Basic Scene creation
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@ -1,10 +1,10 @@
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#include "AssetManager/ModelImporter.h"
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SceneObject* ModelImporter::Import(const std::string path)
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BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject();
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SceneObject* root = new SceneObject(std::string(path), nullptr);
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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@ -17,7 +17,7 @@ SceneObject* ModelImporter::Import(const std::string path)
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
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std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<BarinkEngine::Mesh> meshes;
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@ -38,7 +38,7 @@ std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const a
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return meshes;
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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@ -14,7 +14,7 @@ void BarinkEngine::Renderer::Render()
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{
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for (auto model : models) {
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model->Draw();
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//model->Draw();
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}
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}
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