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o3de/Code/Tools/SceneAPI/SceneData/GraphData/MeshData.cpp

220 lines
9.6 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <SceneAPI/SceneData/GraphData/MeshData.h>
#include <AzCore/Casting/numeric_cast.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <AzCore/RTTI/BehaviorContext.h>
namespace AZ
{
AZ_TYPE_INFO_SPECIALIZE(AZ::SceneAPI::DataTypes::IMeshData::Face, "{F9F49C1A-014F-46F5-A46F-B56D8CB46C2B}");
namespace SceneData
{
namespace GraphData
{
namespace DataTypes = AZ::SceneAPI::DataTypes;
void MeshData::Reflect(ReflectContext* context)
{
SerializeContext* serializeContext = azrtti_cast<SerializeContext*>(context);
if (serializeContext)
{
serializeContext->Class<MeshData>()->Version(1);
}
BehaviorContext* behaviorContext = azrtti_cast<BehaviorContext*>(context);
if (behaviorContext)
{
behaviorContext->Class<SceneAPI::DataTypes::IMeshData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetUnitSizeInMeters", &MeshData::GetUnitSizeInMeters)
->Method("GetOriginalUnitSizeInMeters", &MeshData::GetOriginalUnitSizeInMeters);
behaviorContext->Class<MeshData>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetControlPointIndex", &MeshData::GetControlPointIndex)
->Method("GetUsedControlPointCount", &MeshData::GetUsedControlPointCount)
->Method("GetUsedPointIndexForControlPoint", &MeshData::GetUsedPointIndexForControlPoint)
->Method("GetVertexCount", &MeshData::GetVertexCount)
->Method("HasNormalData", &MeshData::HasNormalData)
->Method("GetPosition", &MeshData::GetPosition)
->Method("GetNormal", &MeshData::GetNormal)
->Method("GetFaceCount", &MeshData::GetFaceCount)
->Method("GetFaceInfo", &MeshData::GetFaceInfo)
->Method("GetFaceMaterialId", &MeshData::GetFaceMaterialId)
->Method("GetVertexIndex", &MeshData::GetVertexIndex);
behaviorContext->Class<SceneAPI::DataTypes::IMeshData::Face>()
->Attribute(AZ::Script::Attributes::Scope, AZ::Script::Attributes::ScopeFlags::Common)
->Attribute(AZ::Script::Attributes::Module, "scene")
->Method("GetVertexIndex", [](const SceneAPI::DataTypes::IMeshData::Face& self, int index)
{
if (index >= 0 && index < 3)
{
return self.vertexIndex[index];
}
return aznumeric_cast<unsigned int>(0);
});
}
}
MeshData::~MeshData() = default;
void MeshData::CloneAttributesFrom(const IGraphObject* sourceObject)
{
IMeshData::CloneAttributesFrom(sourceObject);
}
void MeshData::AddPosition(const AZ::Vector3& position)
{
m_positions.push_back(position);
}
void MeshData::AddNormal(const AZ::Vector3& normal)
{
m_normals.push_back(normal);
}
//assume consistent winding - no stripping or fanning expected (3 index per face)
//indices can be used for position and normal
void MeshData::AddFace(unsigned int index1, unsigned int index2, unsigned int index3, unsigned int faceMaterialId)
{
IMeshData::Face face;
face.vertexIndex[0] = index1;
face.vertexIndex[1] = index2;
face.vertexIndex[2] = index3;
m_faceList.push_back(face);
m_faceMaterialIds.push_back(faceMaterialId);
}
void MeshData::AddFace(const DataTypes::IMeshData::Face& face, unsigned int faceMaterialId)
{
m_faceList.push_back(face);
m_faceMaterialIds.push_back(faceMaterialId);
}
void MeshData::SetVertexIndexToControlPointIndexMap(int vertexIndex, int controlPointIndex)
{
m_vertexIndexToControlPointIndexMap[vertexIndex] = controlPointIndex;
// The above hashmap stores the control point index (value) per vertex (key).
// We construct an unordered set and fill in the control point indices in order to get access to the number of unique control points indices.
if (m_controlPointToUsedVertexIndexMap.find(controlPointIndex) == m_controlPointToUsedVertexIndexMap.end())
{
m_controlPointToUsedVertexIndexMap[controlPointIndex] = aznumeric_cast<unsigned int>(m_controlPointToUsedVertexIndexMap.size());
}
}
int MeshData::GetControlPointIndex(int vertexIndex) const
{
AZ_Assert(m_vertexIndexToControlPointIndexMap.find(vertexIndex) != m_vertexIndexToControlPointIndexMap.end(), "Vertex index %i doesn't exist", vertexIndex);
// Note: AZStd::unordered_map's operator [] doesn't have const version...
return m_vertexIndexToControlPointIndexMap.find(vertexIndex)->second;
}
size_t MeshData::GetUsedControlPointCount() const
{
return m_controlPointToUsedVertexIndexMap.size();
}
int MeshData::GetUsedPointIndexForControlPoint(int controlPointIndex) const
{
auto iter = m_controlPointToUsedVertexIndexMap.find(controlPointIndex);
if (iter != m_controlPointToUsedVertexIndexMap.end())
{
return iter->second;
}
else
{
return -1; // That control point is not used in this mesh
}
}
unsigned int MeshData::GetVertexCount() const
{
return static_cast<unsigned int>(m_positions.size());
}
bool MeshData::HasNormalData() const
{
return m_normals.size() > 0;
}
const AZ::Vector3& MeshData::GetPosition(unsigned int index) const
{
AZ_Assert(index < m_positions.size(), "GetPosition index not in range");
return m_positions[index];
}
const AZ::Vector3& MeshData::GetNormal(unsigned int index) const
{
AZ_Assert(index < m_normals.size(), "GetNormal index not in range");
return m_normals[index];
}
unsigned int MeshData::GetFaceCount() const
{
return static_cast<unsigned int>(m_faceList.size());
}
const DataTypes::IMeshData::Face& MeshData::GetFaceInfo(unsigned int index) const
{
AZ_Assert(index < m_faceList.size(), "GetFaceInfo index not in range");
return m_faceList[index];
}
unsigned int MeshData::GetFaceMaterialId(unsigned int index) const
{
AZ_Assert(index < m_faceMaterialIds.size(), "GetFaceMaterialIds index not in range");
return m_faceMaterialIds[index];
}
unsigned int MeshData::GetVertexIndex(int faceIndex, int vertexIndexInFace) const
{
AZ_Assert(faceIndex < m_faceList.size(), "GetFaceInfo index not in range");
AZ_Assert(vertexIndexInFace < 3, "vertexIndexInFace index not in range");
return m_faceList[faceIndex].vertexIndex[vertexIndexInFace];
}
void MeshData::GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const
{
output.Write("Positions", m_positions);
int index = 0;
for (const auto& position : m_positions)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), position);
++index;
}
index = 0;
output.Write("Normals", m_normals);
for (const auto& normal : m_normals)
{
output.Write(AZStd::string::format("\t%d", index).c_str(), normal);
++index;
}
index = 0;
output.Write("FaceList", m_faceList);
for (const auto& face : m_faceList)
{
output.WriteArray(AZStd::string::format("\t%d", index).c_str(), face.vertexIndex, 3);
++index;
}
output.Write("FaceMaterialIds", m_faceMaterialIds);
}
}
}
}