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269 lines
6.9 KiB
269 lines
6.9 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#ifndef MESHREADER_H
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#define MESHREADER_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// This is used to read vertex and index data out of already-created meshes.
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// xbox uses this a lot so it doesn't have to store sysmem backups of the
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// vertex data.
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//-----------------------------------------------------------------------------
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class CBaseMeshReader : protected MeshDesc_t
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{
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// Initialization.
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public:
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CBaseMeshReader();
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~CBaseMeshReader();
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// Use BeginRead/EndRead to initialize the mesh reader.
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void BeginRead(
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IMesh* pMesh,
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int firstVertex = 0,
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int numVertices = 0,
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int firstIndex = 0,
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int numIndices = 0 );
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void EndRead();
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// PC can use this if it stores its own copy of meshes around, in case
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// locking static buffers is too costly.
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void BeginRead_Direct( const MeshDesc_t &desc, int numVertices, int nIndices );
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// Resets the mesh builder so it points to the start of everything again
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void Reset();
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protected:
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IMesh *m_pMesh;
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int m_MaxVertices;
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int m_MaxIndices;
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};
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// A bunch of accessors for the data that CBaseMeshReader sets up.
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class CMeshReader : public CBaseMeshReader
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{
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public:
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// Access to vertex data.
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public:
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int NumIndices() const;
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unsigned short Index( int index ) const;
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const Vector& Position( int iVertex ) const;
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unsigned int Color( int iVertex ) const;
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const float *TexCoord( int iVertex, int stage ) const;
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void TexCoord2f( int iVertex, int stage, float &s, float &t ) const;
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const Vector2D& TexCoordVector2D( int iVertex, int stage ) const;
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int NumBoneWeights() const;
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float Wrinkle( int iVertex ) const;
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const Vector &Normal( int iVertex ) const;
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void Normal( int iVertex, Vector &vNormal ) const;
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const Vector &TangentS( int iVertex ) const;
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const Vector &TangentT( int iVertex ) const;
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float BoneWeight( int iVertex ) const;
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#ifdef NEW_SKINNING
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float* BoneMatrix( int iVertex ) const;
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#else
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unsigned char* BoneMatrix( int iVertex ) const;
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#endif
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};
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//-----------------------------------------------------------------------------
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// CBaseMeshReader implementation.
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//-----------------------------------------------------------------------------
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inline CBaseMeshReader::CBaseMeshReader()
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{
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m_pMesh = NULL;
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}
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inline CBaseMeshReader::~CBaseMeshReader()
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{
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Assert( !m_pMesh );
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}
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inline void CBaseMeshReader::BeginRead(
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IMesh* pMesh,
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int firstVertex,
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int numVertices,
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int firstIndex,
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int numIndices )
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{
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Assert( pMesh && (!m_pMesh) );
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if ( numVertices < 0 )
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{
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numVertices = pMesh->VertexCount();
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}
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if ( numIndices < 0 )
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{
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numIndices = pMesh->IndexCount();
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}
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m_pMesh = pMesh;
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m_MaxVertices = numVertices;
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m_MaxIndices = numIndices;
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// UNDONE: support reading from compressed VBs if needed
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VertexCompressionType_t compressionType = CompressionType( pMesh->GetVertexFormat() );
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Assert( compressionType == VERTEX_COMPRESSION_NONE );
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if ( compressionType != VERTEX_COMPRESSION_NONE )
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{
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Warning( "Cannot use CBaseMeshReader with compressed vertices! Will get junk data or a crash.\n" );
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}
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// Locks mesh for modifying
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pMesh->ModifyBeginEx( true, firstVertex, numVertices, firstIndex, numIndices, *this );
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// Point to the start of the buffers..
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Reset();
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}
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inline void CBaseMeshReader::EndRead()
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{
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Assert( m_pMesh );
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m_pMesh->ModifyEnd( *this );
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m_pMesh = NULL;
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}
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inline void CBaseMeshReader::BeginRead_Direct( const MeshDesc_t &desc, int nVertices, int nIndices )
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{
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MeshDesc_t *pThis = this;
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*pThis = desc;
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m_MaxVertices = nVertices;
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m_MaxIndices = nIndices;
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// UNDONE: support reading from compressed verts if necessary
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Assert( desc.m_CompressionType == VERTEX_COMPRESSION_NONE );
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if ( desc.m_CompressionType != VERTEX_COMPRESSION_NONE )
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{
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Warning( "Cannot use CBaseMeshReader with compressed vertices!\n" );
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}
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}
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inline void CBaseMeshReader::Reset()
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{
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}
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// -------------------------------------------------------------------------------------- //
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// CMeshReader implementation.
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// -------------------------------------------------------------------------------------- //
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inline int CMeshReader::NumIndices() const
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{
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return m_MaxIndices;
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}
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inline unsigned short CMeshReader::Index( int index ) const
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{
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Assert( (index >= 0) && (index < m_MaxIndices) );
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return m_pIndices[index * m_nIndexSize];
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}
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inline const Vector& CMeshReader::Position( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return *(Vector*)((char*)m_pPosition + iVertex * m_VertexSize_Position);
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}
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inline unsigned int CMeshReader::Color( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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unsigned char *pColor = m_pColor + iVertex * m_VertexSize_Color;
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return (pColor[0] << 16) | (pColor[1] << 8) | (pColor[2]) | (pColor[3] << 24);
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}
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inline const float *CMeshReader::TexCoord( int iVertex, int iStage ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return (float*)( (char*)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage] );
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}
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inline void CMeshReader::TexCoord2f( int iVertex, int iStage, float &s, float &t ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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float *p = (float*)( (char*)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage] );
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s = p[0];
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t = p[1];
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}
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inline const Vector2D& CMeshReader::TexCoordVector2D( int iVertex, int iStage ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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Vector2D *p = (Vector2D*)( (char*)m_pTexCoord[iStage] + iVertex * m_VertexSize_TexCoord[iStage] );
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return *p;
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}
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inline float CMeshReader::Wrinkle( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return *(float*)( (char*)m_pWrinkle + iVertex * m_VertexSize_Wrinkle );
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}
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inline int CMeshReader::NumBoneWeights() const
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{
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return m_NumBoneWeights;
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}
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inline const Vector &CMeshReader::Normal( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return *(const Vector *)(const float*)( (char*)m_pNormal + iVertex * m_VertexSize_Normal );
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}
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inline void CMeshReader::Normal( int iVertex, Vector &vNormal ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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const float *p = (const float*)( (char*)m_pNormal + iVertex * m_VertexSize_Normal );
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vNormal.Init( p[0], p[1], p[2] );
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}
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inline const Vector &CMeshReader::TangentS( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return *(const Vector*)( (char*)m_pTangentS + iVertex * m_VertexSize_TangentS );
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}
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inline const Vector &CMeshReader::TangentT( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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return *(const Vector*)( (char*)m_pTangentT + iVertex * m_VertexSize_TangentT );
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}
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inline float CMeshReader::BoneWeight( int iVertex ) const
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{
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Assert( iVertex >= 0 && iVertex < m_MaxVertices );
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float *p = (float*)( (char*)m_pBoneWeight + iVertex * m_VertexSize_BoneWeight );
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return *p;
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}
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#endif // MESHREADER_H
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