/
ModelExporterBase.h
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/
ModelExporterBase.h
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#pragma once
#include <fstream>
#include <map>
#include <fmt/format.h>
#include "i18n.h"
#include "imodel.h"
#include "imodelsurface.h"
#include "render.h"
#include "math/Matrix4.h"
#include "os/fs.h"
#include "os/path.h"
#include "stream/ExportStream.h"
namespace model
{
class ModelExporterBase :
public IModelExporter
{
protected:
struct Surface
{
std::string materialName;
// The vertices of this surface
std::vector<ArbitraryMeshVertex> vertices;
// The indices connecting the vertices to triangles
IndexBuffer indices;
};
typedef std::map<std::string, Surface> Surfaces;
Surfaces _surfaces;
public:
// Adds the given Surface to the exporter's queue
void addSurface(const IModelSurface& incoming, const Matrix4& localToWorld) override
{
Surface& surface = ensureSurface(incoming.getActiveMaterial());
Matrix4 invTranspTransform = localToWorld.getFullInverse().getTransposed();
try
{
const IIndexedModelSurface& indexedSurf = dynamic_cast<const IIndexedModelSurface&>(incoming);
// Cast succeeded, load the vertices and indices directly into here
unsigned int indexStart = static_cast<unsigned int>(surface.vertices.size());
const auto& vertices = indexedSurf.getVertexArray();
const auto& indices = indexedSurf.getIndexArray();
if (indices.size() < 3)
{
// Reject this index buffer
rError() << "Rejecting model surface with less than 3 indices." << std::endl;
return;
}
// Transform vertices before inserting them
for (const auto& meshVertex : vertices)
{
// Copy-construct based on the incoming meshVertex, transform the vertex.
// Transform the normal using the inverse transpose
// We discard the tangent and bitangent vectors here, none of the exporters is using them.
surface.vertices.emplace_back(
localToWorld.transformPoint(meshVertex.vertex),
invTranspTransform.transformPoint(meshVertex.normal).getNormalised(),
meshVertex.texcoord,
meshVertex.colour);
}
surface.indices.reserve(surface.indices.size() + indices.size());
// Incoming polygons are defined in clockwise windings, so reverse the indices
// as the exporter code expects them to be counter-clockwise.
for (std::size_t i = 0; i < indices.size() - 2; i += 3)
{
surface.indices.push_back(indices[i + 2] + indexStart);
surface.indices.push_back(indices[i + 1] + indexStart);
surface.indices.push_back(indices[i + 0] + indexStart);
}
return;
}
catch (std::bad_cast&)
{
// Not an indexed surface, fall through
}
// Pull in all the triangles of that mesh
for (int i = 0; i < incoming.getNumTriangles(); ++i)
{
ModelPolygon poly = incoming.getPolygon(i);
unsigned int indexStart = static_cast<unsigned int>(surface.vertices.size());
poly.a.vertex = localToWorld.transformPoint(poly.a.vertex);
poly.b.vertex = localToWorld.transformPoint(poly.b.vertex);
poly.c.vertex = localToWorld.transformPoint(poly.c.vertex);
// Transform the normal using the inverse transpose
poly.a.normal = invTranspTransform.transformPoint(poly.a.normal).getNormalised();
poly.b.normal = invTranspTransform.transformPoint(poly.b.normal).getNormalised();
poly.c.normal = invTranspTransform.transformPoint(poly.c.normal).getNormalised();
surface.vertices.push_back(poly.a);
surface.vertices.push_back(poly.b);
surface.vertices.push_back(poly.c);
surface.indices.push_back(indexStart);
surface.indices.push_back(indexStart + 1);
surface.indices.push_back(indexStart + 2);
}
}
void addPolygons(const std::string& materialName,
const std::vector<ModelPolygon>& polys, const Matrix4& localToWorld) override
{
Surface& surface = ensureSurface(materialName);
for (const ModelPolygon& poly : polys)
{
unsigned int indexStart = static_cast<unsigned int>(surface.vertices.size());
ModelPolygon transformed(poly); // copy to transform
transformed.a.vertex = localToWorld.transformPoint(poly.a.vertex);
transformed.b.vertex = localToWorld.transformPoint(poly.b.vertex);
transformed.c.vertex = localToWorld.transformPoint(poly.c.vertex);
surface.vertices.push_back(transformed.a);
surface.vertices.push_back(transformed.b);
surface.vertices.push_back(transformed.c);
surface.indices.push_back(indexStart);
surface.indices.push_back(indexStart + 1);
surface.indices.push_back(indexStart + 2);
}
}
private:
Surface& ensureSurface(const std::string& materialName)
{
Surfaces::iterator surf = _surfaces.find(materialName);
if (surf == _surfaces.end())
{
surf = _surfaces.insert(std::make_pair(materialName, Surface())).first;
surf->second.materialName = materialName;
}
return surf->second;
}
};
}