Spitting out Meshes & Animation Data to file.
This commit is contained in:
@@ -7,21 +7,80 @@ Mesh::Mesh()
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{
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}
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std::map<int, Mesh::WeightInfo> Mesh::GetWeightData()
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{
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map<int, WeightInfo> weightMap;
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void Mesh::GetMeshData(MObject object)
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MItDependencyNodes it(MFn::kSkinClusterFilter);
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while (!it.isDone()) {
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MObject object = it.item();
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MFnSkinCluster skinCluster(object);
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MDagPathArray influences;
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unsigned int nrOfInfluences = skinCluster.influenceObjects(influences);
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unsigned int index;
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index = skinCluster.indexForOutputConnection(0);
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MDagPath skinPath;
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skinCluster.getPathAtIndex(index, skinPath);
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MItGeometry geomIter(skinPath);
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//for (unsigned int i = 0; i < nrOfInfluences; i++) {
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// MGlobal::displayInfo(MString() + " Influence object name: " + influences[i].partialPathName().asChar());
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//}
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WeightInfo weightInfo;
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while (!geomIter.isDone()) {
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MObject comp = geomIter.component();
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MFloatArray weights;
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unsigned int influenceCount;
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skinCluster.getWeights(skinPath, comp, weights, influenceCount);
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MFnDependencyNode test(comp);
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unsigned int nrOfWeights = 0;
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for (unsigned int j = 0; j < weights.length() && nrOfWeights != 4; j++) {
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if (weights[j] > 0.00001) {
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weightInfo.BoneWeights[nrOfWeights] = weights[j];
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weightInfo.BoneIndices[nrOfWeights] = j;
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nrOfWeights++;
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}
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}
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float totalWeight = 0.0f;
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for (unsigned int i = 0; i < 4; i++) {
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totalWeight += weightInfo.BoneWeights[i];
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}
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for (unsigned int i = 0; i < 4; i++) {
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weightInfo.BoneWeights[i] /= totalWeight;
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}
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weightMap[geomIter.index()] = weightInfo;
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for (unsigned int k = 0; k!=nrOfWeights; k++) {
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//MGlobal::displayInfo(MString() + "influence: " + weightInfo.BoneIndices[k] + " weight: " + weightInfo.BoneWeights[k]);
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}
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geomIter.next();
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}
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it.next();
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}
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return weightMap;
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}
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void Mesh::GetMeshData(MObject object, std::vector<VertexLayout>& vertexList, std::vector<unsigned int>& indexList)
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{
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// In here, we retrieve triangulated polygons from the mesh
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MFnMesh mesh(object);
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map<UINT, vector<UINT>> vertexToIndex;
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vector<VertexLayout> verticesData;
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vector<UINT>indexArray;
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map<unsigned int, vector<unsigned int>> vertexToIndex;;
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MIntArray intdexOffsetVertexCount, vertices, triangleList;
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MPointArray dummy;
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UINT vertexIndex;
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unsigned int vertexIndex;
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MVector normal;
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MPoint pos;
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float2 UV;
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@@ -31,62 +90,92 @@ void Mesh::GetMeshData(MObject object)
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MFloatVectorArray biTangents;
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MFloatVectorArray biNormals;
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std::map<int, WeightInfo> vertexWeights = GetWeightData();
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mesh.getTangents(biTangents, MSpace::kObject, NULL);
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mesh.getBinormals(biNormals, MSpace::kObject, NULL);
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MItMeshFaceVertex faceVert(object);
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int intDummy = 0;
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for (MItMeshPolygon meshPolyIter(object); !meshPolyIter.isDone(); meshPolyIter.next()) {
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vector<UINT> localVertexToGlobalIndex;
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meshPolyIter.getVertices(vertices);
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meshPolyIter.getTriangles(dummy, triangleList);
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UINT indexOffset = verticesData.size();
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//MGlobal::displayInfo("Befor Second Loop");
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for (UINT i = 0; i < vertices.length(); i++) {
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faceVert.setIndex(meshPolyIter.index(), i, intDummy, intDummy);
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//MGlobal::displayInfo("In Second Loop");
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faceVert.position().get(thisVertex.Pos);
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faceVert.getNormal(normal);
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thisVertex.Normal[0] = normal[0];
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thisVertex.Normal[1] = normal[1];
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thisVertex.Normal[2] = normal[2];
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for (MItMeshPolygon meshPolyIter(object); !meshPolyIter.isDone(); meshPolyIter.next()) {
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MFloatVector biTangent = biTangents[faceVert.tangentId()];
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//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
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//tmp.get(biTangent);
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thisVertex.BiTangent[0] = biTangent[0];
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thisVertex.BiTangent[1] = biTangent[1];
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thisVertex.BiTangent[2] = biTangent[2];
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vector<unsigned int> localVertexToGlobalIndex;
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unsigned int indexOffset = vertexList.size();
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MFloatVector biNormal = biNormals[faceVert.tangentId()];
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//faceVert.getBinormal().get(biNormal);
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thisVertex.BiNormal[0] = biNormal[0];
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thisVertex.BiNormal[1] = biNormal[1];
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thisVertex.BiNormal[2] = biNormal[2];
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meshPolyIter.getVertices(vertices);
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meshPolyIter.getTriangles(dummy, triangleList);
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MGlobal::displayInfo(MString() + "vertices.length(): " + vertices.length());
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//MGlobal::displayInfo("Befor Second Loop");
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for (unsigned int i = 0; i < vertices.length(); i++) {
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vertexIndex = meshPolyIter.vertexIndex(i);
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faceVert.setIndex(meshPolyIter.index(), i, intDummy, intDummy);
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//MGlobal::displayInfo("In Second Loop");
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faceVert.position().get(thisVertex.Pos);
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faceVert.getNormal(normal);
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thisVertex.Normal[0] = normal[0];
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thisVertex.Normal[1] = normal[1];
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thisVertex.Normal[2] = normal[2];
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faceVert.getUV(UV);
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thisVertex.Uv[0] = UV[0];
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thisVertex.Uv[1] = UV[1];
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MFloatVector biTangent = biTangents[faceVert.tangentId()];
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//MVector tmp = faceVert.getTangent(MSpace::kObject, NULL);
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//tmp.get(biTangent);
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thisVertex.BiTangent[0] = biTangent[0];
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thisVertex.BiTangent[1] = biTangent[1];
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thisVertex.BiTangent[2] = biTangent[2];
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verticesData.push_back(thisVertex);
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localVertexToGlobalIndex.push_back(vertexIndex);
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MFloatVector biNormal = biNormals[faceVert.tangentId()];
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//faceVert.getBinormal().get(biNormal);
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thisVertex.BiNormal[0] = biNormal[0];
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thisVertex.BiNormal[1] = biNormal[1];
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thisVertex.BiNormal[2] = biNormal[2];
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//cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
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//cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
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//cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
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//cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
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//cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
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}
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//MGlobal::displayInfo("Befor Third Loop");
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faceVert.getUV(UV);
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thisVertex.Uv[0] = UV[0];
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thisVertex.Uv[1] = UV[1];
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//for (UINT i = 0; i < triangleList.length(); i++) {
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// UINT k = 0;
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// while (localVertexToGlobalIndex[k] != triangleList[i])
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// k++;
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// indexArray.push_back(indexOffset + k);
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//}
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}
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thisVertex.BoneIndices[0] = vertexWeights[faceVert.vertId()].BoneIndices[0];
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thisVertex.BoneIndices[1] = vertexWeights[faceVert.vertId()].BoneIndices[1];
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thisVertex.BoneIndices[2] = vertexWeights[faceVert.vertId()].BoneIndices[2];
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thisVertex.BoneIndices[3] = vertexWeights[faceVert.vertId()].BoneIndices[3];
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thisVertex.BoneWeights[0] = vertexWeights[faceVert.vertId()].BoneWeights[0];
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thisVertex.BoneWeights[1] = vertexWeights[faceVert.vertId()].BoneWeights[1];
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thisVertex.BoneWeights[2] = vertexWeights[faceVert.vertId()].BoneWeights[2];
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thisVertex.BoneWeights[3] = vertexWeights[faceVert.vertId()].BoneWeights[3];
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std::vector<VertexLayout>::iterator it = std::find(vertexList.begin(), vertexList.end(), thisVertex);
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if (it != vertexList.end()) {
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localVertexToGlobalIndex.push_back(vertexIndex);
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} else {
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localVertexToGlobalIndex.push_back(vertexIndex);
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vertexList.push_back(thisVertex);
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}
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//cout << "Pos: " << thisVertex.Pos[0] << "/" << thisVertex.Pos[1] << "/" << thisVertex.Pos[2] << endl;
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//cout << "Normals: " << thisVertex.Normal[0] << "/" << thisVertex.Normal[1] << "/" << thisVertex.Normal[2] << endl;
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//cout << "Bi-Normals: " << thisVertex.BiNormal[0] << "/" << thisVertex.BiNormal[1] << "/" << thisVertex.BiNormal[2] << endl;
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//cout << "Bi-Tangents: " << thisVertex.BiTangent[0] << "/" << thisVertex.BiTangent[1] << "/" << thisVertex.BiTangent[2] << endl;
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//cout << "UV: " << thisVertex.Uv[0] << "/" << thisVertex.Uv[1] << endl;
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}
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//MGlobal::displayInfo("Befor Third Loop");
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MGlobal::displayInfo(MString() + "localVertexToGlobalIndex.size(): " + localVertexToGlobalIndex.size());
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MGlobal::displayInfo(MString() + "vertexList.size(): " + vertexList.size());
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for (unsigned int i = 0; i < triangleList.length(); i++) {
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unsigned int k = 0;
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MGlobal::displayInfo(MString() + "triangleList[i]: " + triangleList[i]);
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if (localVertexToGlobalIndex.size() > 0) {
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while (localVertexToGlobalIndex[k] != triangleList[i] && k < localVertexToGlobalIndex.size()) {
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MGlobal::displayInfo(MString() + "localVertexToGlobalIndex[k]: " + localVertexToGlobalIndex[k]);
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k++;
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}
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indexList.push_back(indexOffset + k);
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}
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}
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}
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}
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Mesh::~Mesh()
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