mirror of
https://github.com/Relintai/mesh_utils.git
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76 lines
2.2 KiB
C++
76 lines
2.2 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#ifndef MESH_UTILS_H
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#define MESH_UTILS_H
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#include "core/variant/variant.h"
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/object.h"
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#else
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#include "core/object.h"
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#endif
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#include "scene/resources/texture.h"
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#include "defines.h"
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#if GODOT4
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#define Texture Texture2D
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#endif
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class MeshUtils : public Object {
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GDCLASS(MeshUtils, Object);
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public:
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static MeshUtils *get_singleton();
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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//If normals are present they need to match too to be removed
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Array remove_doubles(Array arr) const;
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//Normals are always interpolated, merged
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Array remove_doubles_interpolate_normals(Array arr) const;
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//Only unwraps, does not create new seams
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PoolVector2Array uv_unwrap(Array arr, bool p_block_align = true, float p_texel_size = 0.05, int p_padding = 1, int p_max_chart_size = 4094) const;
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PoolIntArray delaunay3d_tetrahedralize(const Vector<Vector3> &p_points);
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MeshUtils();
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~MeshUtils();
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protected:
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static void _bind_methods();
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private:
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static MeshUtils *_instance;
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};
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#if GODOT4
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#undef Texture
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#endif
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#endif
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