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- #pragma once
- #include "BsCorePrerequisites.h"
- namespace BansheeEngine
- {
- /**
- * @brief Performs various operations on mesh geometry.
- */
- class BS_CORE_EXPORT MeshUtility
- {
- public:
- /**
- * @brief Calculates per-vertex normals based on the provided vertices and indices.
- *
- * @param vertices Set of vertices containing vertex positions.
- * @param indices Set of indices containing indexes into vertex array for each triangle.
- * @param numVertices Number of vertices in the "vertices" array.
- * @param numIndices Number of indices in the "indices" array. Must be a multiple of three.
- * @param normals Pre-allocated buffer that will contain the calculated normals. Must be the same size
- * as the vertex array.
- * @param indexSize Size of a single index in the indices array, in bytes.
- *
- * @note Vertices should be split before calling this method if there are any discontinuities. (e.g. a vertex
- * on a corner of a cube should be split into three vertices used by three triangles in order for the normals
- * to be valid.)
- */
- static void calculateNormals(Vector3* vertices, UINT8* indices, UINT32 numVertices,
- UINT32 numIndices, Vector3* normals, UINT32 indexSize = 4);
- /**
- * @brief Calculates per-vertex tangents and bitangents based on the provided vertices, uv coordinates and indices.
- *
- * @param vertices Set of vertices containing vertex positions.
- * @param normals Set of normals to use when calculating tangents. Must the the same length
- * as the number of vertices.
- * @param uv Set of UV coordinates to use when calculating tangents. Must the the same length
- * as the number of vertices.
- * @param indices Set of indices containing indexes into vertex array for each triangle.
- * @param numVertices Number of vertices in the "vertices", "normals" and "uv" arrays.
- * @param numIndices Number of indices in the "indices" array. Must be a multiple of three.
- * @param tangents Pre-allocated buffer that will contain the calculated tangents. Must be the same size
- * as the vertex array.
- * @param bitangents Pre-allocated buffer that will contain the calculated bitangents. Must be the same size
- * as the vertex array.
- * @param indexSize Size of a single index in the indices array, in bytes.
- *
- * @note Vertices should be split before calling this method if there are any discontinuities. (e.g. a vertex
- * on a corner of a cube should be split into three vertices used by three triangles in order for the normals
- * to be valid.)
- */
- static void calculateTangents(Vector3* vertices, Vector3* normals, Vector2* uv, UINT8* indices, UINT32 numVertices,
- UINT32 numIndices, Vector3* tangents, Vector3* bitangents, UINT32 indexSize = 4);
- /**
- * @brief Calculates per-vertex tangent space (normal, tangent, bitangent) based on the provided
- * vertices, uv coordinates and indices.
- *
- * @param vertices Set of vertices containing vertex positions.
- * @param uv Set of UV coordinates to use when calculating tangents.
- * @param indices Set of indices containing indexes into vertex array for each triangle.
- * @param numVertices Number of vertices in the "vertices" array.
- * @param numIndices Number of indices in the "indices" array. Must be a multiple of three.
- * @param normals Pre-allocated buffer that will contain the calculated normals. Must be the same size
- * as the vertex array.
- * @param tangents Pre-allocated buffer that will contain the calculated tangents. Must be the same size
- * as the vertex array.
- * @param bitangents Pre-allocated buffer that will contain the calculated bitangents. Must be the same size
- * as the vertex array.
- * @param indexSize Size of a single index in the indices array, in bytes.
- *
- * @note Vertices should be split before calling this method if there are any discontinuities. (e.g. a vertex
- * on a corner of a cube should be split into three vertices used by three triangles in order for the normals
- * to be valid.)
- */
- static void calculateTangentSpace(Vector3* vertices, Vector2* uv, UINT8* indices, UINT32 numVertices,
- UINT32 numIndices, Vector3* normals, Vector3* tangents, Vector3* bitangents, UINT32 indexSize = 4);
- };
- }
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