2024-10-28 15:57:39 +01:00
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2023 Vitaliy Lobachevskiy
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2023-12-17 18:03:01 +03:00
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#pragma once
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#include <array>
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#include <vector>
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#include <irrlichttypes.h>
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#include <S3DVertex.h>
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/// Represents a triangle as three vertices.
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/// “Smallest” (according to <) vertex is expected to be first, others should follow in the counter-clockwise order.
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using Triangle = std::array<video::S3DVertex, 3>;
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/// Represents a quad as four vertices.
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/// Vertices should be in the counter-clockwise order.
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using Quad = std::array<video::S3DVertex, 4>;
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/// Compare two meshes for equality.
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/// @param vertices Vertices of the first mesh. Order doesn’t matter.
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/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
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/// @param expected The second mesh, in an expanded form. Must be sorted.
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/// @returns Whether the two meshes are equal.
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[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Triangle> &expected);
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/// Compare two meshes for equality.
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/// @param vertices Vertices of the first mesh. Order doesn’t matter.
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/// @param indices Indices of the first mesh. Triangle order doesn’t matter. Vertex order in a triangle only matters for winding.
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/// @param expected The second mesh, in a quad form.
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/// @returns Whether the two meshes are equal.
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/// @note There are two ways to split a quad into 2 triangles; either is allowed.
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[[nodiscard]] bool checkMeshEqual(const std::vector<video::S3DVertex> &vertices, const std::vector<u16> &indices, const std::vector<Quad> &expected);
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