Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export
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#pragma once
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#include <array>
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#include <cstddef>
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#include <cstdint>
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#include <filesystem>
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#include <nlohmann/json.hpp>
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#include <string>
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#include <vector>
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namespace faset::assets {
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using Json = nlohmann::json;
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struct Vertex {
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std::array<float, 3> position{};
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std::array<float, 3> normal{0, 0, 1};
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std::array<float, 2> uv{};
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};
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struct Primitive {
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std::vector<Vertex> vertices;
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std::vector<std::uint32_t> indices;
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int material = -1;
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};
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struct Mesh {
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std::string id, name;
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std::vector<Primitive> primitives;
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};
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struct Node {
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std::string id, name, parent_id;
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int mesh = -1;
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// glTF right-handed, Y-up, metres; column-major matrix.
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std::array<float, 16> local_transform{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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bool stable_source_id = false;
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};
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struct Material {
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std::string id, name;
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std::array<float, 4> base_color{1, 1, 1, 1};
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std::array<float, 3> emissive{};
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float metallic = 1, roughness = 1, alpha_cutoff = 0.5f;
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std::string alpha_mode = "OPAQUE";
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bool double_sided = false, unlit = false;
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int base_color_texture = -1, metallic_roughness_texture = -1;
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int normal_texture = -1, occlusion_texture = -1, emissive_texture = -1;
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};
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struct Texture {
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std::string id, name, mime_type;
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// Encoded image bytes, owned by this value. Renderer selects an image decoder.
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std::vector<std::byte> bytes;
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int wrap_s = 10497, wrap_t = 10497, min_filter = 0, mag_filter = 0;
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};
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struct CookedAsset {
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std::string asset_id, generation;
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std::vector<Mesh> meshes;
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std::vector<Node> nodes;
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std::vector<Material> materials;
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std::vector<Texture> textures;
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};
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// Read-only cooked storage. No source parser, import jobs or publication operations.
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class AssetStore {
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public:
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explicit AssetStore(std::filesystem::path cache_root);
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Json current_manifest(const std::string& asset_id) const;
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CookedAsset load_asset(const std::string& asset_id) const;
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std::filesystem::path generation_directory(const std::string& asset_id) const;
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const std::filesystem::path& cache_root() const noexcept {
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return cache_root_;
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}
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protected:
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std::filesystem::path cache_root_;
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};
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} // namespace faset::assets
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