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ModelFactory.cpp
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120 lines (103 loc) · 3.21 KB
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#include "pch.h"
#include "ModelFactory.h"
#include "EventShim.h"
#include "SceneManager.h"
using namespace std;
ModelFactory::ModelFactory()
{
}
void ModelFactory::CreateBuffer(GLTF_BufferData^ data)
{
auto node = dynamic_cast<MeshNode *>(_currentNode);
if (node)
{
node->CreateBuffer(data);
}
}
void ModelFactory::CreateTexture(GLTF_TextureData^ data)
{
auto node = dynamic_cast<MeshNode *>(_currentNode);
if (node)
{
node->CreateTexture(data);
}
}
void ModelFactory::CreateMaterial(GLTF_MaterialData^ data)
{
auto node = dynamic_cast<MeshNode *>(_currentNode);
if (node)
{
node->CreateMaterial(data);
}
}
void ModelFactory::CreateTransform(GLTF_TransformData^ data)
{
auto node = dynamic_cast<GraphContainerNode *>(_currentNode);
if (node)
{
node->CreateTransform(data);
}
}
GraphNode * ModelFactory::InitialiseMesh(GLTF_SceneNodeData^ data)
{
auto mesh = new MeshNode(data->NodeIndex);
_currentNode = mesh;
auto devResources = SceneManager::Instance().DevResources();
mesh->Initialise(devResources);
return mesh;
}
void ModelFactory::CreateSceneNode(GLTF_SceneNodeData^ data)
{
GraphNode *parent = nullptr;
if (_root && data->ParentIndex != -1)
{
parent = _root->FindChildByIndex(data->ParentIndex);
}
if (data->IsMesh)
{
_currentNode = InitialiseMesh(data);
}
else
{
_currentNode = new GraphContainerNode(data->NodeIndex);
auto devResources = SceneManager::Instance().DevResources();
_currentNode->Initialise(devResources);
}
_currentNode->SetName(data->Name->Data());
if (_root == nullptr)
{
_root = _currentNode;
}
else if (parent && _currentNode)
{
shared_ptr<GraphNode> sp;
sp.reset(_currentNode);
parent->AddChild(sp);
}
}
future<shared_ptr<GraphNode>> ModelFactory::CreateFromFileAsync(StorageFile^ file)
{
_parser = ref new GLTF_Parser();
_root = _currentNode = nullptr;
function<void(GLTF_SceneNodeData^)> snmmemfun = bind(&ModelFactory::CreateSceneNode, &(ModelFactory::Instance()), placeholders::_1);
function<void(GLTF_BufferData^)> memfun = bind(&ModelFactory::CreateBuffer, &(ModelFactory::Instance()), placeholders::_1);
function<void(GLTF_TextureData^)> tmemfun = bind(&ModelFactory::CreateTexture, &(ModelFactory::Instance()), placeholders::_1);
function<void(GLTF_MaterialData^)> mmemfun = bind(&ModelFactory::CreateMaterial, &(ModelFactory::Instance()), placeholders::_1);
function<void(GLTF_TransformData^)> tmmemfun = bind(&ModelFactory::CreateTransform, &(ModelFactory::Instance()), placeholders::_1);
auto es = ref new EventShim(memfun, mmemfun, tmemfun, tmmemfun, snmmemfun);
_parser->OnBufferEvent += ref new BufferEventHandler(es, &EventShim::OnBuffer);
_parser->OnTextureEvent += ref new TextureEventHandler(es, &EventShim::OnTexture);
_parser->OnMaterialEvent += ref new MaterialEventHandler(es, &EventShim::OnMaterial);
_parser->OnTransformEvent += ref new TransformEventHandler(es, &EventShim::OnTransform);
_parser->OnSceneNodeEvent += ref new SceneNodeEventHandler(es, &EventShim::OnSceneNode);
co_await async([this, file]() { _parser->ParseFile(file); });
_root->AfterLoad();
// call afterLoad on all children...
_root->ForAllChildrenRecursive([](GraphNode& node)
{
node.AfterLoad();
});
shared_ptr<GraphNode> sp;
sp.reset(_root);
co_return sp;
}