77 lines
2.8 KiB
C++
77 lines
2.8 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 "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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float Pos[3];
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float Normal[3];
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float BiNormal[3];
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float BiTangent[3];
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float Uv[2];
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float BoneIndices[4];
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float BoneWeights[4];
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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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out.write((char*)&Normal, sizeof(float) * 3);
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out.write((char*)&BiNormal, sizeof(float) * 3);
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out.write((char*)&BiTangent, sizeof(float) * 3);
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out.write((char*)&Uv, sizeof(float) * 2);
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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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virtual void WriteASCII(std::ostream& out) const
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{
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out << "New Vertex: " << endl;
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out << Pos[0] << " " << Pos[1] << " " << Pos[2] << endl;
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out << Normal[0] << " " << Normal[1] << " " << Normal[2] << endl;
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out << BiNormal[0] << " " << BiNormal[1] << " " << BiNormal[2] << endl;
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out << BiTangent[0] << " " << BiTangent[1] << " " << BiTangent[2] << endl;
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out << Uv[0] << " " << Uv[1] << endl;
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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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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->BiNormal[0] == right.BiNormal[0] && this->BiNormal[1] == right.BiNormal[1] && this->BiNormal[2] == right.BiNormal[2] &&
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this->BiTangent[0] == right.BiTangent[0] && this->BiTangent[1] == right.BiTangent[1] && this->BiTangent[2] == right.BiTangent[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
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{
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public:
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Mesh();
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void GetMeshData(MObject Object, std::vector<VertexLayout>& vertexList, std::vector<unsigned int>& indexList);
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~Mesh();
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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 |