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#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