Implemented API for model node creation.
hello_cube smoke test now adds a model node and assigns the built-in cube model
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@@ -37,12 +37,14 @@ bool smoke_load()
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enum
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{
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kSceneResourceHandle = 10,
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kSkyboxTextureResourceHandle
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kSkyboxTextureResourceHandle,
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kCubeMeshResourceHandle
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};
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enum
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{
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kCameraNodeHandle = 10
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kCameraNodeHandle = 10,
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kCubeNodeHandle = 11
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};
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KrLoadResourceInfo load_resource_info = {};
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@@ -63,6 +65,12 @@ bool smoke_load()
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KrResult res = KrMapResource(&map_skybox_resource);
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assert(res == KR_SUCCESS);
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*/
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KrMapResourceInfo map_cube_mesh_resource = { KR_STRUCTURE_TYPE_MAP_RESOURCE };
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map_cube_mesh_resource.pResourceName = "__cube";
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map_cube_mesh_resource.resourceHandle = kCubeMeshResourceHandle;
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res = KrMapResource(&map_cube_mesh_resource);
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assert(res == KR_SUCCESS);
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// Create a scene
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KrCreateSceneInfo create_scene_info = { KR_STRUCTURE_TYPE_CREATE_SCENE };
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@@ -85,5 +93,18 @@ bool smoke_load()
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res = KrCreateNode(&create_camera_info);
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assert(res == KR_SUCCESS);
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// Add a cube to the scene
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KrCreateNodeInfo create_cube_info = { KR_STRUCTURE_TYPE_CREATE_NODE };
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res = KrInitNodeInfo(&create_cube_info.node, KR_STRUCTURE_TYPE_NODE_MODEL);
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assert(res == KR_SUCCESS);
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create_cube_info.relativeNodeHandle = KR_NULL_HANDLE;
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create_cube_info.location = KR_SCENE_NODE_APPEND_CHILD;
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create_cube_info.newNodeHandle = kCubeNodeHandle;
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create_cube_info.sceneHandle = kSceneResourceHandle;
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create_cube_info.node.pName = "my_cube";
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create_cube_info.node.model.mesh = kCubeMeshResourceHandle;
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res = KrCreateNode(&create_cube_info);
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assert(res == KR_SUCCESS);
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return true;
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}
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