#include "Mesh.h" //TODO: Make this have a OBJ path, make indexCount derive from AssetManager //TODO: and make texture id also get from AssetManager //? Procastinate const std::string MeshComponent::name = "Mesh"; MeshComponent::MeshComponent() : vao(0), indexCount(0), textureID(0) { } const std::string& MeshComponent::GetName() const { return name; } const std::string& MeshComponent::GetStaticName() { return name; } YAML::Node MeshComponent::Serialize() { YAML::Node node; node["vao"] = static_cast<int>(vao); node["indexCount"] = static_cast<int>(indexCount); node["textureID"] = static_cast<int>(textureID); return node; } void MeshComponent::Deserialize(const YAML::Node& node) { if (node["vao"]) { vao = static_cast<int>(node["vao"].as<int>()); } if (node["indexCount"]) { indexCount = static_cast<int>(node["indexCount"].as<int>()); } if (node["textureID"]) { textureID = static_cast<int>(node["textureID"].as<int>()); } }