Editing the modelimporter to allow to create scene graphs
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21
BarinkEngine/Include/Scene/Node.h
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21
BarinkEngine/Include/Scene/Node.h
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#pragma once
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#include <string>
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#include <vector>
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#include "Graphics/Transform.h"
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class Node {
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public:
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std::string& name;
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Node* parent;
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std::vector<Node*> children;
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void addChild(Node& node);
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};
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class Group : Node {
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Transform& transform;
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};
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14
BarinkEngine/Include/Scene/SceneBuilder.h
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14
BarinkEngine/Include/Scene/SceneBuilder.h
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#pragma once
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#include "Graphics/Renderable.h"
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#include "Scene/SceneNodeTypes.h"
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#include <glm/glm.hpp>
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/*
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* Define a helper class to more easily build a proper scene
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*/
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static class SceneBuilder {
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static Group* AddGroup(std::string name);
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static SceneObject* AddVisual(std::string name, Renderable& object, glm::vec3 position );
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};
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15
BarinkEngine/Include/Scene/SceneManager.h
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15
BarinkEngine/Include/Scene/SceneManager.h
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#pragma once
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#include <string>
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#include <map>
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#include "Scene.h"
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static class SceneManager {
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public:
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static Scene* CreateScene();
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static Scene& GetScene(std::string name);
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private:
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static std::map<std::string , Scene*>
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};
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21
BarinkEngine/Include/Scene/SceneNodeTypes.h
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21
BarinkEngine/Include/Scene/SceneNodeTypes.h
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#pragma once
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#include "Graphics/Camera.h"
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#include "Graphics/Renderable.h"
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#include "Scene/Node.h"
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class SceneCamera : Group
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{
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Camera& camera;
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};
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class SceneObject : Group
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{
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Renderable& renderable;
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};
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