#include "AssetManager.hpp"
#include <fstream>
#include <experimental/filesystem>
#include <nlohmann/json.hpp>
#include <easylogging++.h>
#include <glm/gtc/matrix_transform.hpp>
#include <SDL.h>
#define STBI_NO_STDIO
#define STB_IMAGE_IMPLEMENTATION
#define STBI_ONLY_PNG
#include <stb_image.h>
#include "Utility.hpp"
#include "Plugin.hpp"
namespace fs = std::experimental::filesystem::v1;
const fs::path pathToAssets = "./assets/";
const std::string pathToAssetsList = "./items.json";
std::map<std::string, BlockId> assetIds;
std::map<BlockId, std::string> blockIdToBlockName;
std::unique_ptr<AssetTreeNode> assetTree;
std::unique_ptr<TextureAtlas> atlas;
std::map<BlockId, BlockFaces> blockIdToBlockFaces;
void LoadIds();
void LoadAssets();
void LoadTextures();
void LoadScripts();
void WalkDirEntry(const fs::directory_entry &dirEntry, AssetTreeNode *node);
void ParseAsset(AssetTreeNode &node);
void ParseAssetTexture(AssetTreeNode &node);
void ParseAssetBlockModel(AssetTreeNode &node);
void ParseAssetBlockState(AssetTreeNode &node);
void ParseAssetShader(AssetTreeNode &node);
void ParseAssetScript(AssetTreeNode &node);
void ParseBlockModels();
void AssetManager::InitAssetManager()
{
static bool Initialized = false;
if (Initialized) {
LOG(WARNING) << "Trying to init AssetManager twice";
}
Initialized = true;
LoadAssets();
auto parseAssetRecur = [](AssetTreeNode &node) {
ParseAsset(node);
};
RecursiveWalkAsset("/", parseAssetRecur);
LoadTextures();
LoadIds();
ParseBlockModels();
PluginSystem::Init();
LoadScripts();
}
void LoadIds() {
std::ifstream in(pathToAssetsList);
nlohmann::json index;
in >> index;
for (auto &it : index) {
unsigned short id = it["type"].get<int>();
unsigned char state = it["meta"].get<int>();
std::string blockName = it["text_type"].get<std::string>();
assetIds[blockName] = BlockId{ id, state };
}
LOG(INFO) << "Loaded " << assetIds.size() << " ids";
}
void LoadAssets() {
assetTree = std::make_unique<AssetTreeNode>();
assetTree->name = "/";
WalkDirEntry(fs::directory_entry(pathToAssets), assetTree.get());
}
void LoadTextures() {
std::vector<TextureData> textureData;
size_t id = 0;
AssetManager::RecursiveWalkAsset("/minecraft/textures/", [&](AssetTreeNode &node) {
TextureData data;
AssetTexture *textureAsset = dynamic_cast<AssetTexture*>(node.asset.get());
if (!textureAsset)
return;
data.data = std::move(textureAsset->textureData);
data.width = textureAsset->realWidth;
data.height = textureAsset->realHeight;
textureData.push_back(data);
textureAsset->id = id++;
});
atlas = std::make_unique<TextureAtlas>(textureData);
}
void LoadScripts() {
AssetTreeNode *node = AssetManager::GetAssetByAssetName("/");
for (auto &it : node->childs) {
for (auto &child : it->childs) {
if (child->name == "scripts") {
for (auto &script : child->childs)
{
AssetScript *asset = dynamic_cast<AssetScript *>(script->asset.get());
if (!asset) {
LOG(ERROR) << "Unrecognised script file /" << it->name;
continue;
}
PluginSystem::Execute(asset->code);
}
}
}
}
LOG(INFO) << "Scripts loaded";
}
void WalkDirEntry(const fs::directory_entry &dirEntry, AssetTreeNode *node) {
for (auto &file : fs::directory_iterator(dirEntry)) {
node->childs.push_back(std::make_unique<AssetTreeNode>());
AssetTreeNode *fileNode = node->childs.back().get();
fileNode->parent = node;
fileNode->name = file.path().stem().string();
if (fs::is_directory(file)) {
WalkDirEntry(file, fileNode);
}
else {
size_t fileSize = fs::file_size(file);
fileNode->data.resize(fileSize);
FILE *f = fopen(file.path().string().c_str(), "rb");
fread(fileNode->data.data(), 1, fileSize, f);
fclose(f);
}
}
}
void ParseAsset(AssetTreeNode &node) {
if (node.data.empty() || node.asset)
return;
if (node.parent->name == "block" && node.parent->parent->name == "models") {
ParseAssetBlockModel(node);
return;
}
if (node.parent->name == "blockstates") {
ParseAssetBlockState(node);
return;
}
if (node.data[0] == 0x89 && node.data[1] == 'P' && node.data[2] == 'N' && node.data[3] == 'G') {
ParseAssetTexture(node);
return;
}
if (node.parent->name == "shaders") {
ParseAssetShader(node);
return;
}
if (node.name == "init") {
ParseAssetScript(node);
return;
}
}
void ParseAssetTexture(AssetTreeNode &node) {
int w, h, n;
unsigned char *data = stbi_load_from_memory(node.data.data(),node.data.size(), &w, &h, &n, 4);
if (data == nullptr) {
return;
}
node.asset = std::make_unique<AssetTexture>();
AssetTexture *asset = dynamic_cast<AssetTexture*>(node.asset.get());
size_t dataLen = w * h * 4;
asset->textureData.resize(dataLen);
std::memcpy(asset->textureData.data(), data, dataLen);
asset->realWidth = w;
asset->realHeight = h;
bool foundAnimationFile = false;
for (const auto &it : node.parent->childs)
if (it->name == node.name + ".png") {
foundAnimationFile = true;
break;
}
asset->frames = foundAnimationFile ? _max(w, h) / _min(w, h) : 1;
stbi_image_free(data);
node.data.clear();
node.data.shrink_to_fit();
}
void ParseAssetBlockModel(AssetTreeNode &node) {
nlohmann::json modelData = nlohmann::json::parse(node.data);
BlockModel model;
if (node.name == "button") {
int a = 15;
a++;
}
if (modelData.find("parent") != modelData.end()) {
std::string parentName = modelData["parent"].get<std::string>();
parentName = parentName.substr(parentName.find('/') + 1);
for (auto &it : node.parent->childs) {
if (it->name == parentName) {
ParseAsset(*it);
model = dynamic_cast<AssetBlockModel*>(it->asset.get())->blockModel;
unsigned char *b = reinterpret_cast<unsigned char*>(&model.IsBlock);
}
}
}
model.BlockName = node.name;
if (model.BlockName == "block" || model.BlockName == "cube_mirrored")
model.IsBlock = true;
if (model.BlockName == "thin_block" || model.BlockName == "leaves")
model.IsBlock = false;
if (modelData.find("ambientocclusion") != modelData.end())
model.AmbientOcclusion = modelData["ambientocclusion"].get<bool>();
//models.Display
if (modelData.find("textures") != modelData.end()) {
for (nlohmann::json::iterator texture = modelData["textures"].begin(); texture != modelData["textures"].end(); ++texture) {
model.Textures[texture.key()] = texture.value().get<std::string>();
}
}
if (modelData.find("elements") != modelData.end()) {
model.Elements.clear();
for (auto& it : modelData["elements"]) {
BlockModel::ElementData element;
auto vec = it["from"];
Vector from(vec[0].get<int>(), vec[1].get<int>(), vec[2].get<int>());
vec = it["to"];
Vector to(vec[0].get<int>(), vec[1].get<int>(), vec[2].get<int>());
element.from = from;
element.to = to;
if (it.find("rotation") != it.end()) {
vec = it["rotation"]["origin"];
Vector rotOrig(vec[0].get<int>(), vec[1].get<int>(), vec[2].get<int>());
element.rotationOrigin = rotOrig;
element.rotationAxis = (it["rotation"]["axis"].get<std::string>() == "x") ? BlockModel::ElementData::Axis::x : ((it["rotation"]["axis"].get<std::string>() == "y") ? BlockModel::ElementData::Axis::y : BlockModel::ElementData::Axis::z);
if (it["rotation"].find("angle") != it["rotation"].end())
element.rotationAngle = it["rotation"]["angle"].get<int>();
if (it["rotation"].find("rescale") != it["rotation"].end())
element.rotationRescale = it["rotation"]["rescale"].get<bool>();
}
if (it.find("shade") != it.end())
element.shade = it["shade"].get<bool>();
for (nlohmann::json::iterator faceIt = it["faces"].begin(); faceIt != it["faces"].end(); ++faceIt) {
auto face = faceIt.value();
BlockModel::ElementData::FaceData faceData;
FaceDirection faceDir;
if (faceIt.key() == "down")
faceDir = FaceDirection::down;
else if (faceIt.key() == "up")
faceDir = FaceDirection::up;
else if (faceIt.key() == "north")
faceDir = FaceDirection::north;
else if (faceIt.key() == "south")
faceDir = FaceDirection::south;
else if (faceIt.key() == "west")
faceDir = FaceDirection::west;
else if (faceIt.key() == "east")
faceDir = FaceDirection::east;
if (face.find("uv") != face.end()) {
BlockModel::ElementData::FaceData::Uv uv;
uv.x1 = face["uv"][0];
uv.y1 = face["uv"][1];
uv.x2 = face["uv"][2];
uv.y2 = face["uv"][3];
faceData.uv = uv;
}
FaceDirection cullface = FaceDirection::none;
if (face.find("cullface") != face.end()) {
if (face["cullface"] == "down")
cullface = FaceDirection::down;
else if (face["cullface"] == "up")
cullface = FaceDirection::up;
else if (face["cullface"] == "north")
cullface = FaceDirection::north;
else if (face["cullface"] == "south")
cullface = FaceDirection::south;
else if (face["cullface"] == "west")
cullface = FaceDirection::west;
else if (face["cullface"] == "east")
cullface = FaceDirection::east;
}
faceData.cullface = cullface;
faceData.texture = face["texture"].get<std::string>();
if (face.find("rotation") != face.end())
faceData.rotation = face["rotation"].get<int>();
if (face.find("tintindex") != face.end())
faceData.tintIndex = true;
element.faces[faceDir] = faceData;
}
model.Elements.push_back(element);
}
}
node.asset = std::make_unique<AssetBlockModel>();
dynamic_cast<AssetBlockModel*>(node.asset.get())->blockModel = model;
node.data.clear();
node.data.shrink_to_fit();
}
void ParseAssetBlockState(AssetTreeNode &node) {
nlohmann::json j = nlohmann::json::parse(node.data);
BlockState blockState;
if (j.find("multipart") != j.end())
return;
j = j["variants"];
for (auto variantIt = j.begin(); variantIt != j.end(); variantIt++) {
std::string variantName = variantIt.key();
BlockStateVariant variant;
variant.variantName = variantName;
if (variantIt.value().is_array()) {
for (auto &it : variantIt.value()) {
BlockStateVariant::Model model;
model.modelName = it["model"].get<std::string>();
if (it.count("x"))
model.x = it["x"].get<int>();
if (it.count("y"))
model.y = it["y"].get<int>();
if (it.count("uvlock"))
model.uvLock = it["uvlock"].get<int>();
if (it.count("weight"))
model.weight = it["weight"].get<int>();
variant.models.push_back(model);
}
} else {
BlockStateVariant::Model model;
model.modelName = variantIt.value()["model"].get<std::string>();
if (variantIt.value().count("x"))
model.x = variantIt.value()["x"].get<int>();
if (variantIt.value().count("y"))
model.y = variantIt.value()["y"].get<int>();
if (variantIt.value().count("uvlock"))
model.uvLock = variantIt.value()["uvlock"].get<int>();
if (variantIt.value().count("weight"))
model.weight = variantIt.value()["weight"].get<int>();
variant.models.push_back(model);
}
blockState.variants[variant.variantName] = variant;
}
node.asset = std::make_unique<AssetBlockState>();
AssetBlockState *asset = dynamic_cast<AssetBlockState*>(node.asset.get());
asset->blockState = blockState;
node.data.clear();
node.data.shrink_to_fit();
}
void ParseAssetShader(AssetTreeNode &node) {
try {
nlohmann::json j = nlohmann::json::parse(node.data);
std::string vertPath = j["vert"].get<std::string>();
std::string fragPath = j["frag"].get<std::string>();
AssetTreeNode *vertAsset = AssetManager::GetAssetByAssetName(vertPath);
AssetTreeNode *fragAsset = AssetManager::GetAssetByAssetName(fragPath);
std::string vertSource((char*)vertAsset->data.data(), (char*)vertAsset->data.data() + vertAsset->data.size());
std::string fragSource((char*)fragAsset->data.data(), (char*)fragAsset->data.data() + fragAsset->data.size());
std::vector<std::string> uniforms;
for (auto &it : j["uniforms"]) {
uniforms.push_back(it.get<std::string>());
}
node.asset = std::make_unique<AssetShader>();
AssetShader *asset = dynamic_cast<AssetShader*>(node.asset.get());
asset->shader = std::make_unique<Shader>(vertSource, fragSource, uniforms);
} catch (...) {
glCheckError();
return;
}
}
void ParseAssetScript(AssetTreeNode &node) {
node.asset = std::make_unique<AssetScript>();
AssetScript *asset = dynamic_cast<AssetScript*>(node.asset.get());
asset->code = std::string((char*)node.data.data(), (char*)node.data.data() + node.data.size());
node.data.clear();
node.data.shrink_to_fit();
}
void ParseBlockModels() {
std::string textureName;
auto parseBlockModel = [&](AssetTreeNode &node) {
if (!node.asset)
return;
BlockModel &model = dynamic_cast<AssetBlockModel*>(node.asset.get())->blockModel;
for (const auto& element : model.Elements) {
Vector t = element.to - element.from;
VectorF elementSize(VectorF(t.x, t.y, t.z) / 16.0f);
VectorF elementOrigin(VectorF(element.from.x, element.from.y, element.from.z) / 16.0f);
glm::mat4 elementTransform = glm::mat4(1.0);
if (element.rotationAngle != 0) {
static const glm::vec3 xAxis(1.0f, 0.0f, 0.0f);
static const glm::vec3 yAxis(0.0f, 1.0f, 0.0f);
static const glm::vec3 zAxis(0.0f, 0.0f, 1.0f);
const glm::vec3 *targetAxis = nullptr;
switch (element.rotationAxis) {
case BlockModel::ElementData::Axis::x:
targetAxis = &xAxis;
break;
case BlockModel::ElementData::Axis::y:
targetAxis = &yAxis;
break;
case BlockModel::ElementData::Axis::z:
targetAxis = &zAxis;
break;
}
VectorF rotateOrigin(VectorF(element.rotationOrigin.x, element.rotationOrigin.y, element.rotationOrigin.z) / 16.0f);
glm::mat4 rotationMat = glm::mat4(1.0);
rotationMat = glm::translate(rotationMat, rotateOrigin.glm());
rotationMat = glm::rotate(rotationMat, glm::radians((float)element.rotationAngle), *targetAxis);
if (element.rotationRescale) {
glm::vec3 scaleFactor{ 1.0f,1.0f,1.0f };
double coef = 1.0f / cos(glm::radians((double)element.rotationAngle));
switch (element.rotationAxis) {
case BlockModel::ElementData::Axis::x:
scaleFactor.y *= coef;
scaleFactor.z *= coef;
break;
case BlockModel::ElementData::Axis::y:
scaleFactor.x *= coef;
scaleFactor.z *= coef;
break;
case BlockModel::ElementData::Axis::z:
scaleFactor.x *= coef;
scaleFactor.y *= coef;
break;
}
rotationMat = glm::scale(rotationMat, scaleFactor);
}
rotationMat = glm::translate(rotationMat, -rotateOrigin.glm());
elementTransform = rotationMat * elementTransform;
}
elementTransform = glm::translate(elementTransform, elementOrigin.glm());
elementTransform = glm::scale(elementTransform, elementSize.glm());
for (const auto& face : element.faces) {
ParsedFace parsedFace;
parsedFace.visibility = face.second.cullface;
glm::mat4 faceTransform = glm::mat4(1.0);
switch (face.first) {
case FaceDirection::down:
faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0, 0));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
faceTransform = glm::translate(faceTransform, glm::vec3(0.5f, 0.0f, 0.5f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(-0.5f, 0.0f, -0.5f));
break;
case FaceDirection::up:
faceTransform = glm::translate(elementTransform, glm::vec3(0.0f, 1.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0.5f, 0.0f, 0.5f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, 1.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(-0.5f, 0.0f, -0.5f));
break;
case FaceDirection::north:
faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f));
break;
case FaceDirection::south:
faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 1));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(-1.0f, 0.0f, 0.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0.0f, -1.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1, 0, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1.0f));
break;
case FaceDirection::east:
faceTransform = glm::translate(elementTransform, glm::vec3(1, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
faceTransform = glm::rotate(faceTransform, glm::radians(180.0f), glm::vec3(1.0f, 0.0f, 0.0f));
faceTransform = glm::translate(faceTransform, glm::vec3(0, 0, -1));
break;
case FaceDirection::west:
faceTransform = glm::translate(elementTransform, glm::vec3(0, 0, 0));
faceTransform = glm::rotate(faceTransform, glm::radians(90.0f), glm::vec3(0, 0.0f, 1.0f));
break;
}
parsedFace.transform = faceTransform;
TextureCoord texture;
unsigned int textureFrames = 1;
textureName = face.second.texture;
if (model.Textures.empty()) {
texture = AssetManager::GetTexture("minecraft/textures/error");
}
else {
while (textureName[0] == '#') {
textureName.erase(0, 1);
auto textureIt = model.Textures.find(textureName);
textureName = textureIt != model.Textures.end() ? textureIt->second : "minecraft/textures/error";
}
textureName.insert(0, "minecraft/textures/");
AssetTexture *assetTexture = AssetManager::GetAsset<AssetTexture>(textureName);
texture = atlas->GetTexture(assetTexture->id);
textureFrames = assetTexture->frames;
if (!(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,16,0,16 }) && !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,0,0 })
&& !(face.second.uv == BlockModel::ElementData::FaceData::Uv{ 0,0,16,16 })) {
double x = face.second.uv.x1;
double y = face.second.uv.x1;
double w = face.second.uv.x2 - face.second.uv.x1;
double h = face.second.uv.y2 - face.second.uv.y1;
x /= 16.0;
y /= 16.0;
w /= 16.0;
h /= 16.0;
double X = texture.x;
double Y = texture.y;
double W = texture.w;
double H = texture.h;
texture.x = X + x * W;
texture.y = Y + y * H;
texture.w = w * W;
texture.h = h * H;
}
}
parsedFace.texture = glm::vec4{ texture.x,texture.y,texture.w,texture.h };
parsedFace.layer = texture.layer;
parsedFace.frames = textureFrames;
if (face.second.tintIndex)
parsedFace.color = glm::vec3(0.275, 0.63, 0.1);
else
parsedFace.color = glm::vec3(0, 0, 0);
model.parsedFaces.push_back(parsedFace);
}
}
};
AssetManager::RecursiveWalkAsset("/minecraft/models/", parseBlockModel);
}
BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) {
auto it = blockIdToBlockFaces.find(block);
if (it != blockIdToBlockFaces.end())
return it->second;
if (block.id == 7788) {
BlockFaces blockFaces;
blockFaces.transform = glm::mat4(1.0);
blockFaces.faces = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.parsedFaces;
blockFaces.isBlock = GetAsset<AssetBlockModel>("/minecraft/models/block/error")->blockModel.IsBlock;
for (int i = 0; i < FaceDirection::none; i++) {
blockFaces.faceDirectionVector[i] = FaceDirectionVector[i];
}
blockIdToBlockFaces.insert(std::make_pair(block, blockFaces));
return blockIdToBlockFaces.find(block)->second;
}
auto blockStateName = TransformBlockIdToBlockStateName(block);
AssetBlockState *asset = GetAsset<AssetBlockState>("/minecraft/blockstates/" + blockStateName.first);
if (!asset)
return GetBlockModelByBlockId(BlockId{ 7788,0 });
BlockState &blockState = asset->blockState;
if (blockState.variants.find(blockStateName.second) == blockState.variants.end())
return GetBlockModelByBlockId(BlockId{ 7788,0 });
BlockStateVariant &variant = blockState.variants[blockStateName.second];
if (variant.models.empty())
return GetBlockModelByBlockId(BlockId{ 7788,0 });
BlockStateVariant::Model &model = variant.models[0];
AssetBlockModel *assetModel = GetAsset<AssetBlockModel>("/minecraft/models/block/" + model.modelName);
if (!assetModel)
return GetBlockModelByBlockId(BlockId{ 7788,0 });
BlockFaces blockFaces;
blockFaces.transform = glm::mat4(1.0);
blockFaces.faces = assetModel->blockModel.parsedFaces;
blockFaces.isBlock = assetModel->blockModel.IsBlock;
glm::mat4 transform = glm::mat4(1.0);
if (model.y != 0) {
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.5f, 0.0f, 0.5f));
blockFaces.transform = glm::rotate(blockFaces.transform, glm::radians((float)model.y), glm::vec3(0.0f, -1.0f, 0.0f));
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(-0.5f, 0.0f, -0.5f));
transform = glm::rotate(transform, glm::radians((float)model.y), glm::vec3(0.0f, -1.0f, 0));
}
if (model.x != 0) {
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.0f, 0.5f, 0.5f));
blockFaces.transform = glm::rotate(blockFaces.transform, glm::radians((float)model.x), glm::vec3(1.0f, 0.0f, 0.0f));
blockFaces.transform = glm::translate(blockFaces.transform, glm::vec3(0.0f, -0.5f, -0.5f));
transform = glm::rotate(transform, glm::radians((float)model.x), glm::vec3(1.0f, 0.0f, 0));
}
for (int i = 0; i < FaceDirection::none; i++) {
glm::vec4 vec = transform * glm::vec4(FaceDirectionVector[i].glm(), 1.0f);
blockFaces.faceDirectionVector[i] = Vector(roundf(vec.x), roundf(vec.y), roundf(vec.z));
}
blockIdToBlockFaces.insert(std::make_pair(block, blockFaces));
return blockIdToBlockFaces.find(block)->second;
}
std::string AssetManager::GetAssetNameByBlockId(BlockId block) {
for (auto& it : assetIds) {
BlockId value = it.second;
value.state = 0;
if (value == block)
return it.first;
}
return "#NF";
}
Asset *AssetManager::GetAssetPtr(const std::string & assetName) {
AssetTreeNode *node;
if (assetName[0] != '/')
node = GetAssetByAssetName('/' + assetName);
else
node = GetAssetByAssetName(assetName);
if (!node)
return nullptr;
return node->asset.get();
}
void AssetManager::RecursiveWalkAsset(const std::string & assetPath, std::function<void(AssetTreeNode&)> fnc) {
AssetTreeNode *assetNode = GetAssetByAssetName(assetPath);
std::function<void(AssetTreeNode&)> walkAssetRecur = [&](AssetTreeNode &node) {
fnc(node);
for (auto& it : node.childs) {
walkAssetRecur(*it.get());
}
};
walkAssetRecur(*assetNode);
}
AssetTreeNode *AssetManager::GetAssetByAssetName(const std::string & assetName) {
AssetTreeNode *node = assetTree.get();
unsigned int pos = 1;
unsigned int prevPos = 1;
size_t x = assetName.size();
while (pos < assetName.size()) {
for (; assetName[pos] != '/' && pos < assetName.size(); pos++);
std::string dirName = assetName.substr(prevPos, pos - prevPos);
for (const auto &asset : node->childs) {
if (asset->name == dirName) {
node = asset.get();
break;
}
}
pos++;
prevPos = pos;
}
return node;
}
GLuint AssetManager::GetTextureAtlasId()
{
return atlas->GetRawTextureId();
}
TextureCoord AssetManager::GetTexture(const std::string assetName) {
AssetTexture *asset = GetAsset<AssetTexture>(assetName);
if (!asset)
return GetTexture("/minecraft/textures/error");
return atlas->GetTexture(asset->id);
}