.. _program_listing_file_Source_AssetManager_Inc_AssetManager_GLTFLoader.h: Program Listing for File GLTFLoader.h ===================================== |exhale_lsh| :ref:`Return to documentation for file ` (``Source\AssetManager\Inc\AssetManager\GLTFLoader.h``) .. |exhale_lsh| unicode:: U+021B0 .. UPWARDS ARROW WITH TIP LEFTWARDS .. code-block:: cpp #pragma once #include "Types.h" #include #include namespace Azura { class Log; enum class AssetLocation; class GLTFMeshInterface { public: GLTFMeshInterface(const String& manifest, std::unique_ptr resourceReader); std::vector GetPositionBuffer(U32 meshId, U32 meshPrimitive, U32& bufferSize, U32& count) const; std::vector GetNormalBuffer(U32 meshId, U32 meshPrimitive, U32& bufferSize, U32& count) const; std::vector GetUVBuffer(U32 meshId, U32 meshPrimitive, U32& bufferSize, U32& count) const; std::vector GetIndexBuffer(U32 meshId, U32 meshPrimitive, U32& bufferSize, U32& count) const; private: const Microsoft::glTF::Mesh& GetMesh(U32 idx) const; static const Microsoft::glTF::MeshPrimitive& GetMeshPrimitive(const Microsoft::glTF::Mesh& mesh, U32 idx); std::unique_ptr m_resourceReader; Microsoft::glTF::Document m_document; }; namespace GLTFLoader { GLTFMeshInterface LoadFromJSON(const String& assetName, AssetLocation location, const Log& log); } // namespace GLTFLoader } // namespace Azura