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scene_loader.hpp
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scene_loader.hpp
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/* Copyright (c) 2017-2023 Hans-Kristian Arntzen
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#pragma once
#include "scene.hpp"
#include "gltf.hpp"
#include "animation_system.hpp"
#include <memory>
#include <string>
namespace Granite
{
class SceneLoader
{
public:
SceneLoader();
// Loads scene and sets the root node of the loaded scene.
void load_scene(const std::string &path);
// Loads scene and returns the root node.
// You must insert the node manually into the scene as appropriate.
NodeHandle load_scene_to_root_node(const std::string &path);
Scene &get_scene()
{
return *scene;
}
std::unique_ptr<AnimationSystem> consume_animation_system();
AnimationSystem &get_animation_system();
private:
struct SubsceneData
{
std::unique_ptr<GLTF::Parser> parser;
std::vector<AbstractRenderableHandle> meshes;
};
std::unordered_map<std::string, SubsceneData> subscenes;
std::unique_ptr<Scene> scene;
std::unique_ptr<AnimationSystem> animation_system;
NodeHandle parse_scene_format(const std::string &path, const std::string &json);
NodeHandle parse_gltf(const std::string &path);
NodeHandle build_tree_for_subscene(const SubsceneData &subscene);
void load_animation(const std::string &path, SceneFormats::Animation &animation);
};
}