Polyphase Game Engine
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EditorUtils.h
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1#if EDITOR
2
3#if PLATFORM_WINDOWS
4#include <Windows.h>
5#endif
6
7#include "Maths.h"
8#include "EngineTypes.h"
9
10#include <stdint.h>
11
12#include <assimp/Importer.hpp>
13#include <assimp/scene.h>
14#include <assimp/postprocess.h>
15
16struct AssetStub;
17class AssetDir;
18class Node;
19struct aiMesh;
20
21void EditorCenterCursor();
22glm::vec3 EditorGetFocusPosition();
23AssetStub* EditorAddUniqueAsset(const char* baseName, AssetDir* dir, TypeId assetType, bool autoCreate);
24std::string EditorGetAssetNameFromPath(const std::string& path);
25
26void RemoveRedundantDescendants(std::vector<Node*>& nodes);
27std::string GetDevkitproPath();
28std::string GetDevenvPath();
29
30bool IsAiCollisionMesh(const aiMesh* mesh);
31
32const aiNode* FindMeshNode(const aiScene* scene, const aiNode* node, const aiMesh* mesh);
33std::string GetFileNameFromPath(const std::string& path);
34std::string GenerateUniqueMeshName(const std::string& baseName, const aiScene* scene, int32_t meshIndex);
35
36#endif
uint32_t TypeId
Definition EngineTypes.h:64
Definition AssetDir.h:11
Definition Node.h:67
Definition Asset.h:82