using Bon; using GlitchyEngine.Content; using System; using System.Collections; using System.IO; using GlitchyEngine; namespace GlitchyEditor.Assets; class ModelAssetPropertiesEditor : AssetPropertiesEditor { public this(AssetFile asset) : base(asset) { } public override void ShowEditor() { } public static AssetPropertiesEditor Factory(AssetFile assetFile) { return new ModelAssetPropertiesEditor(assetFile); } } [BonTarget, BonPolyRegister] class ModelAssetLoaderConfig : AssetLoaderConfig { } class ModelAssetLoader : IAssetLoader //, IReloadingAssetLoader { private static readonly List _fileExtensions = new .(){".gltf", ".glb"} ~ delete _; public static List FileExtensions => _fileExtensions; public AssetLoaderConfig GetDefaultConfig() { return new ModelAssetLoaderConfig(); } public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager) { //Log.EngineLogger.Assert(subAsset != null); return ModelLoader.LoadMesh(file, subAsset ?? assetIdentifier, 0); } public Asset GetPlaceholderAsset(Type assetType) { return default; } public Asset GetErrorAsset(Type assetType) { return default; } }