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https://github.com/Laupetin/OpenAssetTools.git
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chore: use XModelCommon for dumping obj to reduce code duplication
This commit is contained in:
@ -116,24 +116,35 @@ class XModelExportWriter6 final : public XModelExportWriterBase
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void WriteFaces(const XModelCommon& xmodel) const
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{
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m_stream << "NUMFACES " << xmodel.m_faces.size() << "\n";
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for (const auto& face : xmodel.m_faces)
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auto totalFaceCount = 0u;
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for (const auto& object : xmodel.m_objects)
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totalFaceCount += object.m_faces.size();
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m_stream << "NUMFACES " << totalFaceCount << "\n";
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auto objectIndex = 0u;
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for (const auto& object : xmodel.m_objects)
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{
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const size_t distinctPositions[3]{
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[0]),
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[1]),
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[2]),
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};
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for (const auto& face : object.m_faces)
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{
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const size_t distinctPositions[3]{
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[0]),
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[1]),
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m_vertex_merger.GetDistinctPositionByInputPosition(face.vertexIndex[2]),
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};
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const XModelVertex& v0 = xmodel.m_vertices[face.vertexIndex[0]];
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const XModelVertex& v1 = xmodel.m_vertices[face.vertexIndex[1]];
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const XModelVertex& v2 = xmodel.m_vertices[face.vertexIndex[2]];
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const XModelVertex& v0 = xmodel.m_vertices[face.vertexIndex[0]];
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const XModelVertex& v1 = xmodel.m_vertices[face.vertexIndex[1]];
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const XModelVertex& v2 = xmodel.m_vertices[face.vertexIndex[2]];
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m_stream << "TRI " << face.objectIndex << " " << xmodel.m_objects[face.objectIndex].materialIndex << " 0 0\n";
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WriteFaceVertex(distinctPositions[0], v0);
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WriteFaceVertex(distinctPositions[1], v1);
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WriteFaceVertex(distinctPositions[2], v2);
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m_stream << "\n";
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m_stream << "TRI " << objectIndex << " " << object.materialIndex << " 0 0\n";
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WriteFaceVertex(distinctPositions[0], v0);
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WriteFaceVertex(distinctPositions[1], v1);
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WriteFaceVertex(distinctPositions[2], v2);
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m_stream << "\n";
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}
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objectIndex++;
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}
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}
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@ -1,157 +1,225 @@
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#include "ObjWriter.h"
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#include "Game/IW4/CommonIW4.h"
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#include "Utils/DistinctMapper.h"
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#include "XModel/Obj/ObjCommon.h"
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ObjWriter::ObjWriter(std::string gameName, std::string zoneName)
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: m_game_name(std::move(gameName)),
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m_zone_name(std::move(zoneName))
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namespace
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{
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}
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void ObjWriter::AddObject(ObjObject object)
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{
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m_objects.emplace_back(std::move(object));
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m_object_data.emplace_back();
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}
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void ObjWriter::AddMaterial(MtlMaterial material)
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{
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m_materials.emplace_back(std::move(material));
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}
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void ObjWriter::AddVertex(const int objectId, const ObjVertex vertex)
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{
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if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
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return;
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m_object_data[objectId].m_vertices.Add(vertex);
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}
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void ObjWriter::AddNormal(const int objectId, const ObjNormal normal)
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{
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if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
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return;
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m_object_data[objectId].m_normals.Add(normal);
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}
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void ObjWriter::AddUv(const int objectId, const ObjUv uv)
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{
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if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
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return;
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m_object_data[objectId].m_uvs.Add(uv);
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}
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void ObjWriter::AddFace(const int objectId, const ObjFace face)
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{
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if (objectId < 0 || static_cast<unsigned>(objectId) >= m_object_data.size())
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return;
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m_object_data[objectId].m_faces.push_back(face);
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}
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void ObjWriter::GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets)
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{
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ObjObjectDataOffsets currentInputOffsets{};
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ObjObjectDataOffsets currentDistinctOffsets{};
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for (const auto& objectData : m_object_data)
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struct ObjObjectData
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{
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inputOffsets.push_back(currentInputOffsets);
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distinctOffsets.push_back(currentDistinctOffsets);
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DistinctMapper<ObjVertex> m_vertices;
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DistinctMapper<ObjNormal> m_normals;
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DistinctMapper<ObjUv> m_uvs;
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};
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currentInputOffsets.vertexOffset += objectData.m_vertices.GetInputValueCount();
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currentInputOffsets.normalOffset += objectData.m_normals.GetInputValueCount();
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currentInputOffsets.uvOffset += objectData.m_uvs.GetInputValueCount();
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currentDistinctOffsets.vertexOffset += objectData.m_vertices.GetDistinctValueCount();
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currentDistinctOffsets.normalOffset += objectData.m_normals.GetDistinctValueCount();
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currentDistinctOffsets.uvOffset += objectData.m_uvs.GetDistinctValueCount();
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}
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}
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void ObjWriter::WriteObj(std::ostream& stream)
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{
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WriteObj(stream, std::string());
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}
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void ObjWriter::WriteObj(std::ostream& stream, const std::string& mtlName)
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{
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stream << "# OpenAssetTools OBJ File ( " << m_game_name << ")\n";
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stream << "# Game Origin: " << m_game_name << "\n";
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stream << "# Zone Origin: " << m_zone_name << "\n";
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if (!mtlName.empty())
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stream << "mtllib " << mtlName << "\n";
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std::vector<ObjObjectDataOffsets> inputOffsetsByObject;
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std::vector<ObjObjectDataOffsets> distinctOffsetsByObject;
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GetObjObjectDataOffsets(inputOffsetsByObject, distinctOffsetsByObject);
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auto objectIndex = 0;
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for (const auto& object : m_objects)
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struct ObjObjectDataOffsets
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{
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const auto& objectData = m_object_data[objectIndex];
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stream << "o " << object.name << "\n";
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size_t vertexOffset;
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size_t normalOffset;
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size_t uvOffset;
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};
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for (const auto& v : objectData.m_vertices.GetDistinctValues())
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stream << "v " << v.coordinates[0] << " " << v.coordinates[1] << " " << v.coordinates[2] << "\n";
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for (const auto& uv : objectData.m_uvs.GetDistinctValues())
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stream << "vt " << uv.uv[0] << " " << uv.uv[1] << "\n";
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for (const auto& n : objectData.m_normals.GetDistinctValues())
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stream << "vn " << n.normal[0] << " " << n.normal[1] << " " << n.normal[2] << "\n";
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if (object.materialIndex >= 0 && static_cast<unsigned>(object.materialIndex) < m_materials.size())
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stream << "usemtl " << m_materials[object.materialIndex].materialName << "\n";
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for (const auto& f : objectData.m_faces)
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class ObjWriter final : public XModelWriter
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{
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public:
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ObjWriter(std::ostream& stream, std::string gameName, std::string zoneName, std::string mtlName)
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: m_stream(stream),
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m_mtl_name(std::move(mtlName)),
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m_game_name(std::move(gameName)),
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m_zone_name(std::move(zoneName))
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{
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const size_t v[3]{objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[0] - inputOffsetsByObject[objectIndex].vertexOffset)
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+ distinctOffsetsByObject[objectIndex].vertexOffset + 1,
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objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[1] - inputOffsetsByObject[objectIndex].vertexOffset)
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+ distinctOffsetsByObject[objectIndex].vertexOffset + 1,
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objectData.m_vertices.GetDistinctPositionByInputPosition(f.vertexIndex[2] - inputOffsetsByObject[objectIndex].vertexOffset)
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+ distinctOffsetsByObject[objectIndex].vertexOffset + 1};
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const size_t n[3]{objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[0] - inputOffsetsByObject[objectIndex].normalOffset)
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+ distinctOffsetsByObject[objectIndex].normalOffset + 1,
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objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[1] - inputOffsetsByObject[objectIndex].normalOffset)
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+ distinctOffsetsByObject[objectIndex].normalOffset + 1,
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objectData.m_normals.GetDistinctPositionByInputPosition(f.normalIndex[2] - inputOffsetsByObject[objectIndex].normalOffset)
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+ distinctOffsetsByObject[objectIndex].normalOffset + 1};
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const size_t uv[3]{objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[0] - inputOffsetsByObject[objectIndex].uvOffset)
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+ distinctOffsetsByObject[objectIndex].uvOffset + 1,
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objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[1] - inputOffsetsByObject[objectIndex].uvOffset)
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+ distinctOffsetsByObject[objectIndex].uvOffset + 1,
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objectData.m_uvs.GetDistinctPositionByInputPosition(f.uvIndex[2] - inputOffsetsByObject[objectIndex].uvOffset)
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+ distinctOffsetsByObject[objectIndex].uvOffset + 1};
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stream << "f " << v[0] << "/" << uv[0] << "/" << n[0] << " " << v[1] << "/" << uv[1] << "/" << n[1] << " " << v[2] << "/" << uv[2] << "/" << n[2]
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<< "\n";
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}
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objectIndex++;
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}
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}
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void Write(const XModelCommon& xmodel) override
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{
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m_stream << "# OpenAssetTools OBJ File ( " << m_game_name << ")\n";
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m_stream << "# Game Origin: " << m_game_name << "\n";
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m_stream << "# Zone Origin: " << m_zone_name << "\n";
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void ObjWriter::WriteMtl(std::ostream& stream)
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{
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stream << "# OpenAssetTools MAT File ( " << m_game_name << ")\n";
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stream << "# Game Origin: " << m_game_name << "\n";
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stream << "# Zone Origin: " << m_zone_name << "\n";
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stream << "# Material count: " << m_materials.size() << "\n";
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if (!m_mtl_name.empty())
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m_stream << "mtllib " << m_mtl_name << "\n";
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for (const auto& material : m_materials)
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std::vector<ObjObjectDataOffsets> inputOffsetsByObject;
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std::vector<ObjObjectDataOffsets> distinctOffsetsByObject;
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GetObjObjectDataOffsets(xmodel, inputOffsetsByObject, distinctOffsetsByObject);
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auto objectIndex = 0;
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for (const auto& object : xmodel.m_objects)
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{
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const auto& objectData = m_object_data[objectIndex];
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m_stream << "o " << object.name << "\n";
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for (const auto& v : objectData.m_vertices.GetDistinctValues())
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m_stream << "v " << v.coordinates[0] << " " << v.coordinates[1] << " " << v.coordinates[2] << "\n";
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for (const auto& uv : objectData.m_uvs.GetDistinctValues())
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m_stream << "vt " << uv.uv[0] << " " << uv.uv[1] << "\n";
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for (const auto& n : objectData.m_normals.GetDistinctValues())
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m_stream << "vn " << n.normal[0] << " " << n.normal[1] << " " << n.normal[2] << "\n";
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if (object.materialIndex >= 0 && static_cast<unsigned>(object.materialIndex) < xmodel.m_materials.size())
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m_stream << "usemtl " << xmodel.m_materials[object.materialIndex].name << "\n";
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auto faceIndex = 0u;
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for (const auto& f : object.m_faces)
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{
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const auto faceVertexOffset = 3u * faceIndex;
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const size_t v[3]{
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objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
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objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
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objectData.m_vertices.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].vertexOffset + 1,
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};
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const size_t n[3]{
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objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
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objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
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objectData.m_normals.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].normalOffset + 1,
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};
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const size_t uv[3]{
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objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 0) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
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objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 1) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
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objectData.m_uvs.GetDistinctPositionByInputPosition(faceVertexOffset + 2) + distinctOffsetsByObject[objectIndex].uvOffset + 1,
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};
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m_stream << std::format("f {}/{}/{} {}/{}/{} {}/{}/{}\n", v[0], uv[0], n[0], v[1], uv[1], n[1], v[2], uv[2], n[2]);
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faceIndex++;
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}
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objectIndex++;
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}
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}
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void GetObjObjectDataOffsets(const XModelCommon& xmodel,
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std::vector<ObjObjectDataOffsets>& inputOffsets,
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std::vector<ObjObjectDataOffsets>& distinctOffsets)
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{
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ObjObjectDataOffsets currentInputOffsets{};
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ObjObjectDataOffsets currentDistinctOffsets{};
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AddObjFaces(xmodel);
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for (const auto& objectData : m_object_data)
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{
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inputOffsets.push_back(currentInputOffsets);
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distinctOffsets.push_back(currentDistinctOffsets);
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currentInputOffsets.vertexOffset += objectData.m_vertices.GetInputValueCount();
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currentInputOffsets.normalOffset += objectData.m_normals.GetInputValueCount();
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currentInputOffsets.uvOffset += objectData.m_uvs.GetInputValueCount();
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currentDistinctOffsets.vertexOffset += objectData.m_vertices.GetDistinctValueCount();
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currentDistinctOffsets.normalOffset += objectData.m_normals.GetDistinctValueCount();
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currentDistinctOffsets.uvOffset += objectData.m_uvs.GetDistinctValueCount();
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}
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}
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void AddObjFaces(const XModelCommon& common)
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{
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m_object_data.resize(common.m_objects.size());
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auto objectIndex = 0u;
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for (const auto& commonObject : common.m_objects)
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{
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auto& objectData = m_object_data[objectIndex];
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for (const auto& commonFace : commonObject.m_faces)
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{
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ObjFace face{};
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face.vertexIndex[0] = commonFace.vertexIndex[2];
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face.vertexIndex[1] = commonFace.vertexIndex[1];
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face.vertexIndex[2] = commonFace.vertexIndex[0];
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face.normalIndex[0] = face.vertexIndex[0];
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face.normalIndex[1] = face.vertexIndex[1];
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face.normalIndex[2] = face.vertexIndex[2];
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face.uvIndex[0] = face.vertexIndex[0];
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face.uvIndex[1] = face.vertexIndex[1];
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face.uvIndex[2] = face.vertexIndex[2];
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// Reverse order for OBJ
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AddObjVertex(objectData, common, commonFace.vertexIndex[2]);
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AddObjVertex(objectData, common, commonFace.vertexIndex[1]);
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AddObjVertex(objectData, common, commonFace.vertexIndex[0]);
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}
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objectIndex++;
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}
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}
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static void AddObjVertex(ObjObjectData& objectData, const XModelCommon& common, const int commonVertexIndex)
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{
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const auto& commonVertex = common.m_vertices[commonVertexIndex];
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ObjVertex objVertex{};
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objVertex.coordinates[0] = commonVertex.coordinates[0];
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objVertex.coordinates[1] = commonVertex.coordinates[2];
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objVertex.coordinates[2] = -commonVertex.coordinates[1];
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objectData.m_vertices.Add(objVertex);
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ObjNormal objNormal{};
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objNormal.normal[0] = commonVertex.normal[0];
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objNormal.normal[1] = commonVertex.normal[2];
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objNormal.normal[2] = -commonVertex.normal[1];
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objectData.m_normals.Add(objNormal);
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ObjUv objUv{};
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objUv.uv[0] = commonVertex.uv[0];
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objUv.uv[1] = 1.0f - commonVertex.uv[1];
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objectData.m_uvs.Add(objUv);
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}
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std::ostream& m_stream;
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std::string m_mtl_name;
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std::string m_game_name;
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std::string m_zone_name;
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std::vector<ObjObjectData> m_object_data;
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};
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class MtlWriter final : public XModelWriter
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{
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stream << "\n";
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stream << "newmtl " << material.materialName << "\n";
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public:
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MtlWriter(std::ostream& stream, std::string gameName, std::string zoneName)
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: m_stream(stream),
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m_game_name(std::move(gameName)),
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m_zone_name(std::move(zoneName))
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{
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}
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if (!material.colorMapName.empty())
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stream << "map_Kd ../images/" << material.colorMapName << ".dds\n";
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void Write(const XModelCommon& xmodel) override
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{
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m_stream << "# OpenAssetTools MAT File ( " << m_game_name << ")\n";
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m_stream << "# Game Origin: " << m_game_name << "\n";
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m_stream << "# Zone Origin: " << m_zone_name << "\n";
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m_stream << "# Material count: " << xmodel.m_materials.size() << "\n";
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if (!material.normalMapName.empty())
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stream << "map_bump ../images/" << material.normalMapName << ".dds\n";
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for (const auto& material : xmodel.m_materials)
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{
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m_stream << "\n";
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m_stream << "newmtl " << material.name << "\n";
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if (!material.specularMapName.empty())
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stream << "map_Ks ../images/" << material.specularMapName << ".dds\n";
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if (!material.colorMapName.empty())
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m_stream << "map_Kd ../images/" << material.colorMapName << ".dds\n";
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if (!material.normalMapName.empty())
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m_stream << "map_bump ../images/" << material.normalMapName << ".dds\n";
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if (!material.specularMapName.empty())
|
||||
m_stream << "map_Ks ../images/" << material.specularMapName << ".dds\n";
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::ostream& m_stream;
|
||||
std::string m_game_name;
|
||||
std::string m_zone_name;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
namespace obj
|
||||
{
|
||||
std::unique_ptr<XModelWriter> CreateObjWriter(std::ostream& stream, std::string mtlName, std::string gameName, std::string zoneName)
|
||||
{
|
||||
return std::make_unique<ObjWriter>(stream, std::move(mtlName), std::move(gameName), std::move(zoneName));
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<XModelWriter> CreateMtlWriter(std::ostream& stream, std::string gameName, std::string zoneName)
|
||||
{
|
||||
return std::make_unique<MtlWriter>(stream, std::move(gameName), std::move(zoneName));
|
||||
}
|
||||
} // namespace obj
|
||||
|
@ -1,48 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
#include "Utils/DistinctMapper.h"
|
||||
#include "XModel/Obj/ObjCommon.h"
|
||||
#include "XModel/XModelWriter.h"
|
||||
|
||||
#include <ostream>
|
||||
#include <vector>
|
||||
|
||||
class ObjWriter
|
||||
namespace obj
|
||||
{
|
||||
protected:
|
||||
struct ObjObjectData
|
||||
{
|
||||
DistinctMapper<ObjVertex> m_vertices;
|
||||
DistinctMapper<ObjNormal> m_normals;
|
||||
DistinctMapper<ObjUv> m_uvs;
|
||||
std::vector<ObjFace> m_faces;
|
||||
};
|
||||
|
||||
struct ObjObjectDataOffsets
|
||||
{
|
||||
size_t vertexOffset;
|
||||
size_t normalOffset;
|
||||
size_t uvOffset;
|
||||
};
|
||||
|
||||
std::string m_game_name;
|
||||
std::string m_zone_name;
|
||||
std::vector<ObjObject> m_objects;
|
||||
std::vector<ObjObjectData> m_object_data;
|
||||
std::vector<MtlMaterial> m_materials;
|
||||
|
||||
void GetObjObjectDataOffsets(std::vector<ObjObjectDataOffsets>& inputOffsets, std::vector<ObjObjectDataOffsets>& distinctOffsets);
|
||||
|
||||
public:
|
||||
ObjWriter(std::string gameName, std::string zoneName);
|
||||
|
||||
void AddObject(ObjObject object);
|
||||
void AddMaterial(MtlMaterial material);
|
||||
void AddVertex(int objectId, ObjVertex vertex);
|
||||
void AddNormal(int objectId, ObjNormal normal);
|
||||
void AddUv(int objectId, ObjUv uv);
|
||||
void AddFace(int objectId, ObjFace face);
|
||||
|
||||
void WriteObj(std::ostream& stream);
|
||||
void WriteObj(std::ostream& stream, const std::string& mtlName);
|
||||
void WriteMtl(std::ostream& stream);
|
||||
};
|
||||
std::unique_ptr<XModelWriter> CreateObjWriter(std::ostream& stream, std::string mtlName, std::string gameName, std::string zoneName);
|
||||
std::unique_ptr<XModelWriter> CreateMtlWriter(std::ostream& stream, std::string gameName, std::string zoneName);
|
||||
} // namespace obj
|
||||
|
Reference in New Issue
Block a user