Use scene module in editor
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55f5537a67
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7 changed files with 78 additions and 140 deletions
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@ -5,18 +5,17 @@
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using namespace tp;
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bool loadMeshes(tp::Scene& scene, const std::string& objetsPath);
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class EditorGUI : public Application {
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public:
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EditorGUI() {
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Vec2F renderResolution = { 1000, 1000 };
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auto canvas = this->mGraphics->getCanvas();
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mGui = new EditorWidget<EventHandler, Canvas>(canvas, &geometry, renderResolution);
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mGui = new EditorWidget<EventHandler, Canvas>(canvas, &mScene, renderResolution);
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loadMeshes(geometry, "rsc/scene.obj");
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mScene.load("rsc/scene.obj");
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geometry.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
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mScene.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
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}
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~EditorGUI() override { delete mGui; }
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@ -33,7 +32,7 @@ public:
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void drawFrame(Canvas* canvas) override { mGui->drawWrapper(*canvas); }
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private:
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Scene geometry;
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Scene mScene;
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WidgetManager mWidgetManager;
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EditorWidget<EventHandler, Canvas>* mGui;
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};
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@ -1,41 +0,0 @@
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#include "Scene.hpp"
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#include "obj/OBJ_Loader.h"
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#include <filesystem>
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bool loadMeshes(tp::Scene& scene, const std::string& objetsPath) {
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using namespace tp;
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objl::Loader Loader;
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if (!Loader.LoadFile(objetsPath.c_str())) {
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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return false;
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}
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for (auto& curMesh : Loader.LoadedMeshes) {
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scene.mObjects.append(Object());
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auto object = &scene.mObjects.last();
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for (auto& vertex : curMesh.Vertices) {
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// printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
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object->mTopology.Points.append(Vec3F{ vertex.Position.X, vertex.Position.Y, vertex.Position.Z });
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object->mTopology.Normals.append(Vec3F{ vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z });
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}
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for (int j = 0; j < curMesh.Indices.size(); j += 3) {
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uint4 idx1 = (int) curMesh.Indices[j];
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uint4 idx2 = (int) curMesh.Indices[j + 1];
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uint4 idx3 = (int) curMesh.Indices[j + 2];
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// printf("{ %i, %i, %i },\n", idx1, idx2, idx3);
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object->mTopology.Indexes.append({ idx1, idx2, idx3 });
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}
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if (object->mTopology.Normals.size() != object->mTopology.Points.size()) {
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printf("Logic error loading normals\n");
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}
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}
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return scene.mObjects.size();
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}
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