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, "");
}