assimp/code/AssetLib/X3D/X3DGeoHelper.h

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#pragma once
#include <assimp/vector2.h>
#include <assimp/vector3.h>
#include <assimp/color4.h>
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#include <assimp/types.h>
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#include <list>
#include <vector>
struct aiFace;
struct aiMesh;
namespace Assimp {
class X3DGeoHelper {
public:
static aiVector3D make_point2D(float angle, float radius);
static void make_arc2D(float pStartAngle, float pEndAngle, float pRadius, size_t numSegments, std::list<aiVector3D> &pVertices);
static void extend_point_to_line(const std::list<aiVector3D> &pPoint, std::list<aiVector3D> &pLine);
static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx);
static void rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices);
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static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes);
static void coordIdx_str2lines_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces);
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static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
static void add_normal(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pNormalIdx,
const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
static void add_normal(aiMesh &pMesh, const std::list<aiVector3D> &pNormals, const bool pNormalPerVertex);
static void add_tex_coord(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pTexCoordIdx,
const std::list<aiVector2D> &pTexCoords);
static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords);
static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
static aiMesh *make_line_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
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};
} // namespace Assimp