/* Copyright (c) 2019-2021 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifndef MESH_UTILS_H #define MESH_UTILS_H #include "core/variant.h" #include "core/version.h" #if VERSION_MAJOR > 3 #include "core/object/object.h" #else #include "core/object.h" #endif #include "scene/resources/texture.h" #include "defines.h" #if GODOT4 #define Texture Texture2D #endif class MeshUtils : public Object { GDCLASS(MeshUtils, Object); public: static MeshUtils *get_singleton(); Array merge_mesh_array(Array arr) const; Array bake_mesh_array_uv(Array arr, Ref tex, float mul_color = 0.7) const; //If normals are present they need to match too to be removed Array remove_doubles(Array arr) const; //Normals are always interpolated, merged Array remove_doubles_interpolate_normals(Array arr) const; //Only unwraps, does not create new seams PoolVector2Array uv_unwrap(Array arr) const; MeshUtils(); ~MeshUtils(); protected: static void _bind_methods(); private: static MeshUtils *_instance; }; #if GODOT4 #undef Texture #endif #endif