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blender-archive/source/blender/blenlib/BLI_mesh_inset.hh

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/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup bli
*
* This header file contains a C++ interface to a 3D mesh inset algorithm
* which is based on a 2D Straight Skeleton construction.
*/
#include "BLI_array.hh"
#include "BLI_math_vec_types.hh"
#include "BLI_span.hh"
#include "BLI_vector.hh"
namespace blender::meshinset {
class MeshInset_Input {
public:
/** The vertices. Can be a superset of the needed vertices. */
Span<float3> vert;
/** The faces, each a CCW ordering of vertex indices. */
Span<Vector<int>> face;
/** The contours to inset; ints are vert indices; contour is on left side of implied edges. */
Span<Vector<int>> contour;
float inset_amount;
float slope;
bool need_ids;
};
class MeshInset_Result {
public:
/** The output vertices. A subset (perhaps) of input vertices, plus some new ones. */
Array<float3> vert;
/** The output faces, each a CCW ordering of the output vertices. */
Array<Vector<int>> face;
/** The output contours -- where the input contours ended up. */
Array<Vector<int>> contour;
/** Maps output vertex indices to input vertex indices, -1 if there is none. */
Array<int> orig_vert;
/** Maps output faces tot input faces that they were part of. */
Array<int> orig_face;
};
MeshInset_Result mesh_inset_calc(const MeshInset_Input &input);
} // namespace blender::meshinset