/* * Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * * SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION * SPDX-License-Identifier: Apache-2.0 */ #pragma once #include #include "nvh/gltfscene.hpp" namespace nvvkhl { class Scene { public: // Loading .gltf or .glb, `request` attribute and `force` to create if not present void load(const std::string& filename, nvh::GltfAttributes requested = nvh::GltfAttributes::Normal | nvh::GltfAttributes::Texcoord_0 | nvh::GltfAttributes::Tangent, nvh::GltfAttributes forced = nvh::GltfAttributes::Normal | nvh::GltfAttributes::Texcoord_0 | nvh::GltfAttributes::Tangent); // Getters const nvh::GltfScene& scene() const { return m_scene; } const tinygltf::Model& model() const { return m_model; } nvh::GltfScene& scene() { return m_scene; } tinygltf::Model& model() { return m_model; } bool valid() const { return !m_scene.m_nodes.empty(); } const std::string& filename() const { return m_filename; } // Clearing loaded model void clearModel() { m_model = {}; } void destroy(); private: nvh::GltfScene m_scene; tinygltf::Model m_model; std::string m_filename; }; } // namespace nvvkhl