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

157 lines
6.1 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>
namespace AZ
{
namespace SceneData
{
namespace GraphData
{
namespace DataTypes = AZ::SceneAPI::DataTypes;
MeshData::~MeshData() = default;
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::SetSdkMeshIndex(int sdkMeshIndex)
{
m_sdkMeshIndex = sdkMeshIndex;
}
int MeshData::GetSdkMeshIndex() const
{
return m_sdkMeshIndex;
}
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);
output.Write("Normals", m_normals);
output.Write("FaceList", m_faceList);
output.Write("FaceMaterialIds", m_faceMaterialIds);
}
}
}
}