pandemonium_engine/modules/mesh_utils/mesh_utils.h

72 lines
3.2 KiB
C++

#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<Texture> 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<Vector3> &p_points);
MeshUtils();
~MeshUtils();
protected:
static void _bind_methods();
private:
static MeshUtils *_instance;
};
#endif