412 lines
12 KiB
C
412 lines
12 KiB
C
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/********************************************************************************
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* OpenGL-Framework *
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* Copyright (c) 2013 Daniel Chappuis *
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*********************************************************************************
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* *
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* This software is provided 'as-is', without any express or implied warranty. *
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* In no event will the authors be held liable for any damages arising from the *
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* use of this software. *
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* *
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* Permission is granted to anyone to use this software for any purpose, *
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* including commercial applications, and to alter it and redistribute it *
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* freely, subject to the following restrictions: *
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* *
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* 1. The origin of this software must not be misrepresented; you must not claim *
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* that you wrote the original software. If you use this software in a *
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* product, an acknowledgment in the product documentation would be *
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* appreciated but is not required. *
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* *
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* 2. Altered source versions must be plainly marked as such, and must not be *
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* misrepresented as being the original software. *
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* *
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* 3. This notice may not be removed or altered from any source distribution. *
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* *
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********************************************************************************/
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#ifndef MESH_H
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#define MESH_H
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// Libraries
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#include <string>
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#include <vector>
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#include <map>
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#include "definitions.h"
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#include "maths/Vector2.h"
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#include "maths/Vector3.h"
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#include "maths/Color.h"
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#include "Texture2D.h"
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#include "Object3D.h"
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namespace openglframework {
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// Class Mesh
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// This class represents a 3D triangular mesh
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// object that can be loaded from an OBJ file for instance.
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class Mesh : public Object3D {
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protected:
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// -------------------- Attributes -------------------- //
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// A triplet of vertex indices for each triangle
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std::vector<std::vector<uint> > mIndices;
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// Vertices coordinates (local space)
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std::vector<Vector3> mVertices;
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// Normals coordinates
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std::vector<Vector3> mNormals;
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// Tangents coordinates
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std::vector<Vector3> mTangents;
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// Color for each vertex
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std::vector<Color> mColors;
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// UV texture coordinates
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std::vector<Vector2> mUVs;
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// Textures of the mesh (one for each part of the mesh)
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std::map<uint, Texture2D> mTextures;
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public:
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// -------------------- Methods -------------------- //
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// Constructor
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Mesh();
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// Destructor
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virtual ~Mesh();
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// Destroy the mesh
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void destroy();
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// Compute the normals of the mesh
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void calculateNormals();
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// Compute the tangents of the mesh
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void calculateTangents();
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// Calculate the bounding box of the mesh
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void calculateBoundingBox(Vector3& min, Vector3& max) const;
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// Scale of vertices of the mesh using a given factor
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void scaleVertices(float factor);
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// Return the number of triangles
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uint getNbFaces(uint part = 0) const;
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// Return the number of vertices
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uint getNbVertices() const;
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// Return the number of parts in the mesh
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uint getNbParts() const;
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// Return a reference to the vertices
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const std::vector<Vector3>& getVertices() const;
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// Set the vertices of the mesh
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void setVertices(std::vector<Vector3>& vertices);
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// Return a reference to the normals
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const std::vector<Vector3>& getNormals() const;
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// set the normals of the mesh
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void setNormals(std::vector<Vector3>& normals);
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// Return a reference to the UVs
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const std::vector<Vector2>& getUVs() const;
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// Set the UV texture coordinates of the mesh
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void setUVs(std::vector<Vector2>& uvs);
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// Return a reference to the vertex indices
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const std::vector<uint>& getIndices(uint part = 0) const;
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// Set the vertices indices of the mesh
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void setIndices(std::vector<std::vector<uint> >& indices);
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// Return the coordinates of a given vertex
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const Vector3& getVertex(uint i) const;
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// Set the coordinates of a given vertex
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void setVertex(uint i, const Vector3& vertex);
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// Return the coordinates of a given normal
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const Vector3& getNormal(uint i) const;
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// Set the coordinates of a given normal
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void setNormal(uint i, const Vector3& normal);
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// Return the color of a given vertex
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const Color& getColor(uint i) const;
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// Set the color of a given vertex
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void setColor(uint i, const Color& color);
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// Set a color to all the vertices
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void setColorToAllVertices(const Color& color);
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// Return the UV of a given vertex
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const Vector2& getUV(uint i) const;
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// Set the UV of a given vertex
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void setUV(uint i, const Vector2& uv);
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// Return the vertex index of the ith (i=0,1,2) vertex of a given face
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uint getVertexIndexInFace(uint faceIndex, uint i, uint part = 0) const;
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// Return true if the mesh has normals
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bool hasNormals() const;
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// Return true if the mesh has tangents
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bool hasTangents() const;
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// Return true if the mesh has vertex colors
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bool hasColors() const;
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// Return true if the mesh has UV texture coordinates
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bool hasUVTextureCoordinates() const;
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// Return true if the mesh has a texture for a given part of the mesh and if it
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// also have texture coordinates
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bool hasTextureForPart(uint part = 0) const;
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// Return true if the mesh has a texture (and texture coordinates) for at least one
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// part of the mesh
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bool hasTexture() const;
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// Return a pointer to the vertices data
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void* getVerticesPointer();
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// Return a pointer to the normals data
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void* getNormalsPointer();
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// Return a pointer to the colors data
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void* getColorsPointer();
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// Return a pointer to the tangents data
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void* getTangentsPointer();
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// Return a pointer to the UV texture coordinates data
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void* getUVTextureCoordinatesPointer();
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// Return a pointer to the vertex indicies data
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void* getIndicesPointer(uint part = 0);
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// Return a reference to a texture of the mesh
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Texture2D &getTexture(uint part = 0);
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// Set a texture to a part of the mesh
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void setTexture(Texture2D &texture, uint part = 0);
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};
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// Return the number of triangles
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inline uint Mesh::getNbFaces(uint part) const {
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return mIndices[part].size() / 3;
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}
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// Return the number of vertices
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inline uint Mesh::getNbVertices() const {
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return mVertices.size();
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}
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// Return the number of parts in the mesh
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inline uint Mesh::getNbParts() const {
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return mIndices.size();
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}
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// Return a reference to the vertices
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inline const std::vector<Vector3>& Mesh::getVertices() const {
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return mVertices;
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}
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// Set the vertices of the mesh
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inline void Mesh::setVertices(std::vector<Vector3>& vertices) {
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mVertices = vertices;
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}
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// Return a reference to the normals
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inline const std::vector<Vector3>& Mesh::getNormals() const {
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return mNormals;
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}
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// set the normals of the mesh
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inline void Mesh::setNormals(std::vector<Vector3>& normals) {
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mNormals = normals;
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}
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// Return a reference to the UVs
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inline const std::vector<Vector2>& Mesh::getUVs() const {
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return mUVs;
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}
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// Set the UV texture coordinates of the mesh
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inline void Mesh::setUVs(std::vector<Vector2>& uvs) {
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mUVs = uvs;
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}
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// Return a reference to the vertex indices
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inline const std::vector<uint>& Mesh::getIndices(uint part) const {
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return mIndices[part];
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}
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// Set the vertices indices of the mesh
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inline void Mesh::setIndices(std::vector<std::vector<uint> >& indices) {
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mIndices = indices;
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}
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// Return the coordinates of a given vertex
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inline const Vector3& Mesh::getVertex(uint i) const {
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assert(i < getNbVertices());
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return mVertices[i];
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}
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// Set the coordinates of a given vertex
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inline void Mesh::setVertex(uint i, const Vector3& vertex) {
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assert(i < getNbVertices());
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mVertices[i] = vertex;
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}
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// Return the coordinates of a given normal
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inline const Vector3& Mesh::getNormal(uint i) const {
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assert(i < getNbVertices());
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return mNormals[i];
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}
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// Set the coordinates of a given normal
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inline void Mesh::setNormal(uint i, const Vector3& normal) {
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assert(i < getNbVertices());
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mNormals[i] = normal;
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}
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// Return the color of a given vertex
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inline const Color& Mesh::getColor(uint i) const {
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assert(i < getNbVertices());
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return mColors[i];
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}
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// Set the color of a given vertex
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inline void Mesh::setColor(uint i, const Color& color) {
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// If the color array does not have the same size as
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// the vertices array
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if (mColors.size() != mVertices.size()) {
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// Create the color array with the same size
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mColors = std::vector<Color>(mVertices.size());
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}
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mColors[i] = color;
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}
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// Set a color to all the vertices
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inline void Mesh::setColorToAllVertices(const Color& color) {
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// If the color array does not have the same size as
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// the vertices array
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if (mColors.size() != mVertices.size()) {
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// Create the color array with the same size
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mColors = std::vector<Color>(mVertices.size());
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}
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for (size_t v=0; v<mVertices.size(); v++) {
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mColors[v] = color;
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}
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}
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// Return the UV of a given vertex
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inline const Vector2& Mesh::getUV(uint i) const {
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assert(i < getNbVertices());
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return mUVs[i];
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}
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// Set the UV of a given vertex
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inline void Mesh::setUV(uint i, const Vector2& uv) {
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assert(i < getNbVertices());
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mUVs[i] = uv;
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}
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// Return the vertex index of the ith (i=0,1,2) vertex of a given face
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inline uint Mesh::getVertexIndexInFace(uint faceIndex, uint i, uint part) const {
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return (mIndices[part])[faceIndex*3 + i];
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}
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// Return true if the mesh has normals
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inline bool Mesh::hasNormals() const {
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return mNormals.size() == mVertices.size();
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}
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// Return true if the mesh has tangents
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inline bool Mesh::hasTangents() const {
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return mTangents.size() == mVertices.size();
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}
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// Return true if the mesh has vertex colors
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inline bool Mesh::hasColors() const {
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return mColors.size() == mVertices.size();
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}
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// Return true if the mesh has UV texture coordinates
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inline bool Mesh::hasUVTextureCoordinates() const {
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return mUVs.size() == mVertices.size();
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}
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// Return true if the mesh has a texture for a given part of the mesh and if it
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// also have texture coordinates
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inline bool Mesh::hasTextureForPart(uint part) const {
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return hasUVTextureCoordinates() && mTextures.count(part);
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}
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// Return true if the mesh has a texture (and texture coordinates) for at least one
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// part of the mesh
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inline bool Mesh::hasTexture() const {
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return hasUVTextureCoordinates() && (mTextures.size() > 0);
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}
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// Return a pointer to the vertices data
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inline void* Mesh::getVerticesPointer() {
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return &(mVertices[0]);
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}
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// Return a pointer to the normals data
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inline void* Mesh::getNormalsPointer() {
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return &(mNormals[0]);
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}
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// Return a pointer to the colors data
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inline void* Mesh::getColorsPointer() {
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return &(mColors[0]);
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}
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// Return a pointer to the tangents data
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inline void* Mesh::getTangentsPointer() {
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return &(mTangents[0]);
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}
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// Return a pointer to the UV texture coordinates data
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inline void* Mesh::getUVTextureCoordinatesPointer() {
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return &(mUVs[0]);
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}
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// Return a pointer to the vertex indicies data
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inline void* Mesh::getIndicesPointer(uint part) {
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return &(mIndices[part])[0];
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}
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// Return a reference to a texture of the mesh
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inline Texture2D& Mesh::getTexture(uint part) {
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return mTextures[part];
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}
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// Set a texture to a part of the mesh
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inline void Mesh::setTexture(Texture2D& texture, uint part) {
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mTextures[part] = texture;
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}
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}
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#endif
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