/**************************************************************************/
/*  mesh_data_tool.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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/**************************************************************************/

#ifndef MESH_DATA_TOOL_H
#define MESH_DATA_TOOL_H

#include "scene/resources/mesh.h"

class MeshDataTool : public RefCounted {
	GDCLASS(MeshDataTool, RefCounted);

	int format = 0;
	struct Vertex {
		Vector3 vertex;
		Color color;
		Vector3 normal; // normal, binormal, tangent
		Plane tangent;
		Vector2 uv;
		Vector2 uv2;
		Vector<int> bones;
		Vector<float> weights;
		Vector<int> edges;
		Vector<int> faces;
		Variant meta;
	};

	Vector<Vertex> vertices;

	struct Edge {
		int vertex[2] = {};
		Vector<int> faces;
		Variant meta;
	};

	Vector<Edge> edges;

	struct Face {
		int v[3] = {};
		int edges[3] = {};
		Variant meta;
	};

	Vector<Face> faces;

	Ref<Material> material;

protected:
	static void _bind_methods();

public:
	void clear();
	Error create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface);
	Error commit_to_surface(const Ref<ArrayMesh> &p_mesh);

	int get_format() const;

	int get_vertex_count() const;
	int get_edge_count() const;
	int get_face_count() const;

	Vector3 get_vertex(int p_idx) const;
	void set_vertex(int p_idx, const Vector3 &p_vertex);

	Vector3 get_vertex_normal(int p_idx) const;
	void set_vertex_normal(int p_idx, const Vector3 &p_normal);

	Plane get_vertex_tangent(int p_idx) const;
	void set_vertex_tangent(int p_idx, const Plane &p_tangent);

	Vector2 get_vertex_uv(int p_idx) const;
	void set_vertex_uv(int p_idx, const Vector2 &p_uv);

	Vector2 get_vertex_uv2(int p_idx) const;
	void set_vertex_uv2(int p_idx, const Vector2 &p_uv2);

	Color get_vertex_color(int p_idx) const;
	void set_vertex_color(int p_idx, const Color &p_color);

	Vector<int> get_vertex_bones(int p_idx) const;
	void set_vertex_bones(int p_idx, const Vector<int> &p_bones);

	Vector<float> get_vertex_weights(int p_idx) const;
	void set_vertex_weights(int p_idx, const Vector<float> &p_weights);

	Variant get_vertex_meta(int p_idx) const;
	void set_vertex_meta(int p_idx, const Variant &p_meta);

	Vector<int> get_vertex_edges(int p_idx) const;
	Vector<int> get_vertex_faces(int p_idx) const;

	int get_edge_vertex(int p_edge, int p_vertex) const;
	Vector<int> get_edge_faces(int p_edge) const;
	Variant get_edge_meta(int p_idx) const;
	void set_edge_meta(int p_idx, const Variant &p_meta);

	int get_face_vertex(int p_face, int p_vertex) const;
	int get_face_edge(int p_face, int p_vertex) const;
	Variant get_face_meta(int p_face) const;
	void set_face_meta(int p_face, const Variant &p_meta);
	Vector3 get_face_normal(int p_face) const;

	Ref<Material> get_material() const;
	void set_material(const Ref<Material> &p_material);

	MeshDataTool();
};

#endif // MESH_DATA_TOOL_H