PixelBullet  0.0.1
A C++ game engine
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skinned_mesh_internal.h
1#pragma once
2
3#include "pixelbullet/assets/skinned_mesh.h"
4
5#include <filesystem>
6#include <optional>
7#include <string>
8#include <vector>
9
10namespace pixelbullet
11{
12class Filesystem;
13class VirtualPath;
14
15namespace skinned_mesh_internal
16{
18{
19 std::vector<SkinnedMesh::Vertex> vertices;
20 std::vector<uint32_t> indices;
21 std::vector<glm::mat4> inverse_bind_matrices;
23 bool has_bounds = false;
24};
25
26void ResetLoadData(LoadData& data) noexcept;
27void IncludeBoundsPosition(LoadData& data, const glm::vec3& position) noexcept;
28void GenerateTangents(std::vector<SkinnedMesh::Vertex>& vertices, const std::vector<uint32_t>& indices,
29 const std::filesystem::path& resolved_path, uint32_t texcoord_index = 0u);
30
31[[nodiscard]] bool LoadSkinnedMeshData(const Filesystem& filesystem, const VirtualPath& asset_path, LoadData& data);
32[[nodiscard]] std::optional<SkinnedMesh::Bounds> LoadSkinnedMeshBounds(const Filesystem& filesystem, const VirtualPath& asset_path);
33[[nodiscard]] bool SaveSkinnedMeshData(const Filesystem& filesystem, const VirtualPath& asset_path, const LoadData& data,
34 std::string* error_message = nullptr);
35} // namespace skinned_mesh_internal
36} // namespace pixelbullet
Definition filesystem.h:16
Definition virtual_path.h:10
Definition skinned_mesh.h:31
Definition skinned_mesh_internal.h:18