godot/thirdparty/thekla_atlas/nvmesh/MeshBuilder.h

120 lines
3.6 KiB
C++
Raw Normal View History

// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MESH_MESHBUILDER_H
#define NV_MESH_MESHBUILDER_H
#include "nvmesh.h"
#include "nvcore/Array.h"
#include "nvmath/Vector.h"
namespace nv
{
class String;
class TriMesh;
class QuadTriMesh;
namespace HalfEdge { class Mesh; }
/// Mesh builder is a helper class for importers.
/// Ideally it should handle any vertex data, but for now it only accepts positions,
/// normals and texcoords.
class MeshBuilder
{
NV_FORBID_COPY(MeshBuilder);
NV_FORBID_HEAPALLOC();
public:
MeshBuilder();
~MeshBuilder();
// Builder methods.
uint addPosition(const Vector3 & v);
uint addNormal(const Vector3 & v);
uint addTexCoord(const Vector2 & v, uint set = 0);
uint addColor(const Vector4 & v, uint set = 0);
void beginGroup(uint id);
void endGroup();
uint addMaterial(const char * name);
void beginMaterial(uint id);
void endMaterial();
void beginPolygon(uint id = 0);
uint addVertex(uint p, uint n = NIL, uint t0 = NIL, uint t1 = NIL, uint c0 = NIL, uint c1 = NIL, uint c2 = NIL);
uint addVertex(const Vector3 & p);
//uint addVertex(const Vector3 & p, const Vector3 & n, const Vector2 & t0 = Vector2(0), const Vector2 & t1 = Vector2(0), const Vector4 & c0 = Vector4(0), const Vector4 & c1 = Vector4(0));
bool endPolygon();
uint weldPositions();
uint weldNormals();
uint weldTexCoords(uint set = 0);
uint weldColors(uint set = 0);
void weldVertices();
void optimize(); // eliminate duplicate components and duplicate vertices.
void removeUnusedMaterials(Array<uint> & newMaterialId);
void sortFacesByGroup();
void sortFacesByMaterial();
void done();
void reset();
// Hints.
void hintTriangleCount(uint count);
void hintVertexCount(uint count);
void hintPositionCount(uint count);
void hintNormalCount(uint count);
void hintTexCoordCount(uint count, uint set = 0);
void hintColorCount(uint count, uint set = 0);
// Helpers.
void addTriangle(uint v0, uint v1, uint v2);
void addQuad(uint v0, uint v1, uint v2, uint v3);
// Get result.
TriMesh * buildTriMesh() const;
QuadTriMesh * buildQuadTriMesh() const;
enum Error {
Error_None,
Error_NonManifoldEdge,
Error_NonManifoldVertex,
};
HalfEdge::Mesh * buildHalfEdgeMesh(bool weldPositions, Error * error = NULL, Array<uint> * badFaces = NULL) const;
bool buildPositions(Array<Vector3> & positionArray);
bool buildNormals(Array<Vector3> & normalArray);
bool buildTexCoords(Array<Vector2> & texCoordArray, uint set = 0);
bool buildColors(Array<Vector4> & colorArray, uint set = 0);
void buildVertexToPositionMap(Array<int> & map);
// Expose attribute indices of the unified vertex array.
uint vertexCount() const;
uint positionCount() const;
uint normalCount() const;
uint texCoordCount(uint set = 0) const;
uint colorCount(uint set = 0) const;
uint materialCount() const;
const char * material(uint i) const;
uint positionIndex(uint vertex) const;
uint normalIndex(uint vertex) const;
uint texCoordIndex(uint vertex, uint set = 0) const;
uint colorIndex(uint vertex, uint set = 0) const;
private:
struct PrivateData;
PrivateData * d;
};
} // nv namespace
#endif // NV_MESH_MESHBUILDER_H