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