Danbias/Code/OysterGraphics/FileLoader/ObjReader.h

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#pragma once
#include "../Model/ModelInfo.h"
#include "../../OysterMath/OysterMath.h"
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namespace Oyster
{
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namespace FileLoaders
{
class ObjReader
{
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public:
struct Vertex
{
Oyster::Math::Float3 Position;
Oyster::Math::Float2 UV;
Oyster::Math::Float3 Normal;
};
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void LoadFile(std::wstring fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
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ObjReader(void);
~ObjReader(void);
void GetVertexData(Vertex **vertex,int &numVertex, std::map<std::string, ID3D11ShaderResourceView *> &textures);
void GetVertexData(Vertex **vertex,int &numVertex);
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private:
Vertex *vertices;
size_t numVertices;
std::map<std::wstring, ID3D11ShaderResourceView *> materials;
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void ParseFile(std::wstring fileName, Oyster::Math::Float4x4 transform = Oyster::Math::Float4x4::identity);
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Oyster::Math::Float3 extract(std::string d);
Oyster::Math::Float3 readVertex(int offset,std::wstring s);
Oyster::Math::Float2 readUV(int offset,std::wstring s);
Oyster::Math::Float3 readNormal(int offset,std::wstring s);
void readFace(int offset,std::wstring s, Oyster::Math::Float3 face[3]);
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std::map<std::string, ID3D11ShaderResourceView *> GetMaterials(std::wstring fileName);
};
}
}