path);
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}
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}
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@ -10,27 +10,13 @@
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* of DigiPen Institute of Technology is prohibited.
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*****************************************************************************/
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#pragma once
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include "../SHAssetMacros.h"
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#include "../Asset Types/SHMeshAsset.h"
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#include <vector>
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namespace SHADE
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{
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class SHMeshLoader
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struct SHMeshLoader
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{
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private:
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static Assimp::Importer aiImporter;
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static void ProcessNode(aiNode const& node, aiScene const& scene, std::vector<SHMeshAsset>& meshes) noexcept;
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static SHMeshAsset ProcessMesh(aiMesh const& mesh, aiScene const& scene) noexcept;
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static void LoadExternal(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
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public:
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static void LoadMesh(std::vector<SHMeshAsset>& meshes, AssetPath path) noexcept;
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static void LoadSHMesh(SHMeshAsset& meshes, AssetPath path) noexcept;
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};
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}
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#include "SHAssetMetaHandler.h"
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#include "Filesystem/SHFileSystem.h"
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#include "Libraries/SHAssimpLibrary.h"
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#include "Libraries/SHMeshLoader.h"
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#include "Libraries/SHTextureLoader.h"
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}
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void SHAssetManager::LoadDataTemp(std::string p) noexcept
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{
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AssetPath path{ p };
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//void SHAssetManager::LoadDataTemp(std::string p) noexcept
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//{
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// AssetPath path{ p };
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if (path.extension().string() == FBX_EXTENSION
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|| path.extension().string() == GLTF_EXTENSION
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|| path.extension().string() == MESH_EXTENSION)
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{
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LoadGLTF(
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{
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||||
.name {path.filename().string()},
|
||||
.id {0},
|
||||
.type {AssetType::MESH},
|
||||
.path {path},
|
||||
.location {0}
|
||||
}
|
||||
);
|
||||
}
|
||||
else if (path.extension().string() == DDS_EXTENSION
|
||||
|| path.extension().string() == TEXTURE_EXTENSION)
|
||||
{
|
||||
LoadDDS(
|
||||
{
|
||||
.name {path.filename().string()},
|
||||
.id {0},
|
||||
.type {AssetType::DDS},
|
||||
.path {path},
|
||||
.location {0}
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
// if (path.extension().string() == FBX_EXTENSION
|
||||
// || path.extension().string() == GLTF_EXTENSION
|
||||
// || path.extension().string() == MESH_EXTENSION)
|
||||
// {
|
||||
// LoadGLTF(
|
||||
// {
|
||||
// .name {path.filename().string()},
|
||||
// .id {0},
|
||||
// .type {AssetType::MESH},
|
||||
// .path {path},
|
||||
// .location {0}
|
||||
// }
|
||||
// );
|
||||
// }
|
||||
// else if (path.extension().string() == DDS_EXTENSION
|
||||
// || path.extension().string() == TEXTURE_EXTENSION)
|
||||
// {
|
||||
// LoadDDS(
|
||||
// {
|
||||
// .name {path.filename().string()},
|
||||
// .id {0},
|
||||
// .type {AssetType::DDS},
|
||||
// .path {path},
|
||||
// .location {0}
|
||||
// }
|
||||
// );
|
||||
// }
|
||||
//}
|
||||
|
||||
std::vector<SHMeshAsset> SHAssetManager::GetAllMeshes() noexcept
|
||||
{
|
||||
|
@ -319,11 +320,12 @@ namespace SHADE
|
|||
return false;
|
||||
}
|
||||
|
||||
void SHAssetManager::LoadGLTF(SHAsset asset) noexcept
|
||||
void SHAssetManager::LoadGLTF(AssetPath path) noexcept
|
||||
{
|
||||
std::vector<SHMeshAsset> meshes;
|
||||
std::vector<SHAnimationAsset> anims;
|
||||
|
||||
SHMeshLoader::LoadMesh(meshes, asset.path);
|
||||
SHAssimpLibrary::LoadFromFile(path, meshes, anims);
|
||||
|
||||
for (auto const& mesh : meshes)
|
||||
{
|
||||
|
@ -333,7 +335,7 @@ namespace SHADE
|
|||
AssetPath path;
|
||||
if (!mesh.compiled)
|
||||
{
|
||||
path = SHMeshCompiler::CompileMeshBinary(mesh, asset.path);
|
||||
path = SHMeshCompiler::CompileMeshBinary(mesh, path);
|
||||
}
|
||||
|
||||
assetCollection.emplace_back(
|
||||
|
@ -344,6 +346,11 @@ namespace SHADE
|
|||
0
|
||||
);
|
||||
}
|
||||
|
||||
for (auto const& anim : anims)
|
||||
{
|
||||
//TODO Register anim resource and compile into binary
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssetManager::LoadDDS(SHAsset asset) noexcept
|
||||
|
|
|
@ -71,12 +71,16 @@ namespace SHADE
|
|||
// -------------------------------------------------------------------------/
|
||||
|
||||
//TODO: TEMPORARY FOR TESTING GLTF & DDS
|
||||
static void LoadDataTemp(std::string path) noexcept;
|
||||
//static void LoadDataTemp(std::string path) noexcept;
|
||||
static std::vector<SHMeshAsset> GetAllMeshes() noexcept;
|
||||
static std::vector<SHTextureAsset> GetAllTextures() noexcept;
|
||||
|
||||
static SHMeshAsset const* GetMesh(AssetID id) noexcept;
|
||||
static SHTextureAsset const* GetTexture(AssetID id) noexcept;
|
||||
|
||||
// Specialised load calls
|
||||
static void LoadGLTF(AssetPath path) noexcept;
|
||||
static void LoadDDS(SHAsset asset) noexcept;
|
||||
private:
|
||||
/****************************************************************************
|
||||
* \brief Load resource data into memory
|
||||
|
@ -118,9 +122,6 @@ namespace SHADE
|
|||
|
||||
static bool IsRecognised(char const*) noexcept;
|
||||
|
||||
// Specialised load calls
|
||||
static void LoadGLTF(SHAsset asset) noexcept;
|
||||
static void LoadDDS(SHAsset asset) noexcept;
|
||||
|
||||
static FMOD::System* audioSystem;
|
||||
static std::unordered_map<AssetID,SHSound>* audioSoundList;
|
||||
|
|
Loading…
Reference in New Issue