[692] | 1 | #include "submesh.h"
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| 2 |
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| 3 | namespace OgreMayaExporter
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| 4 | {
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| 5 | /***** Class Submesh *****/
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| 6 | // constructor
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| 7 | Submesh::Submesh(const MString& name)
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| 8 | {
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| 9 | clear();
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| 10 | m_name = name;
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| 11 | }
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| 12 |
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| 13 | // destructor
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| 14 | Submesh::~Submesh()
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| 15 | {
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| 16 | clear();
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| 17 | }
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| 18 |
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| 19 | // clear data
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| 20 | void Submesh::clear()
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| 21 | {
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| 22 | m_name = "";
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| 23 | m_numTriangles = 0;
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| 24 | m_pMaterial = NULL;
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| 25 | m_vertices.clear();
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| 26 | m_faces.clear();
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| 27 | m_uvsets.clear();
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| 28 | m_use32bitIndexes = false;
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| 29 | }
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| 30 |
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| 31 | // return number of triangles composing the mesh
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| 32 | long Submesh::numTriangles()
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| 33 | {
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| 34 | return m_numTriangles;
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| 35 | }
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| 36 |
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| 37 | // return number of vertices composing the mesh
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| 38 | long Submesh::numVertices()
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| 39 | {
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| 40 | return m_numVertices;
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| 41 | }
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| 42 |
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| 43 | // return submesh name
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| 44 | MString& Submesh::name()
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| 45 | {
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| 46 | return m_name;
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| 47 | }
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| 48 |
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| 49 | /***** load data *****/
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| 50 | MStatus Submesh::loadMaterial(MObject& shader,MStringArray& uvsets,ParamList& params)
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| 51 | {
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| 52 | MPlug plug;
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| 53 | MPlugArray srcplugarray;
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| 54 | bool foundShader = false;
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| 55 | MStatus stat;
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| 56 | MFnLambertShader* pShader;
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| 57 | //get shader from shading group
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| 58 | MFnDependencyNode shadingGroup(shader);
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| 59 | plug = shadingGroup.findPlug("surfaceShader");
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| 60 | plug.connectedTo(srcplugarray,true,false,&stat);
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| 61 | for (int i=0; i<srcplugarray.length() && !foundShader; i++)
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| 62 | {
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| 63 | if (srcplugarray[i].node().hasFn(MFn::kLambert))
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| 64 | {
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| 65 | pShader = new MFnLambertShader(srcplugarray[i].node());
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| 66 | foundShader = true;
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| 67 | }
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| 68 | }
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| 69 | std::cout << "Found material: " << pShader->name().asChar() << "\n";
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| 70 | //check if this material has already been created
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| 71 | Material* pMaterial = MaterialSet::getSingleton().getMaterial(pShader->name());
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| 72 | //if the material has already been created, update the pointer
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| 73 | if (pMaterial)
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| 74 | m_pMaterial = pMaterial;
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| 75 | //else create it and add it to the material set
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| 76 | else
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| 77 | {
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| 78 | pMaterial = new Material();
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| 79 | pMaterial->load(pShader,uvsets,params);
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| 80 | m_pMaterial = pMaterial;
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| 81 | MaterialSet::getSingleton().addMaterial(pMaterial);
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| 82 | }
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| 83 | //delete temporary shader
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| 84 | delete pShader;
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| 85 | //loading complete
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| 86 | return MS::kSuccess;
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| 87 | }
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| 88 |
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| 89 | MStatus Submesh::load(std::vector<face>& faces, std::vector<vertexInfo>& vertInfo, MFloatPointArray& points,
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| 90 | MFloatVectorArray& normals, MStringArray& texcoordsets,ParamList& params,bool opposite)
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| 91 | {
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| 92 | //save uvsets info
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| 93 | for (int i=m_uvsets.size(); i<texcoordsets.length(); i++)
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| 94 | {
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| 95 | uvset uv;
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| 96 | uv.size = 2;
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| 97 | m_uvsets.push_back(uv);
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| 98 | }
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| 99 | //iterate over faces array, to retrieve vertices info
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| 100 | for (i=0; i<faces.size(); i++)
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| 101 | {
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| 102 | face newFace;
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| 103 | // if we are using shared geometry, indexes refer to the vertex buffer of the whole mesh
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| 104 | if (params.useSharedGeom)
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| 105 | {
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| 106 | if(opposite)
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| 107 | { // reverse order of face vertices for correct culling
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| 108 | newFace.v[0] = faces[i].v[2];
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| 109 | newFace.v[1] = faces[i].v[1];
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| 110 | newFace.v[2] = faces[i].v[0];
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| 111 | }
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| 112 | else
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| 113 | {
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| 114 | newFace.v[0] = faces[i].v[0];
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| 115 | newFace.v[1] = faces[i].v[1];
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| 116 | newFace.v[2] = faces[i].v[2];
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| 117 | }
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| 118 | }
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| 119 | // otherwise we create a vertex buffer for this submesh
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| 120 | else
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| 121 | { // faces are triangles, so retrieve index of the three vertices
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| 122 | for (int j=0; j<3; j++)
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| 123 | {
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| 124 | vertex v;
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| 125 | vertexInfo vInfo = vertInfo[faces[i].v[j]];
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| 126 | // save vertex coordinates
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| 127 | v.x = points[vInfo.pointIdx].x;
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| 128 | v.y = points[vInfo.pointIdx].y;
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| 129 | v.z = points[vInfo.pointIdx].z;
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| 130 | // save vertex normal
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| 131 | if (opposite)
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| 132 | {
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| 133 | v.n.x = -normals[vInfo.normalIdx].x;
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| 134 | v.n.y = -normals[vInfo.normalIdx].y;
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| 135 | v.n.z = -normals[vInfo.normalIdx].z;
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| 136 | }
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| 137 | else
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| 138 | {
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| 139 | v.n.x = normals[vInfo.normalIdx].x;
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| 140 | v.n.y = normals[vInfo.normalIdx].y;
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| 141 | v.n.z = normals[vInfo.normalIdx].z;
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| 142 | }
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| 143 | v.n.normalize();
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| 144 | // save vertex color
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| 145 | v.r = vInfo.r;
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| 146 | v.g = vInfo.g;
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| 147 | v.b = vInfo.b;
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| 148 | v.a = vInfo.a;
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| 149 | // save vertex bone assignements
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| 150 | for (int k=0; k<vInfo.vba.size(); k++)
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| 151 | {
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| 152 | vba newVba;
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| 153 | newVba.jointIdx = vInfo.jointIds[k];
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| 154 | newVba.weight = vInfo.vba[k];
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| 155 | v.vbas.push_back(newVba);
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| 156 | }
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| 157 | // save texture coordinates
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| 158 | for (k=0; k<vInfo.u.size(); k++)
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| 159 | {
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| 160 | texcoords newTexCoords;
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| 161 | newTexCoords.u = vInfo.u[k];
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| 162 | newTexCoords.v = vInfo.v[k];
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| 163 | newTexCoords.w = 0;
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| 164 | v.texcoords.push_back(newTexCoords);
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| 165 | }
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| 166 | // add newly created vertex to vertex list
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| 167 | m_vertices.push_back(v);
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| 168 | if (opposite) // reverse order of face vertices to get correct culling
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| 169 | newFace.v[2-j] = m_vertices.size() - 1;
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| 170 | else
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| 171 | newFace.v[j] = m_vertices.size() - 1;
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| 172 | }
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| 173 | }
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| 174 | m_faces.push_back(newFace);
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| 175 | }
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| 176 | // set use32bitIndexes flag
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| 177 | if (params.useSharedGeom || (m_vertices.size() > 65535) || (m_faces.size() > 65535))
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| 178 | m_use32bitIndexes = true;
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| 179 | else
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| 180 | m_use32bitIndexes = false;
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| 181 | return MS::kSuccess;
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| 182 | }
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| 183 |
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| 184 | /***** write data *****/
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| 185 | MStatus Submesh::writeXML(ParamList ¶ms)
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| 186 | {
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| 187 | // Start submesh description
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| 188 | params.outMesh << "\t\t<submesh ";
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| 189 | // Write material name
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| 190 | params.outMesh << "material=\"" << m_pMaterial->name().asChar() << "\" ";
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| 191 | // Write use32bitIndexes flag
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| 192 | params.outMesh << "use32bitindexes=\"";
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| 193 | if (m_use32bitIndexes)
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| 194 | params.outMesh << "true";
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| 195 | else
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| 196 | params.outMesh << "false";
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| 197 | params.outMesh << "\" ";
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| 198 | // Write use32bitIndexes flag
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| 199 | params.outMesh << "usesharedvertices=\"";
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| 200 | if (params.useSharedGeom)
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| 201 | params.outMesh << "true";
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| 202 | else
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| 203 | params.outMesh << "false";
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| 204 | params.outMesh << "\" ";
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| 205 | // Write operation type flag
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| 206 | params.outMesh << "operationtype=\"triangle_list\">\n";
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| 207 |
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| 208 | // Write submesh polygons
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| 209 | params.outMesh << "\t\t\t<faces count=\"" << m_faces.size() << "\">\n";
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| 210 | for (int i=0; i<m_faces.size(); i++)
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| 211 | {
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| 212 | params.outMesh << "\t\t\t\t<face v1=\"" << m_faces[i].v[0] << "\" v2=\"" << m_faces[i].v[1] << "\" "
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| 213 | << "v3=\"" << m_faces[i].v[2] << "\"/>\n";
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| 214 | }
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| 215 | params.outMesh << "\t\t\t</faces>\n";
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| 216 |
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| 217 | // Write mesh geometry
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| 218 | if (!params.useSharedGeom)
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| 219 | {
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| 220 | params.outMesh << "\t\t\t<geometry vertexcount=\"" << m_vertices.size() << "\">\n";
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| 221 | params.outMesh << "\t\t\t\t<vertexbuffer positions=\"true\" normals=";
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| 222 | if (params.exportVertNorm)
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| 223 | params.outMesh << "\"true\"";
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| 224 | else
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| 225 | params.outMesh << "\"false\"";
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| 226 | params.outMesh << " colours_diffuse=";
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| 227 | if (params.exportVertCol)
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| 228 | params.outMesh << "\"true\"";
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| 229 | else
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| 230 | params.outMesh << "\"false\"";
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| 231 | params.outMesh << " colours_specular=\"false\" texture_coords=\"";
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| 232 | if (params.exportTexCoord)
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| 233 | params.outMesh << m_uvsets.size() << "\">\n";
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| 234 | else
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| 235 | params.outMesh << 0 << "\">\n";
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| 236 | //write vertex data
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| 237 | for (i=0; i<m_vertices.size(); i++)
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| 238 | {
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| 239 | params.outMesh << "\t\t\t\t\t<vertex>\n";
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| 240 | //write vertex position
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| 241 | params.outMesh << "\t\t\t\t\t\t<position x=\"" << m_vertices[i].x << "\" y=\""
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| 242 | << m_vertices[i].y << "\" " << "z=\"" << m_vertices[i].z << "\"/>\n";
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| 243 | //write vertex normal
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| 244 | if (params.exportVertNorm)
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| 245 | {
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| 246 | params.outMesh << "\t\t\t\t\t\t<normal x=\"" << m_vertices[i].n.x << "\" y=\""
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| 247 | << m_vertices[i].n.y << "\" " << "z=\"" << m_vertices[i].n.z << "\"/>\n";
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| 248 | }
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| 249 | //write vertex colour
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| 250 | if (params.exportVertCol)
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| 251 | {
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| 252 | float r,g,b,a;
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| 253 | if (params.exportVertColWhite)
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| 254 | {
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| 255 | r = g = b = a = 1.0f;
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| 256 | }
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| 257 | else
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| 258 | {
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| 259 | r = m_vertices[i].r;
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| 260 | g = m_vertices[i].g;
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| 261 | b = m_vertices[i].b;
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| 262 | a = m_vertices[i].a;
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| 263 | }
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| 264 |
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| 265 | params.outMesh << "\t\t\t\t\t\t<colour_diffuse value=\"" << r << " " << g
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| 266 | << " " << b << " " << a << "\"/>\n";
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| 267 | }//write vertex texture coordinates
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| 268 | if (params.exportTexCoord)
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| 269 | {
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| 270 | for (int j=0; j<m_uvsets.size(); j++)
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| 271 | {
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| 272 | params.outMesh << "\t\t\t\t\t\t<texcoord u=\"" << m_vertices[i].texcoords[j].u << "\" v=\"" <<
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| 273 | m_vertices[i].texcoords[j].v << "\"/>\n";
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| 274 | }
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| 275 | }
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| 276 | params.outMesh << "\t\t\t\t\t</vertex>\n";
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| 277 | }
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| 278 | //end vertex data
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| 279 | params.outMesh << "\t\t\t\t</vertexbuffer>\n";
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| 280 | //end geometry description
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| 281 | params.outMesh << "\t\t\t</geometry>\n";
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| 282 |
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| 283 | // Write bone assignments
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| 284 | if (params.exportVBA)
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| 285 | {
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| 286 | params.outMesh << "\t\t\t<boneassignments>\n";
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| 287 | for (i=0; i<m_vertices.size(); i++)
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| 288 | {
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| 289 | for (int j=0; j<m_vertices[i].vbas.size(); j++)
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| 290 | {
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| 291 | if (m_vertices[i].vbas[j].weight > 0.001)
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| 292 | {
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| 293 | params.outMesh << "\t\t\t\t<vertexboneassignment vertexindex=\"" << i
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| 294 | << "\" boneindex=\"" << m_vertices[i].vbas[j].jointIdx << "\" weight=\""
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| 295 | << m_vertices[i].vbas[j].weight <<"\"/>\n";
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| 296 | }
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| 297 | }
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| 298 | }
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| 299 | params.outMesh << "\t\t\t</boneassignments>\n";
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| 300 | }
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| 301 | }
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| 302 | // End submesh description
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| 303 | params.outMesh << "\t\t</submesh>\n";
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| 304 |
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| 305 | return MS::kSuccess;
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| 306 | }
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| 307 |
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| 308 |
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| 309 | }; //end of namespace
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