PixelBullet  0.0.1
A C++ game engine
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skinned_morph_mesh_internal.h
1#pragma once
2
3#include "pixelbullet/assets/skinned_morph_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_morph_mesh_internal
16{
18{
19 std::vector<SkinnedMorphMesh::Vertex> vertices;
20 std::vector<uint32_t> indices;
21 std::vector<SkinnedMorphMesh::Target> targets;
22 std::vector<glm::mat4> inverse_bind_matrices;
23 SkinnedMorphMesh::Bounds bounds;
24 bool has_bounds = false;
25};
26
27void ResetLoadData(LoadData& data) noexcept;
28void IncludeBoundsPosition(LoadData& data, const glm::vec3& position) noexcept;
29void GenerateTangents(std::vector<SkinnedMorphMesh::Vertex>& vertices, const std::vector<uint32_t>& indices,
30 const std::filesystem::path& resolved_path, uint32_t texcoord_index = 0u);
31
32[[nodiscard]] bool LoadSkinnedMorphMeshData(const Filesystem& filesystem, const VirtualPath& asset_path, LoadData& data);
33[[nodiscard]] std::optional<SkinnedMorphMesh::Bounds> LoadSkinnedMorphMeshBounds(const Filesystem& filesystem,
34 const VirtualPath& asset_path);
35[[nodiscard]] bool SaveSkinnedMorphMeshData(const Filesystem& filesystem, const VirtualPath& asset_path, const LoadData& data,
36 std::string* error_message = nullptr);
37} // namespace skinned_morph_mesh_internal
38} // namespace pixelbullet
Definition filesystem.h:16
Definition virtual_path.h:10
Definition skinned_morph_mesh_internal.h:18