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GeometryWrapper.h
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#pragma once
#include <igAttrs/igGeometryAttr.h>
#include <igAttrs/igGeometryAttr2.h>
#include <igGfx/igGfx.h>
#include <igGfx/igVertexData.h>
#include <igGfx/igVertexArray.h>
#include <igGfx/igVertexArray2.h>
#include <igGfx/igIndexArray.h>
#include <igMath/igVec2f.h>
#include <igMath/igVec4f.h>
#include <igMath/igVec4f.h>
#include <igSg/igGeometry.h>
#include <igGfx/igVertexArray2Helper.h>
#include <igOpt/igVertexArrayHelper.h>
#include <igOpt/igVertexTools.h>
#include "Utils.h"
using namespace Gap;
using namespace Attrs;
using namespace Sg;
using namespace Opt;
namespace Converter
{
class GeometryWrapper
{
private:
igGeometryAttr2* attr;
igGeometryAttr* oldAttr;
igVertexFormat format;
public:
GeometryWrapper(igGeometry* geometry);
igBool configured();
const igVertexFormat getVertexFormat();
IG_GFX_DRAW getPrimitiveType();
igUnsignedInt getPrimitiveCount();
igUnsignedInt getVertexCount();
igUnsignedInt getWeightCount();
igIndexArray* getIndexArray();
const igVec3f getPosition(igUnsignedInt vertexIndex);
const igVec3f getNormal(igUnsignedInt vertexIndex);
const igVec4f getColor(igUnsignedInt vertexIndex);
const igVec2f getTextureCoord(igUnsignedInt uvIndex, igUnsignedInt vertexIndex);
igInt getBlendMatrixIndex(igUnsignedInt weightIndex, igUnsignedInt vertexIndex);
igFloat getWeight(igUnsignedInt weightIndex, igUnsignedInt vertexIndex);
};
}