add 'obj' format support to assets.parse_model

This commit is contained in:
MihailRis 2026-03-01 14:57:32 +03:00
parent fc04284b34
commit 8c72e3ab4b

View file

@ -1,16 +1,17 @@
#include "api_lua.hpp"
#include "../usertypes/lua_type_canvas.hpp"
#include "assets/Assets.hpp"
#include "assets/AssetsLoader.hpp"
#include "coders/obj.hpp"
#include "coders/png.hpp"
#include "coders/vcm.hpp"
#include "debug/Logger.hpp"
#include "engine/Engine.hpp"
#include "graphics/commons/Model.hpp"
#include "graphics/core/Texture.hpp"
#include "graphics/core/Atlas.hpp"
#include "graphics/core/Texture.hpp"
#include "util/Buffer.hpp"
#include "../usertypes/lua_type_canvas.hpp"
using namespace scripting;
@ -76,6 +77,11 @@ static int l_parse_model(lua::State* L) {
skeletonName = lua::require_string(L, 4);
}
if (format == "obj") {
assets.store(obj::parse(name, string), name);
return 0;
}
if (format != "xml" && format != "vcm") {
throw std::runtime_error(
"unknown format " + util::quote(std::string(format))