Files
axyz/tools/MayaExporter/MayaExporter/Mesh.h
T
2016-02-25 13:19:35 +01:00

138 lines
4.8 KiB
C++

#ifndef Mesh_Mesh_h__
#define Mesh_Mesh_h__
#include <map>
#include <vector>
#include <array>
#include "OutputData.h"
#include "MayaIncludes.h"
class VertexLayout : public OutputData
{
public:
bool isCollision = false;
bool useWeights = false;
float Pos[3]{ 0 };
float Normal[3]{ 0 };
float Tangent[3]{ 0 };
float BiNormal[3]{ 0 };
float Uv[2]{ 0 };
float BoneIndices[4]{ 0 };
float BoneWeights[4]{ 0 };
virtual void WriteBinary(std::ostream& out)
{
out.write((char*)&Pos, sizeof(float) * 3);
if (!isCollision) {
out.write((char*)&Normal, sizeof(float) * 3);
out.write((char*)&Tangent, sizeof(float) * 3);
out.write((char*)&BiNormal, sizeof(float) * 3);
out.write((char*)&Uv, sizeof(float) * 2);
if (useWeights) {
out.write((char*)&BoneIndices, sizeof(float) * 4);
out.write((char*)&BoneWeights, sizeof(float) * 4);
}
}
}
virtual void WriteASCII(std::ostream& out) const
{
out << Pos[0] << " " << Pos[1] << " " << Pos[2] << endl;
if (!isCollision) {
out << Normal[0] << " " << Normal[1] << " " << Normal[2] << endl;
out << Tangent[0] << " " << Tangent[1] << " " << Tangent[2] << endl;
out << BiNormal[0] << " " << BiNormal[1] << " " << BiNormal[2] << endl;
out << Uv[0] << " " << Uv[1] << endl;
if (useWeights) {
out << BoneIndices[0] << " " << BoneIndices[1] << " " << BoneIndices[2] << " " << BoneIndices[3] << endl;
out << BoneWeights[0] << " " << BoneWeights[1] << " " << BoneWeights[2] << " " << BoneWeights[3] << endl;
}
}
}
bool operator==(const VertexLayout& right)
{
return
this->Pos[0] == right.Pos[0] && this->Pos[1] == right.Pos[1] && this->Pos[2] == right.Pos[2] &&
this->Normal[0] == right.Normal[0] && this->Normal[1] == right.Normal[1] && this->Normal[2] == right.Normal[2] &&
this->Tangent[0] == right.Tangent[0] && this->Tangent[1] == right.Tangent[1] && this->Tangent[2] == right.Tangent[2] &&
this->BiNormal[0] == right.BiNormal[0] && this->BiNormal[1] == right.BiNormal[1] && this->BiNormal[2] == right.BiNormal[2] &&
this->Uv[0] == right.Uv[0] && this->Uv[1] == right.Uv[1] &&
this->BoneIndices[0] == right.BoneIndices[0] && this->BoneIndices[1] == right.BoneIndices[1] && this->BoneIndices[2] == right.BoneIndices[2] && this->BoneIndices[3] == right.BoneIndices[3] &&
this->BoneWeights[0] == right.BoneWeights[0] && this->BoneWeights[1] == right.BoneWeights[1] && this->BoneWeights[2] == right.BoneWeights[2] && this->BoneWeights[3] == right.BoneWeights[3]
;
}
};
class Mesh : public OutputData {
public:
bool isCollison = false;
bool hasSkin = false;
unsigned int NumVertices;
unsigned int NumIndices;
std::vector<VertexLayout> Vertices;
std::map<std::string, std::vector<int>> Indices;
virtual void WriteBinary(std::ostream& out)
{
if (!isCollison) {
out.write((char*)&hasSkin, sizeof(bool));
}
out.write((char*)&NumVertices, sizeof(int));
out.write((char*)&NumIndices, sizeof(int));
for (auto aVertex : Vertices) {
aVertex.WriteBinary(out);
}
for (auto aIndex : Indices) {
//for (std::map<std::string, std::vector<int>>::reverse_iterator aIndex = Indices.rbegin(); aIndex != Indices.rend(); aIndex++){
//out.write((char*)(*aIndex).second.data(), sizeof(int) * (*aIndex).second.size());
out.write((char*)aIndex.second.data(), sizeof(int) * aIndex.second.size());
}
}
virtual void WriteASCII(std::ostream& out) const
{
out << "New Mesh _ not in binary" << endl;
if (!isCollison) {
out << "hasSkin: ";
if (hasSkin)
out << "true" << endl;
else
out << "false" << endl;
}
out << "Number of vertices: " << NumVertices << endl;
out << "number of indices: " << NumIndices << endl;
int vertexNumber = 0;
for (auto aVertex : Vertices) {
out << "New vertex number: " << vertexNumber << " _ not in binary" << endl;
aVertex.WriteASCII(out);
vertexNumber++;
}
out << "New vertex Triangels: " << NumIndices/3 << " _ not in binary" << endl;
for (auto aIndexList : Indices) {
out << "Using Material: " << aIndexList.first << " _ not in binary" << endl;
for (int i = 0; i < aIndexList.second.size(); i += 3) {
out << aIndexList.second[i] << " " << aIndexList.second[i+1] << " " << aIndexList.second[i + 2] << endl;
}
}
}
};
class MeshClass
{
public:
MeshClass();
Mesh GetMeshData(MObjectArray Object, bool collision = false);
~MeshClass();
private:
struct WeightInfo {
float BoneIndices[4] = { 0 };
float BoneWeights[4] = { 0 };
};
std::map<int, WeightInfo> GetWeightData();
};
#endif