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

84 lines
4.0 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.
*
*/
#pragma once
#include <SceneAPI/SceneData/SceneDataConfiguration.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshData.h>
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/std/containers/unordered_set.h>
namespace AZ
{
namespace SceneData
{
namespace GraphData
{
class SCENE_DATA_CLASS MeshData
: public AZ::SceneAPI::DataTypes::IMeshData
{
public:
AZ_RTTI(MeshData, "{a2589bd4-42fb-40ba-a38d-cfcd6e9ea169}", AZ::SceneAPI::DataTypes::IMeshData)
static void Reflect(ReflectContext* context);
SCENE_DATA_API ~MeshData() override;
SCENE_DATA_API void CloneAttributesFrom(const IGraphObject* sourceObject) override;
//assumes 1 to 1 mapping for these position, normal, color, uv
//positions with more than one normal or uv (seam) will duplicate shared values in multiple verts
SCENE_DATA_API virtual void AddPosition(const AZ::Vector3& position);
SCENE_DATA_API virtual void AddNormal(const AZ::Vector3& normal);
//assume consistent winding - no stripping or fanning expected (3 index per face)
SCENE_DATA_API void AddFace(unsigned int index1, unsigned int index2, unsigned int index3,
unsigned int faceMaterialId = AZ::SceneAPI::DataTypes::IMeshData::s_invalidMaterialId);
SCENE_DATA_API void AddFace(const AZ::SceneAPI::DataTypes::IMeshData::Face& face,
unsigned int faceMaterialId = AZ::SceneAPI::DataTypes::IMeshData::s_invalidMaterialId);
SCENE_DATA_API void SetVertexIndexToControlPointIndexMap(int vertexIndex, int controlPointIndex);
SCENE_DATA_API size_t GetUsedControlPointCount() const override;
SCENE_DATA_API int GetControlPointIndex(int vertexIndex) const override;
SCENE_DATA_API int GetUsedPointIndexForControlPoint(int controlPointIndex) const override;
SCENE_DATA_API unsigned int GetVertexCount() const override;
SCENE_DATA_API bool HasNormalData() const override;
SCENE_DATA_API const AZ::Vector3& GetPosition(unsigned int index) const override;
SCENE_DATA_API const AZ::Vector3& GetNormal(unsigned int index) const override;
SCENE_DATA_API unsigned int GetFaceCount() const override;
SCENE_DATA_API const AZ::SceneAPI::DataTypes::IMeshData::Face& GetFaceInfo(unsigned int index) const override;
SCENE_DATA_API unsigned int GetFaceMaterialId(unsigned int index) const override;
SCENE_DATA_API unsigned int GetVertexIndex(int faceIndex, int vertexIndexInFace) const override;
SCENE_DATA_API void GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const override;
protected:
AZStd::vector<AZ::Vector3> m_positions;
AZStd::vector<AZ::Vector3> m_normals;
AZStd::vector<AZ::SceneAPI::DataTypes::IMeshData::Face> m_faceList;
AZStd::vector<unsigned int> m_faceMaterialIds;
AZStd::unordered_map<int, int> m_vertexIndexToControlPointIndexMap;
AZStd::unordered_map<int, int> m_controlPointToUsedVertexIndexMap;
};
}
}
}