/*
* Copyright (C) 2023 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see .
*/
#ifndef ANTKEEPER_GEOM_MESH_FUNCTIONS_HPP
#define ANTKEEPER_GEOM_MESH_FUNCTIONS_HPP
#include
#include
#include
#include
#include
namespace geom {
/**
* Creates a triangle mesh from a list of vertices and indices.
*
* @param[out] mesh Mesh to which vertices, edges, and faces will be added.
* @param vertices Vertex positions
* @param triangles Triangle indices
* @return Newly created triangle mesh.
*/
void create_triangle_mesh(mesh& mesh, const std::vector& vertices, const std::vector>& triangles);
/**
* Calculates normals for each face.
*
* @param[out] Array in which faceted normals will be stored.
*/
void calculate_face_normals(float3* normals, const mesh& mesh);
float3 calculate_face_normal(const mesh::face& face);
/**
* Calculates smooth tangents per-vertex.
*
* @param[out] tangents Array in which vertex tangents will be stored. A bitangent sign is stored in each tangent vector's fourth component.
* @param[in] texcoords Array containing vertex texture coordinates.
* @param[in] normals Array containing vertex normals.
*/
void calculate_vertex_tangents(float4* tangents, const float2* texcoords, const float3* normals, const mesh& mesh);
/**
* Calculates the AABB bounds of a mesh.
*/
box calculate_bounds(const mesh& mesh);
/**
* Triangulates a face by adding a new vertex in the center, then creating triangles between the edges of the original face and the new vertex.
*
* @param mesh Mesh containing the face to poke.
* @param index Index of the face to poke.
* @return Pointer to the newly-created vertex in the center of the face, or `nullptr` if the face could not be poked.
*/
mesh::vertex* poke_face(mesh& mesh, std::size_t index);
} // namespace geom
#endif // ANTKEEPER_GEOM_MESH_FUNCTIONS_HPP