Animation WIP merge #321
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@ -73,7 +73,7 @@ namespace SHADE
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/*-----------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*-----------------------------------------------------------------------------------*/
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Handle<SHRig::Node> SHRig::recurseCreateNode(const SHRigAsset& asset, const RigNode* sourceNode)
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Handle<SHRig::Node> SHRig::recurseCreateNode(const SHRigAsset& asset, const SHRigNode* sourceNode)
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{
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// Construct the node
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auto newNode = nodeStore.Create();
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@ -27,7 +27,7 @@ namespace SHADE
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/* Forward Declarations */
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/*-----------------------------------------------------------------------------------*/
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struct SHRigAsset;
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struct RigNode;
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struct SHRigNode;
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/*-----------------------------------------------------------------------------------*/
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/* Type Definitions */
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@ -99,6 +99,6 @@ namespace SHADE
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/*---------------------------------------------------------------------------------*/
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/* Helper Functions */
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/*---------------------------------------------------------------------------------*/
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Handle<Node> recurseCreateNode(const SHRigAsset& asset, const RigNode* sourceNode);
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Handle<Node> recurseCreateNode(const SHRigAsset& asset, const SHRigNode* sourceNode);
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};
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}
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@ -24,7 +24,6 @@ namespace SHADE
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uint32_t indexCount;
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uint32_t charCount;
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uint32_t boneCount;
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std::string name;
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};
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struct MeshBoneInfo
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@ -48,7 +47,7 @@ namespace SHADE
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struct SH_API SHMeshAsset : SHAssetData
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{
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SHMeshDataHeader header;
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std::string name;
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std::vector<SHVec3> VertexPositions;
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std::vector<SHVec3> VertexTangents;
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std::vector<SHVec3> VertexNormals;
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@ -29,9 +29,11 @@ namespace SHADE
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struct SH_API SHModelAsset : SHAssetData
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{
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SHModelAssetHeader header;
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SHRigAsset rig;
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std::vector<SHMeshDataHeader> meshHeaders;
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std::vector<SHAnimDataHeader> animHeaders;
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std::vector<SHMeshAsset*> meshes;
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std::vector<SHAnimAsset*> anims;
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};
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@ -0,0 +1,31 @@
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#include "SHpch.h"
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#include "SHRigAsset.h"
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#include <queue>
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namespace SHADE
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{
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SHRigAsset::~SHRigAsset()
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{
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if (root == nullptr)
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{
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return;
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}
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std::queue<SHRigNode*> nodeQueue;
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nodeQueue.push(root);
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while(!nodeQueue.empty())
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{
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auto curr = nodeQueue.front();
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nodeQueue.pop();
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for (auto child : curr->children)
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{
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nodeQueue.push(child);
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}
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delete curr;
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}
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}
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}
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@ -17,32 +17,30 @@
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namespace SHADE
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{
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struct RigDataHeader
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struct SHRigDataHeader
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{
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uint32_t nodeCount;
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std::vector<uint32_t> charCounts;
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};
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struct RigNodeData
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struct SHRigNodeData
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{
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std::string name;
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SHMatrix transform;
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};
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struct RigNode
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struct SHRigNode
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{
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uint32_t idRef;
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std::vector<RigNode*> children;
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std::vector<SHRigNode*> children;
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};
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struct SH_API SHRigAsset : SHAssetData
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{
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~SHRigAsset()
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{
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delete root;
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}
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~SHRigAsset();
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std::map<uint32_t, RigNodeData> nodeDataCollection;
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RigNode* root;
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SHRigDataHeader header;
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std::vector<SHRigNodeData> nodeDataCollection;
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SHRigNode* root;
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};
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}
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@ -13,74 +13,268 @@
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#include "SHpch.h"
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#include "SHModelLoader.h"
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#include <fstream>
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#include <queue>
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namespace SHADE
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{
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void SHModelLoader::ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept
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void SHModelLoader::ReadHeaders(FileReference file, SHModelAsset& asset)
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{
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file.read(
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reinterpret_cast<char*>(&header),
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sizeof(SHMeshLoaderHeader)
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reinterpret_cast<char*>(&asset.header),
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sizeof(asset.header)
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);
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if (asset.header.meshCount > 0)
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{
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asset.meshHeaders.resize(asset.header.meshCount);
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file.read(
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reinterpret_cast<char*>(asset.meshHeaders.data()),
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asset.header.meshCount * sizeof(SHMeshDataHeader)
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);
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}
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if (asset.header.animCount > 0)
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{
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asset.animHeaders.resize(asset.header.animCount);
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for (auto i {0}; i < asset.header.animCount; ++i)
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{
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auto& animHeader = asset.animHeaders[i];
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file.read(
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reinterpret_cast<char*>(&animHeader.charCount),
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sizeof(uint32_t)
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);
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file.read(
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reinterpret_cast<char*>(&animHeader.animNodeCount),
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sizeof(uint32_t)
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);
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animHeader.nodeHeaders.resize(animHeader.animNodeCount);
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for (auto j {0}; j < animHeader.animNodeCount; ++j)
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{
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auto& nodeHeader = animHeader.nodeHeaders[j];
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file.read(
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reinterpret_cast<char*>(&nodeHeader),
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sizeof(SHAnimNodeInfo)
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);
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}
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}
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}
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}
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void SHModelLoader::ReadData(FileReference file, SHModelAsset& asset)
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{
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ReadMeshData(file, asset.meshHeaders, asset.meshes);
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ReadAnimData(file, asset.animHeaders, asset.anims);
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// Not eof yet, animation exists
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if (file.peek() != EOF)
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{
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ReadRigHeader(file, asset.rig.header);
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ReadRigData(file, asset.rig.header, asset.rig.nodeDataCollection);
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ReadRigTree(file, asset.rig.header, asset.rig.root);
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}
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}
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void SHModelLoader::ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data)
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{
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file.read(
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data.name.data(),
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info.charCount
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);
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file.read(
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reinterpret_cast<char*>(&data.pre),
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sizeof(SHAnimationBehaviour)
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);
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file.read(
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reinterpret_cast<char*>(&data.post),
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sizeof(SHAnimationBehaviour)
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);
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uint32_t keySize {0};
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file.read(
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reinterpret_cast<char*>(&keySize),
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sizeof(uint32_t)
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);
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data.positionKeys.resize(keySize);
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data.rotationKeys.resize(keySize);
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data.scaleKeys.resize(keySize);
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file.read(
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reinterpret_cast<char*>(data.positionKeys.data()),
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sizeof(PositionKey) * keySize
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);
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file.read(
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reinterpret_cast<char*>(data.rotationKeys.data()),
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sizeof(RotationKey) * keySize
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);
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file.read(
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reinterpret_cast<char*>(data.scaleKeys.data()),
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sizeof(ScaleKey) * keySize
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);
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}
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void SHModelLoader::ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshAsset& data) noexcept
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void SHModelLoader::ReadRigHeader(FileReference file, SHRigDataHeader& header)
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{
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auto const vertexVec3Byte{ sizeof(SHVec3) * header.vertexCount };
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auto const vertexVec2Byte{ sizeof(SHVec2) * header.vertexCount };
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file.read(
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reinterpret_cast<char*>(&header.nodeCount),
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sizeof(uint32_t)
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);
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data.VertexPositions.resize(header.vertexCount);
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data.VertexTangents.resize(header.vertexCount);
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data.VertexNormals.resize(header.vertexCount);
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data.VertexTexCoords.resize(header.vertexCount);
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data.Indices.resize(header.indexCount);
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data.header.name.resize(header.charCount);
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file.read(data.header.name.data(), header.charCount);
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file.read(reinterpret_cast<char*>(data.VertexPositions.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexTangents.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexNormals.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexTexCoords.data()), vertexVec2Byte);
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file.read(reinterpret_cast<char*>(data.Indices.data()), sizeof(uint32_t) * header.indexCount);
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data.header.vertexCount = header.vertexCount;
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data.header.indexCount = header.indexCount;
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header.charCounts.resize(header.nodeCount);
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file.read(
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reinterpret_cast<char*>(header.charCounts.data()),
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sizeof(uint32_t) * header.nodeCount
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);
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}
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void SHModelLoader::LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept
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void SHModelLoader::ReadRigData(FileReference file, SHRigDataHeader const& header, std::vector<SHRigNodeData>& data)
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{
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data.resize(header.nodeCount);
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for (auto i {0}; i < header.nodeCount; ++i)
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{
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data[i].name.resize(header.charCounts[i]);
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file.read(
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data[i].name.data(),
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header.charCounts[i]
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);
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file.read(
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reinterpret_cast<char*>(&data[i].transform),
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sizeof(SHMatrix)
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);
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}
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}
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void SHModelLoader::ReadRigTree(FileReference file, SHRigDataHeader const& header, SHRigNode* root)
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{
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// Read All nodes into one contiguous data block
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struct NodeTemp
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{
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uint32_t id, numChild;
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};
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NodeTemp* dst = new NodeTemp[header.nodeCount];
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file.read(
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reinterpret_cast<char*>(dst),
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sizeof(NodeTemp) * header.nodeCount
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);
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// Build and populate tree
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SHRigNode* nodePool = new SHRigNode[header.nodeCount];
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root = nodePool;
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std::queue<std::pair<SHRigNode*, NodeTemp*>> nodeQueue;
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nodeQueue.emplace(std::make_pair(nodePool, dst));
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auto depthPtr = nodePool + 1;
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auto depthTempPtr = dst + 1;
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while(!nodeQueue.empty())
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{
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auto currPair = nodeQueue.front();
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nodeQueue.pop();
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auto currNode = currPair.first;
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auto currTemp = currPair.second;
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currNode->idRef = currTemp->id;
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for (auto i{0}; i < currTemp->numChild; ++i)
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{
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currNode->children.push_back(depthPtr);
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nodeQueue.emplace(depthPtr++, depthTempPtr++);
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}
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}
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}
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void SHModelLoader::ReadMeshData(FileReference file, std::vector<SHMeshDataHeader> const& headers,
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std::vector<SHMeshAsset*>& meshes)
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{
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meshes.resize(headers.size());
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for (auto i {0}; i < headers.size(); ++i)
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{
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auto const& header = headers[i];
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auto& data = *new SHMeshAsset;
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auto const vertexVec3Byte{ sizeof(SHVec3) * header.vertexCount };
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auto const vertexVec2Byte{ sizeof(SHVec2) * header.vertexCount };
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data.name.resize(header.charCount);
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data.VertexPositions.resize(header.vertexCount);
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data.VertexTangents.resize(header.vertexCount);
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data.VertexNormals.resize(header.vertexCount);
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data.VertexTexCoords.resize(header.vertexCount);
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data.Indices.resize(header.indexCount);
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file.read(data.name.data(), header.charCount);
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file.read(reinterpret_cast<char*>(data.VertexPositions.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexTangents.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexNormals.data()), vertexVec3Byte);
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file.read(reinterpret_cast<char*>(data.VertexTexCoords.data()), vertexVec2Byte);
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file.read(reinterpret_cast<char*>(data.Indices.data()), sizeof(uint32_t) * header.indexCount);
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meshes[i] = &data;
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}
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}
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void SHModelLoader::ReadAnimData(FileReference file, std::vector<SHAnimDataHeader> const& headers,
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std::vector<SHAnimAsset*>& anims)
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{
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anims.resize(headers.size());
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for (auto i {0}; i < headers.size(); ++i)
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{
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auto const& header = headers[i];
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auto& animAsset = *new SHAnimAsset;
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animAsset.name.resize(header.charCount);
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file.read(
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animAsset.name.data(),
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header.charCount
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);
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file.read(
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reinterpret_cast<char*>(&animAsset.duration),
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sizeof(double)
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);
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file.read(
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reinterpret_cast<char*>(&animAsset.ticksPerSecond),
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sizeof(double)
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);
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animAsset.nodeChannels.resize(header.animNodeCount);
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for (auto i {0}; i < header.animNodeCount; ++i)
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{
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ReadAnimNode(file, header.nodeHeaders[i], animAsset.nodeChannels[i]);
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}
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anims[i] = &animAsset;
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}
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}
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SHAssetData* SHModelLoader::Load(AssetPath path)
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{
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auto result = new SHModelAsset();
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std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
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if (!file.is_open())
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{
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SHLOG_ERROR("[Model Loader] Unable to open SHModel File: {}", path.string());
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return;
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return nullptr;
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}
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file.seekg(0);
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ReadHeaders(file, *result);
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ReadData(file, *result);
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//TODO Update to new mesh header with anim count when animation saving is done
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file.read(
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reinterpret_cast<char*>(&model.header.meshCount),
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sizeof(model.header.meshCount)
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);
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std::vector<SHMeshLoaderHeader> headers(model.header.meshCount);
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model.meshes.resize(model.header.meshCount);
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for (auto i{ 0 }; i < model.header.meshCount; ++i)
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{
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model.meshes[i] = new SHMeshAsset();
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ReadHeader(file, headers[i]);
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ReadData(file, headers[i], *model.meshes[i]);
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}
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file.close();
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}
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SHAssetData* SHModelLoader::Load(AssetPath path)
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{
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auto result = new SHModelAsset();
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LoadSHMesh(path, *result);
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||||
return result;
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}
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|
|
|
@ -18,19 +18,20 @@ namespace SHADE
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{
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||||
class SHModelLoader : public SHAssetLoader
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||||
{
|
||||
struct SHMeshLoaderHeader
|
||||
{
|
||||
uint32_t vertexCount;
|
||||
uint32_t indexCount;
|
||||
uint32_t charCount;
|
||||
};
|
||||
using FileReference = std::ifstream&;
|
||||
|
||||
void ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data);
|
||||
|
||||
void ReadRigHeader(FileReference file, SHRigDataHeader& header);
|
||||
void ReadRigData(FileReference file, SHRigDataHeader const& header, std::vector<SHRigNodeData>& data);
|
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void ReadRigTree(FileReference file, SHRigDataHeader const& header, SHRigNode* root);
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||||
|
||||
void ReadMeshData(FileReference file, std::vector<SHMeshDataHeader> const& headers, std::vector<SHMeshAsset*>& meshes);
|
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void ReadAnimData(FileReference file, std::vector<SHAnimDataHeader> const& headers, std::vector<SHAnimAsset*>& anims);
|
||||
|
||||
void ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept;
|
||||
void ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshAsset& data) noexcept;
|
||||
|
||||
void ReadHeaders(FileReference file, SHModelAsset& asset);
|
||||
void ReadData(FileReference file, SHModelAsset& asset);
|
||||
public:
|
||||
void LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
void Write(SHAssetData const* data, AssetPath path) override;
|
||||
};
|
||||
|
|
|
@ -437,7 +437,7 @@ namespace SHADE
|
|||
return;
|
||||
}
|
||||
|
||||
if (genMeta)
|
||||
if (true)
|
||||
{
|
||||
GenerateNewMeta(newPath);
|
||||
}
|
||||
|
@ -492,8 +492,8 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::Load() noexcept
|
||||
{
|
||||
BuildAssetCollection();
|
||||
InitLoaders();
|
||||
BuildAssetCollection();
|
||||
//CompileAll();
|
||||
//LoadAllData();
|
||||
}
|
||||
|
@ -610,7 +610,7 @@ namespace SHADE
|
|||
for(auto const& subMesh : data->meshes)
|
||||
{
|
||||
SHAsset subAsset{
|
||||
.name = subMesh->header.name,
|
||||
.name = subMesh->name,
|
||||
.id = GenerateAssetID(AssetType::MESH),
|
||||
.type = AssetType::MESH,
|
||||
.isSubAsset = true,
|
||||
|
|
|
@ -6,6 +6,11 @@ namespace SHADE
|
|||
template<typename T>
|
||||
std::enable_if_t<std::is_base_of_v<SHAssetData, T>, T* const> SHAssetManager::GetData(AssetID id) noexcept
|
||||
{
|
||||
if (id == 0)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
if (!assetData.contains(id))
|
||||
{
|
||||
for (auto const& asset : std::ranges::views::values(assetCollection))
|
||||
|
|
Loading…
Reference in New Issue