/*
Open Asset Import Library (assimp)
----------------------------------------------------------------------

Copyright (c) 2006-2021, assimp team


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  copyright notice, this list of conditions and the
  following disclaimer.

* Redistributions in binary form must reproduce the above
  copyright notice, this list of conditions and the
  following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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----------------------------------------------------------------------
*/

/** @file Declares a helper class, "StandardShapes" which generates
 *  vertices for standard shapes, such as cylinders, cones, spheres ..
 */
#pragma once
#ifndef AI_STANDARD_SHAPES_H_INC
#define AI_STANDARD_SHAPES_H_INC

#ifdef __GNUC__
#   pragma GCC system_header
#endif

#include <assimp/vector3.h>
#include <stddef.h>
#include <vector>

struct aiMesh;

namespace Assimp    {

// ---------------------------------------------------------------------------
/** \brief Helper class to generate vertex buffers for standard geometric
 *  shapes, such as cylinders, cones, boxes, spheres, elipsoids ... .
 */
class ASSIMP_API StandardShapes
{
    // class cannot be instanced
    StandardShapes() {}

public:


    // ----------------------------------------------------------------
    /** Generates a mesh from an array of vertex positions.
     *
     *  @param positions List of vertex positions
     *  @param numIndices Number of indices per primitive
     *  @return Output mesh
     */
    static aiMesh* MakeMesh(const std::vector<aiVector3D>& positions,
        unsigned int numIndices);


    static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
        (std::vector<aiVector3D>&));

    static aiMesh* MakeMesh ( unsigned int (*GenerateFunc)
        (std::vector<aiVector3D>&, bool));

    static aiMesh* MakeMesh ( unsigned int n,  void (*GenerateFunc)
        (unsigned int,std::vector<aiVector3D>&));

    // ----------------------------------------------------------------
    /** @brief Generates a hexahedron (cube)
     *
     *  Hexahedrons can be scaled on all axes.
     *  @param positions Receives output triangles.
     *  @param polygons If you pass true here quads will be returned
     *  @return Number of vertices per face
     */
    static unsigned int MakeHexahedron(
        std::vector<aiVector3D>& positions,
        bool polygons = false);

    // ----------------------------------------------------------------
    /** @brief Generates an icosahedron
     *
     *  @param positions Receives output triangles.
     *  @return Number of vertices per face
     */
    static unsigned int MakeIcosahedron(
        std::vector<aiVector3D>& positions);


    // ----------------------------------------------------------------
    /** @brief Generates a dodecahedron
     *
     *  @param positions Receives output triangles
     *  @param polygons If you pass true here pentagons will be returned
     *  @return Number of vertices per face
     */
    static unsigned int MakeDodecahedron(
        std::vector<aiVector3D>& positions,
        bool polygons = false);


    // ----------------------------------------------------------------
    /** @brief Generates an octahedron
     *
     *  @param positions Receives output triangles.
     *  @return Number of vertices per face
     */
    static unsigned int MakeOctahedron(
        std::vector<aiVector3D>& positions);


    // ----------------------------------------------------------------
    /** @brief Generates a tetrahedron
     *
     *  @param positions Receives output triangles.
     *  @return Number of vertices per face
     */
    static unsigned int MakeTetrahedron(
        std::vector<aiVector3D>& positions);



    // ----------------------------------------------------------------
    /** @brief Generates a sphere
     *
     *  @param tess Number of subdivions - 0 generates a octahedron
     *  @param positions Receives output triangles.
     */
    static void MakeSphere(unsigned int tess,
        std::vector<aiVector3D>& positions);


    // ----------------------------------------------------------------
    /** @brief Generates a cone or a cylinder, either open or closed.
     *
     *  @code
     *
     *       |-----|       <- radius 1
     *
     *        __x__        <- ]               ^
     *       /     \          | height        |
     *      /       \         |               Y
     *     /         \        |
     *    /           \       |
     *   /______x______\   <- ] <- end cap
     *
     *   |-------------|   <- radius 2
     *
     *  @endcode
     *
     *  @param height Height of the cone
     *  @param radius1 First radius
     *  @param radius2 Second radius
     *  @param tess Number of triangles.
     *  @param bOpened true for an open cone/cylinder. An open shape has
     *    no 'end caps'
     *  @param positions Receives output triangles
     */
    static void MakeCone(ai_real height,ai_real radius1,
        ai_real radius2,unsigned int tess,
        std::vector<aiVector3D>& positions,bool bOpen= false);


    // ----------------------------------------------------------------
    /** @brief Generates a flat circle
     *
     *  The circle is constructed in the planned formed by the x,z
     *  axes of the cartesian coordinate system.
     *
     *  @param radius Radius of the circle
     *  @param tess Number of segments.
     *  @param positions Receives output triangles.
     */
    static void MakeCircle(ai_real radius, unsigned int tess,
        std::vector<aiVector3D>& positions);

};
} // ! Assimp

#endif // !! AI_STANDARD_SHAPES_H_INC
