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https://github.com/Relintai/pandemonium_engine.git
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72 lines
3.2 KiB
C++
72 lines
3.2 KiB
C++
#ifndef MESH_UTILS_H
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#define MESH_UTILS_H
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/*************************************************************************/
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/* mesh_utils.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/variant/variant.h"
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#include "core/object/object.h"
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#include "scene/resources/texture.h"
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#include "defines.h"
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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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#endif
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