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/*********************************************************************
 * Software License Agreement (BSD License)
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 *  Copyright (c) 2008, Willow Garage, Inc.
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 *
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 *     copyright notice, this list of conditions and the following
 *     disclaimer in the documentation and/or other materials provided
 *     with the distribution.
 *   * Neither the name of the Willow Garage nor the names of its
 *     contributors may be used to endorse or promote products derived
 *     from this software without specific prior written permission.
 *
 *  THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
 *  "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
 *  LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
 *  FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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/* Author: Ioan Sucan */

#ifndef GEOMETRIC_SHAPES_MESH_OPERATIONS_
#define GEOMETRIC_SHAPES_MESH_OPERATIONS_

#include "geometric_shapes/shapes.h"
#include <eigen_stl_containers/eigen_stl_containers.h>
#include <vector>

// forward declaration of aiScene (caller needs to include assimp if aiScene is used)
class aiScene;

namespace shapes
{

/** \brief Load a mesh from a set of vertices. Triangles are
    constructed using index values from the triangles
    vector. Triangle k has vertices at index values triangles[3k],
    triangles[3k+1], triangles[3k+2]  */
Mesh* createMeshFromVertices(const EigenSTL::vector_Vector3d &vertices, const std::vector<unsigned int> &triangles);

/** \brief Load a mesh from a set of vertices. Every 3 vertices
    are considered a triangle. Repeating vertices are identified
    and the set of triangle indices is constructed. The normal at
    each triangle is also computed */
Mesh* createMeshFromVertices(const EigenSTL::vector_Vector3d &source);

/** \brief Load a mesh from a resource that contains a mesh that can be loaded by assimp */
Mesh* createMeshFromResource(const std::string& resource);

/** \brief Load a mesh from a resource that contains a mesh that can be loaded by assimp */
Mesh* createMeshFromResource(const std::string& resource, const Eigen::Vector3d &scale);

/** \brief Load a mesh from a binary stream that contains a mesh that can be loaded by assimp */
Mesh* createMeshFromBinary(const char* buffer, std::size_t size,
                           const std::string &assimp_hint = std::string());

/** \brief Load a mesh from a resource that contains a mesh that can be loaded by assimp */
Mesh* createMeshFromBinary(const char *buffer, std::size_t size, const Eigen::Vector3d &scale,
                           const std::string &assimp_hint = std::string());

/** \brief Load a mesh from an assimp datastructure */
Mesh* createMeshFromAsset(const aiScene* scene, const Eigen::Vector3d &scale,
                          const std::string &assimp_hint = std::string());

/** \brief Load a mesh from an assimp datastructure */
Mesh* createMeshFromAsset(const aiScene* scene,
                          const std::string &assimp_hint = std::string());

/** \brief Construct a mesh from a primitive shape that is NOT already a mesh. This call allocates a new object. */
Mesh* createMeshFromShape(const Shape *shape);

/** \brief Construct a mesh from a box */
Mesh* createMeshFromShape(const Box &box);

/** \brief Construct a mesh from a sphere */
Mesh* createMeshFromShape(const Sphere &sphere);

/** \brief Construct a mesh from a cylinder */
Mesh* createMeshFromShape(const Cylinder &cylinder);

/** \brief Construct a mesh from a cone */
Mesh* createMeshFromShape(const Cone &cone);

/** \brief Write the mesh to a buffer in STL format */
void writeSTLBinary(const Mesh* mesh, std::vector<char> &buffer);

}

#endif