Import / Export Meshes
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118
Editor/src/AssetManagement/AssetManager.h
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118
Editor/src/AssetManagement/AssetManager.h
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#pragma once
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#include <filesystem>
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#include <fstream>
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#include "../../../YoggieEngine/src/Graphics/Renderable.h"
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#include "../../../YoggieEngine/src/AssetManager/ModelImporter.h"
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#include <spdlog/spdlog.h>
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#include <iostream>
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class AssetManager {
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public:
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static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath )
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{
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YoggieEngine::Mesh imported;
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std::ifstream AssetFile;
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AssetFile.open(assetPath, std::ios::binary);
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if (AssetFile.is_open()) {
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char* Header = (char*) malloc(8);
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unsigned long long Vsize = 0;
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uint32_t Vnum = 0;
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uint32_t Enum = 0;
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// Read header
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AssetFile.read(Header, 8);
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AssetFile.read((char*)&Vsize, sizeof(unsigned long long ));
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AssetFile.read((char*)&Vnum, sizeof(uint32_t));
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AssetFile.read((char*)&Enum, sizeof(uint32_t));
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// print Header info
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std::cout << "File has header: " << Header << std::endl;
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std::cout << "Vertex size: " << Vsize << std::endl;
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std::cout << "Number of Vertices: " << Vnum << std::endl;
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std::cout << "Number of Elements: " << Enum << std::endl;
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free(Header);
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// Load Vertices (Vertex + UV )
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imported.vertices = std::vector < YoggieEngine::Vertex>();
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for (int i = 0; i < Vnum; i++)
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{
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YoggieEngine::Vertex data = YoggieEngine::Vertex();
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AssetFile.read((char*) & data, Vsize);
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imported.vertices.push_back(data);
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}
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// skip x bytes
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AssetFile.ignore(sizeof(char) * 3);
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// Load Elements
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imported.elements = std::vector<unsigned int>();
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for (int i = 0; i < Enum; i++) {
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unsigned int data = 0;
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AssetFile.read((char*)&data, sizeof(unsigned int));
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imported.elements.push_back(data);
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}
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}
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else {
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std::cout << "Failed ot open mesh " << std::endl;
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}
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return nullptr;
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}
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static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath , const std::filesystem::path assetFolder ) {
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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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std::ofstream meshAsset;
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meshAsset.open(MeshFileName, std::ios::binary );
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if (meshAsset.is_open()) {
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// write a header
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static const char* HEADER = "MESH";
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meshAsset.write(HEADER, sizeof(HEADER));
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auto Vsize = sizeof(YoggieEngine::Vertex);
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std::cout << "size of vertex: " << Vsize << std::endl;
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std::cout << "Addr of vSize: " << &Vsize << std::endl;
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auto Vnum = exportMesh->vertices.size();
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auto Enum = exportMesh->elements.size();
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meshAsset.write((char*) & Vsize, sizeof(unsigned long long ) );
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meshAsset.write((char*)&Vnum, sizeof(uint32_t));
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meshAsset.write((char*)&Enum, sizeof(uint32_t));
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// write all vertices
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for (auto vertice : exportMesh->vertices)
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{
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meshAsset.write((char*)&vertice, sizeof(vertice));
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}
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// write 3 x 0 byte
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meshAsset.write((const char*)"\0\0\0", sizeof(char) * 3);
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// write all indices
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for (auto index : exportMesh->elements) {
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meshAsset.write((char*)&index, sizeof(index));
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}
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meshAsset.close();
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}
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else {
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spdlog::error("Failed to create/open mesh file.");
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}
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return model->renderable;
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}
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};
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