blob: 21bcbaa35879a4fcc87a9da2d1446028b5f380f6 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
|
#include "3d/scene_loader.h"
#include "generated/assets.h"
#include "util/asset_manager.h"
#include "util/mini_math.h"
#include <cassert>
#include <cstdio>
#include <cstring>
#include <vector>
int main() {
Scene scene;
std::vector<uint8_t> buffer;
// Header
const char* magic = "SCN1";
for (int i = 0; i < 4; ++i)
buffer.push_back(magic[i]);
uint32_t num_obj = 2; // Increased to 2
uint32_t num_cam = 0;
uint32_t num_light = 0;
auto push_u32 = [&](uint32_t v) {
uint8_t* p = (uint8_t*)&v;
for (int i = 0; i < 4; ++i)
buffer.push_back(p[i]);
};
auto push_f = [&](float v) {
uint8_t* p = (uint8_t*)&v;
for (int i = 0; i < 4; ++i)
buffer.push_back(p[i]);
};
push_u32(num_obj);
push_u32(num_cam);
push_u32(num_light);
// --- Object 1: Basic Cube ---
char name1[64] = {0};
std::strcpy(name1, "TestObject");
for (int i = 0; i < 64; ++i)
buffer.push_back(name1[i]);
push_u32(0); // CUBE
// Pos
push_f(1.0f);
push_f(2.0f);
push_f(3.0f);
// Rot (0,0,0,1)
push_f(0.0f);
push_f(0.0f);
push_f(0.0f);
push_f(1.0f);
// Scale
push_f(1.0f);
push_f(1.0f);
push_f(1.0f);
// Color
push_f(1.0f);
push_f(0.0f);
push_f(0.0f);
push_f(1.0f);
// Mesh Name length 0
push_u32(0);
// Physics
push_f(10.0f); // mass
push_f(0.8f); // restitution
push_u32(1); // static
// --- Object 2: Mesh with Asset Ref ---
char name2[64] = {0};
std::strcpy(name2, "MeshObject");
for (int i = 0; i < 64; ++i)
buffer.push_back(name2[i]);
push_u32(6); // MESH
// Pos
push_f(0.0f);
push_f(0.0f);
push_f(0.0f);
// Rot
push_f(0.0f);
push_f(0.0f);
push_f(0.0f);
push_f(1.0f);
// Scale
push_f(1.0f);
push_f(1.0f);
push_f(1.0f);
// Color
push_f(0.0f);
push_f(1.0f);
push_f(0.0f);
push_f(1.0f);
// Mesh Name "MESH_CUBE"
const char* mesh_name = "MESH_CUBE";
uint32_t mesh_name_len = std::strlen(mesh_name);
push_u32(mesh_name_len);
for (size_t i = 0; i < mesh_name_len; ++i)
buffer.push_back(mesh_name[i]);
// Physics
push_f(1.0f);
push_f(0.5f);
push_u32(0); // dynamic
// --- Load ---
if (SceneLoader::LoadScene(scene, buffer.data(), buffer.size())) {
printf("Scene loaded successfully.\n");
assert(scene.objects.size() == 2);
// Check Obj 1
assert(scene.objects[0].type == ObjectType::CUBE);
assert(scene.objects[0].position.x == 1.0f);
assert(scene.objects[0].is_static == true);
// Check Obj 2
assert(scene.objects[1].type == ObjectType::MESH);
assert(scene.objects[1].mesh_asset_id == AssetId::ASSET_MESH_CUBE);
printf("Mesh Asset ID resolved to: %d (Expected %d)\n",
(int)scene.objects[1].mesh_asset_id, (int)AssetId::ASSET_MESH_CUBE);
} else {
printf("Scene load failed.\n");
return 1;
}
return 0;
}
|