Added a way to make mesh external instead of always embedded into the scene

This commit is contained in:
Antoine Pilote
2024-08-28 00:27:59 -04:00
parent e34ba3abac
commit 50a0c1e810
6 changed files with 117 additions and 8 deletions

View File

@@ -2,18 +2,22 @@
#include <src/Core/Core.h>
#include "ComponentPanel.h"
#include "ModelResourceInspector.h"
#include "../Misc/PopupHelper.h"
#include <src/Scene/Entities/ImGuiHelper.h>
#include <src/Scene/Components/ModelComponent.h>
#include <src/Resource/ResourceLoader.h>
#include <src/Core/String.h>
#include <src/Resource/ModelLoader.h>
class MeshPanel : ComponentPanel
{
private:
Scope<ModelResourceInspector> _modelInspector;
bool _expanded = false;
std::string _importedPathMesh;
public:
MeshPanel()
{
@@ -58,6 +62,7 @@ public:
_modelInspector->Draw();
}
bool shouldConvert = false;
if (ImGui::BeginDragDropTarget())
{
if (const ImGuiPayload* payload = ImGui::AcceptDragDropPayload("_Model"))
@@ -66,19 +71,51 @@ public:
std::string fullPath = std::string(file, 256);
fullPath = Nuake::FileSystem::AbsoluteToRelative(fullPath);
if (Nuake::String::EndsWith(fullPath, ".model"))
if (Nuake::String::EndsWith(fullPath, ".mesh"))
{
component.ModelPath = fullPath;
component.ModelResource = ResourceLoader::LoadModel(fullPath);
}
else
{
// Convert to .Model
component.ModelPath = fullPath;
component.LoadModel();
_importedPathMesh = fullPath;
auto loader = ModelLoader();
auto modelResource = loader.LoadModel(fullPath);
shouldConvert = true;
}
}
ImGui::EndDragDropTarget();
}
if (PopupHelper::DefineConfirmationDialog("##ConvertAsset", "Convert Asset"))
{
// Convert to disk
auto loader = ModelLoader();
Ref<Model> modelResource = loader.LoadModel(_importedPathMesh);
json serializedData = modelResource->SerializeData();
const std::string exportedMeshPath = _importedPathMesh + ".mesh";
FileSystem::BeginWriteFile(exportedMeshPath);
FileSystem::WriteLine(serializedData.dump());
FileSystem::EndWriteFile();
ResourceManager::RegisterResource(modelResource);
// Update component
component.ModelPath = exportedMeshPath;
component.ModelResource = modelResource;
}
if (shouldConvert)
{
PopupHelper::OpenPopup("##ConvertAsset");
}
ImGui::TableNextColumn();
ComponentTableReset(component.ModelPath, "");
}

View File

@@ -293,7 +293,7 @@ namespace Nuake
{
dragType = "_Material";
}
else if (fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx" || fileExtension == ".glb")
else if (fileExtension == ".mesh" || fileExtension == ".obj" || fileExtension == ".mdl" || fileExtension == ".gltf" || fileExtension == ".md3" || fileExtension == ".fbx" || fileExtension == ".glb")
{
dragType = "_Model";
}

View File

@@ -26,6 +26,17 @@ namespace Nuake
return m_Meshes;
}
json Model::SerializeData()
{
BEGIN_SERIALIZE();
j["UUID"] = static_cast<uint64_t>(ID);
for (uint32_t i = 0; i < std::size(m_Meshes); i++)
{
j["Meshes"][i] = m_Meshes[i]->Serialize();
}
END_SERIALIZE();
}
json Model::Serialize()
{
BEGIN_SERIALIZE();
@@ -36,6 +47,7 @@ namespace Nuake
}
else
{
j["UUID"] = static_cast<uint64_t>(ID);
for (uint32_t i = 0; i < std::size(m_Meshes); i++)
{
j["Meshes"][i] = m_Meshes[i]->Serialize();
@@ -58,6 +70,11 @@ namespace Nuake
}
else
{
if (j.contains("UUID"))
{
ID = UUID(j["UUID"]);
}
if (j.contains("Meshes"))
{
for (auto& m : j["Meshes"])

View File

@@ -19,6 +19,7 @@ namespace Nuake
void AddMesh(Ref<Mesh> mesh);
std::vector<Ref<Mesh>>& GetMeshes();
json SerializeData();
json Serialize() override;
bool Deserialize(const json& j) override;
};

View File

@@ -4,6 +4,7 @@
#include "src/Resource/Resource.h"
#include "src/Resource/ResourceManager.h"
#include "src/Rendering/Textures/Material.h"
#include "src/Resource/Model.h"
namespace Nuake
{
@@ -60,6 +61,50 @@ namespace Nuake
return material;
}
static Ref<Model> LoadModel(const std::string& path)
{
const std::string FILE_NOT_FOUND = "[Resource Loader] File doesn't exists. \n ";
const std::string WRONG_EXTENSION = "[Resource Loader] Resource type mismatch file extension. \n expected: ";
const std::string MESH_EXT = ".mesh";
if (path.empty())
{
Logger::Log(FILE_NOT_FOUND + path, "resource", LOG_TYPE::WARNING);
return nullptr;
}
if (!FileSystem::FileExists(path))
{
Logger::Log(FILE_NOT_FOUND + path, "resource", LOG_TYPE::WARNING);
return nullptr;
}
if (!String::EndsWith(path, MESH_EXT))
{
std::string message = WRONG_EXTENSION + MESH_EXT + " actual: " + path;
Logger::Log(message, "resource", LOG_TYPE::WARNING);
}
std::string content = FileSystem::ReadFile(path);
json j = json::parse(content);
UUID uuid = ReadUUID(j);
// Check if resource is already loaded.
if (ResourceManager::IsResourceLoaded(uuid))
{
return ResourceManager::GetResource<Model>(uuid);
}
Ref<Model> model = CreateRef<Model>();
model->ID = uuid;
model->Path = path;
model->Deserialize(j);
ResourceManager::RegisterResource(model);
return model;
}
private:
static UUID ReadUUID(json j)
{

View File

@@ -1,10 +1,12 @@
#pragma once
#include <vector>
#include "src/Resource/Serializable.h"
#include "src/Resource/Model.h"
#include "src/Resource/ResourceLoader.h"
#include "src/Resource/Serializable.h"
#include <string>
#include <vector>
namespace Nuake
{
@@ -35,10 +37,17 @@ namespace Nuake
ModelPath = j["ModelPath"];
ModelResource = CreateRef<Model>();
if (j.contains("ModelResource"))
if (ModelPath.empty() || !String::EndsWith(ModelPath, ".mesh"))
{
auto& res = j["ModelResource"];
ModelResource->Deserialize(res);
if (j.contains("ModelResource"))
{
auto& res = j["ModelResource"];
ModelResource->Deserialize(res);
}
}
else
{
ModelResource = ResourceLoader::LoadModel(ModelPath);
}
return true;