Moved model file loading logic to the editor code base
This commit is contained in:
		@ -2,6 +2,7 @@
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#include "../../YoggieEngine/src/YoggieEngine.h"
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#include <filesystem>
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#include <string>
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#include "uuid.h"
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enum class ASSET_TYPE {
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	Unknown = -1,
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@ -13,34 +14,12 @@ enum class ASSET_TYPE {
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class Asset {
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public:
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	Asset(const char* name):  name(name) {}
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	uuid::v4::UUID id = uuid::v4::UUID::New();
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	virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
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	const char* GetName() const { return name.c_str(); }
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	bool isFolder = false ;
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protected:
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	std::string name;
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};
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class MeshAsset : Asset {
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public:
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	MeshAsset(YoggieEngine::Mesh mesh) : Asset("New MeshAsset"), mesh(mesh) {}
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	ASSET_TYPE  GetType() override { return ASSET_TYPE::Mesh; }
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private:
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	YoggieEngine::Mesh& mesh;
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};
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class TextureAsset : Asset {
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public:
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	TextureAsset (YoggieEngine::Texture texture): Asset("New TextureAsset"), texture(texture) {}
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	ASSET_TYPE GetType() override { return ASSET_TYPE::Texture; }
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private:
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	YoggieEngine::Texture& texture;
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};
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class MaterialAsset : Asset {
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public:
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	MaterialAsset ()  : Asset("New MaterialAsset"){}
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	ASSET_TYPE GetType() override { return ASSET_TYPE::Material; }
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private:
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};
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@ -5,24 +5,22 @@
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class AssetFinder : EditorWindow {
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public:
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    AssetFinder() : EditorWindow("Assets") {}
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    AssetFinder() : EditorWindow("Assets"),
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                    folderIcon ("rsc/FolderIcon.png"),
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                    assetIcon ("rsc/AssetIcon.png")
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    {}
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    void Draw() override {
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        ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
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        ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
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        if (ImGui::BeginTable("##resources", 3))
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        {
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            ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
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            ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
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            ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
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            YoggieEngine::Texture folderIcon = YoggieEngine::Texture("rsc/folderIcon.png");
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            YoggieEngine::Texture assetIcon = YoggieEngine::Texture("rsc/assetIcon.png");
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            /*
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            int row = 0;
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            int column = 0;
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            for (auto& asset : AssetManager::assets) {
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@ -52,6 +50,7 @@ public:
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                column++;
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            }
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            */
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            ImGui::PopStyleColor(3);
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@ -64,5 +63,10 @@ public:
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private:
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    int iconSize = 60;
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    int maxColumns = 3;
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    YoggieEngine::Texture folderIcon;
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    YoggieEngine::Texture assetIcon;
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};
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										9
									
								
								Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										9
									
								
								Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,9 @@
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#pragma once
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#include <filesystem>
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#include "../Asset.h"
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class AssetLoader {
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public:
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	virtual Asset LoadAsset(std::filesystem::path& path) = 0;
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	// virtual void PackageAsset(Asset& asset ) = 0; 
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};
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										102
									
								
								Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										102
									
								
								Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,102 @@
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#include "ModelLoader.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
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	for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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		YoggieEngine::Vertex v{};
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		glm::vec3 vector;
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		vector.x = mesh->mVertices[i].x;
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		vector.y = mesh->mVertices[i].y;
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		vector.z = mesh->mVertices[i].z;
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		v.vertices = vector;
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		if (mesh->mTextureCoords[0]) {
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			glm::vec2 texCoord;
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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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			v.uv = texCoord;
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		}
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		out_vertices.push_back(v);
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	}
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}
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
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	for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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		aiFace face = mesh->mFaces[i];
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		if (face.mNumIndices < 3)
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			continue;
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		for (unsigned int j = 0; j < face.mNumIndices; j++) {
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			out_indices.push_back(face.mIndices[j]);
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		}
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	}
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}
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YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
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	std::vector<unsigned int> indices;
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	std::vector<YoggieEngine::Vertex> vertices;
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	ProcessVertices(mesh, vertices);
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	ProcessIndices(mesh, indices);
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	YoggieEngine::Mesh result;
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	result.vertices = vertices;
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	result.elements = indices;
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	return result;
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}
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std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
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	std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
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	for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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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 (unsigned int i = 0; i < node->mNumChildren; i++) {
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		auto m2 = processNode(node->mChildren[i], scene);
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		for (auto m : m2) {
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			meshes.push_back(m);
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		}
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	}
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	return meshes;
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}
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Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
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	Assimp::Importer importer;
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	const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
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	aiNode* currentNode = scene->mRootNode;
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	spdlog::debug("Loading meshes!");
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	auto meshes = processNode(currentNode, scene);
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	return Asset("Mesh");
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}
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										10
									
								
								Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										10
									
								
								Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,10 @@
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#pragma once
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#include "AssetLoader.h"
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class  ModelLoader : AssetLoader {
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	Asset LoadAsset(std::filesystem::path& path);
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};
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@ -1,42 +1,34 @@
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#include "AssetManager.h"
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#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
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#include <iostream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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std::vector<Asset> AssetManager::assets;
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std::filesystem::path AssetManager::currentPath;
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#include "AssetLoaders/ModelLoader.h"
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/*
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* this is still a very naive approach to the asset manager
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*/
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void AssetManager::Init() 
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{ 
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	assets = std::vector<Asset>();
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	currentPath = std::filesystem::path("."); 
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}
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void AssetManager::BuildAssetView()
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{
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	if (currentPath.empty()) {
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		return;
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	}
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	for (auto& dir_entry : std::filesystem::directory_iterator(currentPath))
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	{
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		auto asset = Asset(dir_entry.path().filename().string().c_str());
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		if (dir_entry.is_directory()) {
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			asset.isFolder = true;
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		}
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		assets.push_back(asset);
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	}
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//	Assets =  std::map<uuid::v4::UUID&, Asset>();
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	modelLoader = ModelLoader();
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}
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void AssetManager::setAssetPath(std::filesystem::path path) 
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{ 
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	currentPath = path; 
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void AssetManager::RegisterAsset(Asset& asset) 
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{
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//	Assets.try_emplace(asset.id, asset);
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}
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void AssetManager::UnregisterAsset(Asset& asset) {
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//	auto old = Assets[asset.id];
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//	Assets[asset.id] = NULL;
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}
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YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
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{
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	YoggieEngine::Mesh* imported = nullptr;
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@ -100,7 +92,8 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
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YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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{
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	auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
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	/*
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	* 	auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
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	YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
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	std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
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	std::cout << "Save path: " << MeshFileName << std::endl;
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@ -145,4 +138,6 @@ YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::pa
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	return model->renderable;
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	*/
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	return nullptr;
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}
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@ -1,20 +1,23 @@
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#pragma once
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#include <vector>
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#include "Asset.h"
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#include "AssetLoaders/ModelLoader.h"
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#include "uuid.h"
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class AssetManager {
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public:
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	static void Init();
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	static void BuildAssetView();
 | 
			
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	static void setAssetPath(std::filesystem::path path);
 | 
			
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	void Init();
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	void RegisterAsset(Asset& asset);
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	void UnregisterAsset(Asset& asset);
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	static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
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	static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
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	static std::vector<Asset> assets ;
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private:
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	static std::filesystem::path currentPath;
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private: 
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	std::map<uuid::v4::UUID , Asset> Assets;
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	ModelLoader modelLoader;
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};
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										63
									
								
								Editor/src/AssetManagement/uuid.h
									
									
									
									
									
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										63
									
								
								Editor/src/AssetManagement/uuid.h
									
									
									
									
									
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							@ -0,0 +1,63 @@
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/*
 | 
			
		||||
* 
 | 
			
		||||
* SOURCE: https://github.com/rkg82/uuid-v4/blob/main/uuid/v4/uuid.h
 | 
			
		||||
*
 | 
			
		||||
*/
 | 
			
		||||
#ifndef __UUID__
 | 
			
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#define __UUID__
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		||||
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#include <random>
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#include <string>
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namespace uuid::v4
 | 
			
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{
 | 
			
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    // Encaasulate the genaeration of a Version 4 UUID object
 | 
			
		||||
    // A Version 4 UUID is a universally unique identifier that is generated using random numbers.
 | 
			
		||||
    class UUID
 | 
			
		||||
    {
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    public:
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		||||
        // Factory method for creating UUID object.
 | 
			
		||||
        static UUID New()
 | 
			
		||||
        {
 | 
			
		||||
            UUID uuid;
 | 
			
		||||
            std::random_device rd;
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            std::mt19937 engine{ rd() };
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		||||
            std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
 | 
			
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            for (int index = 0; index < 16; ++index)
 | 
			
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            {
 | 
			
		||||
                uuid._data[index] = (unsigned char)dist(engine);
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            }
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            uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
 | 
			
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            uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
 | 
			
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            return uuid;
 | 
			
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        }
 | 
			
		||||
 | 
			
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        // Returns UUID as formatted string
 | 
			
		||||
        std::string String()
 | 
			
		||||
        {
 | 
			
		||||
            // Formats to "0065e7d7-418c-4da4-b4d6-b54b6cf7466a"
 | 
			
		||||
            char buffer[256] = { 0 };
 | 
			
		||||
            std::snprintf(buffer, 255,
 | 
			
		||||
                "%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x",
 | 
			
		||||
                _data[0], _data[1], _data[2], _data[3],
 | 
			
		||||
                _data[4], _data[5],
 | 
			
		||||
                _data[6], _data[7],
 | 
			
		||||
                _data[8], _data[9],
 | 
			
		||||
                _data[10], _data[11], _data[12], _data[13], _data[14], _data[15]);
 | 
			
		||||
 | 
			
		||||
            std::string uuid = buffer;
 | 
			
		||||
 | 
			
		||||
            return uuid;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
    private:
 | 
			
		||||
        UUID() {}
 | 
			
		||||
 | 
			
		||||
        unsigned char _data[16] = { 0 };
 | 
			
		||||
    };
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
#endif // #ifndef __UUID__
 | 
			
		||||
@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
 | 
			
		||||
            switch (result) {
 | 
			
		||||
            case(NFD_OKAY):
 | 
			
		||||
                Project::LoadProject(path, project);
 | 
			
		||||
                AssetManager::setAssetPath(project.GetProjectDirectory());
 | 
			
		||||
                AssetManager::BuildAssetView();
 | 
			
		||||
                //AssetManager::setAssetPath(project.GetProjectDirectory());
 | 
			
		||||
                //AssetManager::BuildAssetView();
 | 
			
		||||
                break;
 | 
			
		||||
            case(NFD_CANCEL):
 | 
			
		||||
                break;
 | 
			
		||||
 | 
			
		||||
@ -12,6 +12,7 @@
 | 
			
		||||
#include "PropertyPanels/Inspector.h"
 | 
			
		||||
#include "Project/ProjectInfo.h"
 | 
			
		||||
#include "Runtime/RuntimeControls.h"
 | 
			
		||||
#include "AssetManagement/uuid.h"
 | 
			
		||||
#include "Project/Settings.h"
 | 
			
		||||
#include "Console.h"
 | 
			
		||||
 | 
			
		||||
@ -26,21 +27,19 @@ public:
 | 
			
		||||
        std::string path = (std::filesystem::current_path()).string();
 | 
			
		||||
        project.setProjectDirectory(path);
 | 
			
		||||
 | 
			
		||||
        AssetManager::Init();
 | 
			
		||||
        AssetManager::setAssetPath(project.GetProjectDirectory());
 | 
			
		||||
        AssetManager::BuildAssetView();
 | 
			
		||||
 | 
			
		||||
        LoadLastOrEmptyProject();
 | 
			
		||||
 | 
			
		||||
        ProjectInfo projectInfo(project);
 | 
			
		||||
        Viewport sceneview = Viewport(scene);
 | 
			
		||||
        //ProjectInfo projectInfo(project);
 | 
			
		||||
        RuntimeControls rc = RuntimeControls();
 | 
			
		||||
 | 
			
		||||
        Viewport sceneview = Viewport(scene);
 | 
			
		||||
        SceneExplorer explorer(Selected, scene);
 | 
			
		||||
        Inspector inspector = Inspector(Selected);
 | 
			
		||||
        Settings settings = Settings();
 | 
			
		||||
       // AssetFinder assetsView = AssetFinder();
 | 
			
		||||
        Console console = Console();
 | 
			
		||||
        //Settings settings = Settings();
 | 
			
		||||
        AssetFinder assetsView = AssetFinder();
 | 
			
		||||
        //Console console = Console();
 | 
			
		||||
 | 
			
		||||
        
 | 
			
		||||
        Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
 | 
			
		||||
 | 
			
		||||
        double previous = glfwGetTime();
 | 
			
		||||
@ -77,16 +76,18 @@ public:
 | 
			
		||||
 | 
			
		||||
            }
 | 
			
		||||
          
 | 
			
		||||
            projectInfo.Update();
 | 
			
		||||
            //projectInfo.Update();
 | 
			
		||||
            sceneview.Update();
 | 
			
		||||
            rc.Update();
 | 
			
		||||
            explorer.Update();
 | 
			
		||||
            settings.Update();
 | 
			
		||||
            //settings.Update();
 | 
			
		||||
            inspector.Update();
 | 
			
		||||
            console.Update();
 | 
			
		||||
            //console.Update();
 | 
			
		||||
            
 | 
			
		||||
            ImGui::ShowDemoWindow();
 | 
			
		||||
            ImGui::ShowMetricsWindow();
 | 
			
		||||
            assetsView.Draw();
 | 
			
		||||
 | 
			
		||||
            //ImGui::ShowDemoWindow();
 | 
			
		||||
            //ImGui::ShowMetricsWindow();
 | 
			
		||||
 | 
			
		||||
            
 | 
			
		||||
            GuiEnd();
 | 
			
		||||
 | 
			
		||||
		Reference in New Issue
	
	Block a user