Base layout for the input manager

This commit is contained in:
2022-06-19 20:01:31 +02:00
parent 85f9c78adf
commit 3c30bf7fb7
17 changed files with 224 additions and 191 deletions

View File

@ -1,66 +1,13 @@
#include "AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(std::string path)
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
{
//spdlog::warn("ImportFBX not implemented!");
}
void ModelImporter::ImportBlend(std::string path)
{
//spdlog::warn("ImportBlend not implemented!");
}
void ModelImporter::ImportGLTF(std::string path)
{
//spdlog::warn("ImportGLTF not implemented!");
}
void ModelImporter::ImportOBJ(std::string path)
{
//spdlog::warn("ImportOBJ not implemented!");
}
void ModelImporter::Import(std::string path)
{
//spdlog::warn("Import not implemented!");
}
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
/*
spdlog::info("====== Tiny GLTF ======");
tinygltf::Model loadedModel;
tinygltf::TinyGLTF loader;
std::string error;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
if (!warn.empty())
spdlog::warn("TinyGLTF Warning: {}", warn);
if (!error.empty())
spdlog::error("TinyGLTF Error: {}", error);
if (!ret) {
spdlog::error("TinyGLTF Error: Failed to parse glTF");
exit(-1);
}
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
*/
//spdlog::info("======= Assimp ======");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
return processNode(currentNode, scene);
}
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {

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@ -3,14 +3,14 @@
#include "PerfCounter.h"
Renderable* Renderable::Load()
Renderable* Renderable::Load(std::string& path)
{
return new Renderable();
return new Renderable(path);
}
Renderable::Renderable()
Renderable::Renderable(std::string& path)
{
meshes = ModelImporter::Test();
meshes = ModelImporter::Import(path);
transform.Scale = glm::vec3(1.0f);
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);

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@ -79,6 +79,9 @@ void BarinkWindow::SwapBuffers()
void BarinkWindow::ReceiveEvent(Event& incident)
{
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}