mxwcore-legion/dep/g3dlite/include/G3D/Welder.h

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2023-11-05 15:26:19 -05:00
#ifndef G3D_Welder_h
#define G3D_Welder_h
#include "G3D/platform.h"
#include "G3D/Array.h"
#include "G3D/Vector3.h"
#include "G3D/Vector2.h"
namespace G3D {
class Any;
class Welder {
private:
Welder() {}
public:
class Settings {
public:
/** Surfaces with normals that are within this angle of each
other are considered to be curved. Default value is toRadians(70.0f).*/
float normalSmoothingAngle;
/** Default value is 0 */
float vertexWeldRadius;
float textureWeldRadius;
float normalWeldRadius;
inline Settings(float normalSmoothAngle = toRadians(70.0f)) :
normalSmoothingAngle(normalSmoothAngle),
vertexWeldRadius(0.001f),
textureWeldRadius(0.0001f),
normalWeldRadius(0.01f) {}
Settings(const Any& any);
Any toAny() const;
void serialize(class BinaryOutput& b) const;
void deserialize(class BinaryInput& b);
};
/**
Mutates geometry, texCoord, and indexArray so that the output has
collocated vertices collapsed (welded).
@param vertices Input and output
@param textureCoords Input and output
@param normals Output only
@param indices Input and output. This is an array of trilist indices.
*/
static void weld(
Array<Vector3>& vertices,
Array<Vector2>& textureCoords,
Array<Vector3>& normals,
Array<Array<int>*>& indices,
const Settings& settings);
/**
Mutates geometry, texCoord, and indexArray so that the output has collocated vertices collapsed (welded).
@param vertices Input and output
@param textureCoords Input and output
@param normals Output only
@param indices Input and output. This is an array of trilist indices.
*/
inline static void weld(
Array<Vector3>& vertices,
Array<Vector2>& textureCoords,
Array<Vector3>& normals,
Array<int>& indices,
const Settings& settings) {
Array<Array<int>*> meta;
meta.append(&indices);
weld(vertices, textureCoords, normals, meta, settings);
}
};
}
#endif