#ifndef MESH_UTILS_H #define MESH_UTILS_H /*************************************************************************/ /* mesh_utils.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #include "core/variant/variant.h" #include "core/object/object.h" #include "scene/resources/texture.h" #include "defines.h" 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, bool p_block_align = true, float p_texel_size = 0.05, int p_padding = 1, int p_max_chart_size = 4094) const; PoolIntArray delaunay3d_tetrahedralize(const Vector &p_points); MeshUtils(); ~MeshUtils(); protected: static void _bind_methods(); private: static MeshUtils *_instance; }; #endif