1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
|
#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;
float vertexWeldRadius;
float textureWeldRadius;
float normalWeldRadius;
inline Settings(float normalSmoothAngle = toRadians(70.0f)) :
normalSmoothingAngle(normalSmoothAngle),
vertexWeldRadius(0.0001f),
textureWeldRadius(0.0001f),
normalWeldRadius(0.01f) {}
Settings(const Any& any);
operator Any() const;
};
/**
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.
@param oldToNewIndex Output argument
@param normalSmoothingAngle Varies from 0 (flat shading) to toRadians(180) for extremely smooth shading. Default is toRadians(70)
*/
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.
@param oldToNewIndex Output argument
@param normalSmoothingAngle Varies from 0 (flat shading) to toRadians(180) for extremely smooth shading. Default is toRadians(70)
*/
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
|