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// This file contains the declarations for the functions in the
// O3D converter namespace. These functions do most of the actual
// work of conditioning and packagaging a JSON file for use in
// O3D.
#ifndef O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_
#define O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_
#include <vector>
#include <cmath>
#include "base/file_path.h"
#include "core/cross/types.h"
#include "utils/cross/file_path_utils.h"
namespace o3d {
namespace converter {
// Options struct for passing to the converter.
struct Options {
Options()
: base_path(FilePath::kCurrentDirectory),
condition(true),
up_axis(0, 0, 0),
pretty_print(false),
keep_filters(false),
keep_materials(false),
enable_add_sharp_edge(false),
sharp_edge_threshold(0),
sharp_edge_color(1, 0, 0) {
}
// A list of paths to search for assets..
std::vector<FilePath> file_paths;
// The path to the "base" of the model path, from which all paths
// are made relative. Defaults to the current directory.
FilePath base_path;
// Indicates if the converter should condition the input shaders or
// not.
bool condition;
// The up axis of the output. The input will be converted to a new coordinate
// system if it indicates a different up axis. Zero means no conversion.
Vector3 up_axis;
// This indicates whether or not the serialized JSON code should be
// pretty-printed (formatted with spaces and newlines) or just
// emitted as one huge one-line string. Defaults to false.
bool pretty_print;
// Tells the converter not to set all filters to tri-linear.
bool keep_filters;
// Tells the converter not to change materials to constant if they are used by
// a mesh that has no normals.
bool keep_materials;
// Add edges with normal angle larger than soften_edge_threshold.
bool enable_add_sharp_edge;
// The threshold of normal angle of edge, if angle of certain edge is larger
// than this threshold, it will be added into the output file.
float sharp_edge_threshold;
// The color of edges been added.
Vector3 sharp_edge_color;
};
// Edge class is used in sharp edge detect process.
// It stores two points in a specific order,
// and it serves as key class in edge-triangle map.
struct Edge {
Edge(Point3 p1, Point3 p2);
std::vector<Point3> pts;
};
// Triangle class is used in detect sharp edge process.
struct Triangle {
Triangle(Point3 p1, Point3 p2, Point3 p3) {
pts.push_back(p1);
pts.push_back(p2);
pts.push_back(p3);
}
std::vector<Point3> pts;
};
// Converts the given file for use in O3D. This is done by
// loading the input file, traversing the scene graph and serializing
// what is found there.
bool Convert(const FilePath& in_filename,
const FilePath& out_filename,
const Options& options,
String* error_messages);
// Verifies the given shader file as "valid". Returns true if input
// shader file contains valid code (code that can be compiled
// successfully).
bool Verify(const FilePath& in_filename,
const FilePath& out_filename,
const Options& options,
String* error_messages);
} // namespace converter
} // namespace o3d
#endif // O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_