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📄 ogremayamesh.h

📁 赫赫大名的 OGRE 游戏引擎
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/*
============================================================================
This source file is part of the Ogre-Maya Tools.
Distributed as part of Ogre (Object-oriented Graphics Rendering Engine).
Copyright (C) 2003 Fifty1 Software Inc., Bytelords

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
or go to http://www.gnu.org/licenses/gpl.txt
============================================================================
*/
#ifndef _OGREMAYA_MESH_H_
#define _OGREMAYA_MESH_H_

#include "OgreMayaCommon.h"

#include <maya/MGlobal.h>
#include <maya/MFloatArray.h>
#include <maya/MPointArray.h>
#include <maya/MFloatVectorArray.h>
#include <maya/MColorArray.h>
#include <maya/MObjectArray.h>
#include <maya/MFnMesh.h>
#include <maya/MStatus.h>
#include <maya/MItMeshPolygon.h>

#include <fstream>

#include <string>
#include <list>
#include <vector>

namespace OgreMaya {

	using std::ofstream;
	using std::list;
	using std::string;
	using std::vector;

	//	===========================================================================
	/** \struct		MeshUV
		Simple structure with single set of UV coordinates for a single vertex.
	*/	
	//	===========================================================================
	struct MeshVertexUV {
		Real u;
		Real v;
        
		MeshVertexUV() {
			u = (Real)0.0;
			v = (Real)0.0;
		}

        bool operator ==(const MeshVertexUV& other) const {
            return u==other.u && v==other.v;
        }
	};
	typedef list<MeshVertexUV> MeshVertexUVList;
	

	//	===========================================================================
	/** \struct		MeshMayaUVSet
		Structure that holds UVs for all vertex-faces for a single UV set.
	*/	
	//	===========================================================================
	struct MeshMayaUVSet {
		MFloatArray	uArray;
		MFloatArray	vArray;
		MString		sName;
	};
	typedef list<MeshMayaUVSet> MeshMayaUVSetList;


    //	===========================================================================
	/** \struct		MeshMayaUVSet
		Structure that holds UVs for all vertex-faces for a single UV set.
	*/	
	//	===========================================================================
	struct VertexBoneAssigment {
        int boneId;
		float weight;
	};
	typedef list<VertexBoneAssigment> VertexBoneAssigmentList;


	//	===========================================================================
	/** \struct		MeshMayaGeometry
		Structure that holds all data for a single Maya mesh.
	*/	
	//	===========================================================================
	struct MeshMayaGeometry {
		MString                  Name;
		MString                  MaterialName;
		MPointArray			     Vertices;
		MFloatVectorArray	     FaceVertexNormals;	 // face-vertex normals
		MColorArray			     FaceVertexColours;
		MIntArray			     TriangleVertexIds;	 // face-relative ids
		MIntArray			     TrianglePolygonIds; // polygon number for each triangle
		MeshMayaUVSetList	     UVSets;
        vector<MFloatArray>      Weights;
	};

	//	===========================================================================
	/** \struct		MeshFaceVertex
		Structure that defines a face-vertex.
	*/	
	//	===========================================================================
	struct MeshFaceVertex {
		Vector3          vecPosition;
		Vector3          vecNormal;
		ColourValue      colour;
		MeshVertexUVList listUV;

        VertexBoneAssigmentList boneAssigments;

		bool operator==(const MeshFaceVertex& other) const {
            // that's enough for equality (boneAssigment is not neccessery)
            return
                colour == other.colour
                && vecPosition == other.vecPosition
                && vecNormal == other.vecNormal
                && listEqual(
                    listUV.begin(), other.listUV.begin(),
                    listUV.end(), other.listUV.end()
                );                
		}
	};
	typedef vector<MeshFaceVertex> MeshFaceVertexVector;


	//	===========================================================================
	/** \struct		MeshTriFace
		Structure that defines a triangular face as a set of 3 indices into an
		arrray of MeshFaceVertex'es.
	*/	
	//	===========================================================================
	struct MeshTriFace {
		unsigned long index0;
		unsigned long index1;
		unsigned long index2;
	};
	typedef list<MeshTriFace> MeshTriFaceList;


	//	===========================================================================
	/** \class		MeshGenerator
		\author		John Van Vliet, Fifty1 Software Inc.
		\version	1.0
		\date		June 2003

		Generates an Ogre mesh from a Maya scene. The complete Maya scene is 
		represented by a single Ogre Mesh, and Maya meshes are represented by 
		Ogre SubMeshes.
	*/	
	//	===========================================================================
	class MeshGenerator	{
	public:

		/// Standard constructor.
		MeshGenerator();
		
		/// Destructor.
		virtual ~MeshGenerator();

		/// Export the complete Maya scene (called by OgreMaya.mll or OgreMaya.exe).
		bool exportAll();

		/// Export selected parts of the Maya scene (called by OgreMaya.mll).
		bool exportSelection();

	protected:
		/// Required for OptionParser interface.
		//bool _validateOptions();

		/// Return visibility of a DAG node.
		bool _isVisible(MFnDagNode &fnDag, MStatus &status);
		
		/// Process a Maya polyMesh.
		MStatus _processPolyMesh(ofstream& out, const MDagPath dagPath);
		MStatus _queryMayaGeometry(MFnMesh &fnMesh, MeshMayaGeometry &rGeom);
		MStatus _parseMayaGeometry(MFnMesh &fnMesh,
			                       MeshMayaGeometry &MayaGeometry, 
			                       MeshFaceVertexVector &FaceVertices, 
								   MeshTriFaceList &TriFaces);		

		void _convertObjectToFace(MItMeshPolygon &iterPoly, MIntArray &objIndices, MIntArray &faceIndices);

        MString getMaterialName(MFnMesh &fnMesh);

	};

} // namespace OgreMaya

#endif

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