calibration_tools_v1.0/lidar_driver/include/open3d/3rdparty/geometry/SurfaceOrientation.h

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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef TNT_GEOMETRY_SURFACEORIENTATION_H
#define TNT_GEOMETRY_SURFACEORIENTATION_H
#include <math/quat.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <utils/compiler.h>
namespace filament {
/**
* Mesh-related utilities.
*/
namespace geometry {
struct OrientationBuilderImpl;
struct OrientationImpl;
/**
* The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
*/
class UTILS_PUBLIC SurfaceOrientation {
public:
/**
* The Builder is used to construct an immutable surface orientation helper.
*
* Clients provide pointers into their own data, which is synchronously consumed during build().
* At a minimum, clients must supply a vertex count. They can supply data in any of the
* following combinations:
*
* 1. normals only ........................... not recommended, selects arbitrary orientation
* 2. normals + tangents ..................... sign of W determines bitangent orientation
* 3. normals + uvs + positions + indices .... selects Lengyels Method
* 4. positions + indices .................... generates normals for flat shading only
*
* Additionally, the client-side data has the following type constraints:
*
* - Normals must be float3
* - Tangents must be float4
* - UVs must be float2
* - Positions must be float3
* - Triangles must be uint3 or ushort3
*
* Currently, mikktspace is not supported because it requires re-indexing the mesh. Instead
* we use the method described by Eric Lengyel in "Foundations of Game Engine Development"
* (Volume 2, Chapter 7).
*/
class Builder {
public:
Builder() noexcept;
~Builder() noexcept;
Builder(Builder&& that) noexcept;
Builder& operator=(Builder&& that) noexcept;
/**
* This attribute is required.
*/
Builder& vertexCount(size_t vertexCount) noexcept;
Builder& normals(const filament::math::float3*, size_t stride = 0) noexcept;
Builder& tangents(const filament::math::float4*, size_t stride = 0) noexcept;
Builder& uvs(const filament::math::float2*, size_t stride = 0) noexcept;
Builder& positions(const filament::math::float3*, size_t stride = 0) noexcept;
Builder& triangleCount(size_t triangleCount) noexcept;
Builder& triangles(const filament::math::uint3*) noexcept;
Builder& triangles(const filament::math::ushort3*) noexcept;
/**
* Generates quats or returns null if the submitted data is an incomplete combination.
*/
SurfaceOrientation* build();
private:
OrientationBuilderImpl* mImpl;
Builder(const Builder&) = delete;
Builder& operator=(const Builder&) = delete;
};
~SurfaceOrientation() noexcept;
SurfaceOrientation(SurfaceOrientation&& that) noexcept;
SurfaceOrientation& operator=(SurfaceOrientation&& that) noexcept;
/**
* Returns the vertex count.
*/
size_t getVertexCount() const noexcept;
/**
* Converts quaternions into the desired output format and writes up to "quatCount"
* to the given output pointer. Normally quatCount should be equal to the vertex count.
* The optional stride is the desired quat-to-quat stride in bytes.
* @{
*/
void getQuats(filament::math::quatf* out, size_t quatCount, size_t stride = 0) const noexcept;
void getQuats(filament::math::short4* out, size_t quatCount, size_t stride = 0) const noexcept;
void getQuats(filament::math::quath* out, size_t quatCount, size_t stride = 0) const noexcept;
/**
* @}
*/
private:
SurfaceOrientation(OrientationImpl*) noexcept;
SurfaceOrientation(const SurfaceOrientation&) = delete;
SurfaceOrientation& operator=(const SurfaceOrientation&) = delete;
OrientationImpl* mImpl;
friend struct OrientationBuilderImpl;
};
} // namespace geometry
} // namespace filament
#endif // TNT_GEOMETRY_SURFACEORIENTATION_H