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ModelImporter.h
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/**
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* @file ModelImporter.h
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* @ingroup mnd_io
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* @brief Assimp-backed model loader. Handles FBX / glTF / OBJ.
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*
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* `Import()` parses the asset, builds Mesh + Material + Skeleton +
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* SkeletalAnimationClip data, and constructs a GameObject hierarchy
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* mirroring the file's node tree.
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*
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* Static meshes get a MeshComponent. Skinned meshes get a
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* SkinnedMeshComponent and the model root gets an AnimationComponent
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* carrying the skeleton + clips, wired as the palette source for every
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* SkinnedMeshComponent in the hierarchy.
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*
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* The scene file's "type" field can be "fbx", "model", or any future
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* extension Assimp supports — the actual format is detected by Assimp.
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*/
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#pragma once
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#include <string>
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namespace
mnd
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{
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class
GameObject;
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class
Scene;
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class
ModelImporter
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{
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public
:
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/// Load `path` (relative to assets folder) and build a GameObject hierarchy under `scene`. Returns nullptr on failure.
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static
GameObject
*
Import
(
const
std::string &path,
Scene
*scene);
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};
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}
// namespace mnd
mnd::GameObject
Node in the scene graph: a named transform that owns components and children.
Definition
GameObject.h:91
mnd::ModelImporter
Definition
ModelImporter.h:30
mnd::ModelImporter::Import
static GameObject * Import(const std::string &path, Scene *scene)
Load path (relative to assets folder) and build a GameObject hierarchy under scene....
Definition
ModelImporter.cpp:461
mnd::Scene
Container for the entire game object graph.
Definition
Scene.h:59
mnd
Definition
IdleClip.cpp:13
engine
source
io
ModelImporter.h
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