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// This file contains the declarations for the functions in the
// O3D converter namespace.  These functions do most of the actual
// work of conditioning and packagaging a JSON file for use in
// O3D.

#ifndef O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_
#define O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_

#include <vector>
#include <cmath>
#include "base/file_path.h"
#include "core/cross/types.h"
#include "utils/cross/file_path_utils.h"

namespace o3d {
namespace converter {

// Options struct for passing to the converter.
struct Options {
  Options()
      : base_path(FilePath::kCurrentDirectory),
        condition(true),
        up_axis(0, 0, 0),
        pretty_print(false),
        keep_filters(false),
        keep_materials(false),
        enable_add_sharp_edge(false),
        sharp_edge_threshold(0),
        sharp_edge_color(1, 0, 0) {
  }

  // A list of paths to search for assets..
  std::vector<FilePath> file_paths;

  // The path to the "base" of the model path, from which all paths
  // are made relative.  Defaults to the current directory.
  FilePath base_path;

  // Indicates if the converter should condition the input shaders or
  // not.
  bool condition;

  // The up axis of the output. The input will be converted to a new coordinate
  // system if it indicates a different up axis. Zero means no conversion.
  Vector3 up_axis;

  // This indicates whether or not the serialized JSON code should be
  // pretty-printed (formatted with spaces and newlines) or just
  // emitted as one huge one-line string.  Defaults to false.
  bool pretty_print;

  // Tells the converter not to set all filters to tri-linear.
  bool keep_filters;

  // Tells the converter not to change materials to constant if they are used by
  // a mesh that has no normals.
  bool keep_materials;

  // Add edges with normal angle larger than soften_edge_threshold.
  bool enable_add_sharp_edge;

  // The threshold of normal angle of edge, if angle of certain edge is larger
  // than this threshold, it will be added into the output file.
  float sharp_edge_threshold;

  // The color of edges been added.
  Vector3 sharp_edge_color;
};

// Edge class is used in sharp edge detect process.
// It stores two points in a specific order,
// and it serves as key class in edge-triangle map.
struct Edge {
  Edge(Point3 p1, Point3 p2);
  std::vector<Point3> pts;
};

// Triangle class is used in detect sharp edge process.
struct Triangle {
  Triangle(Point3 p1, Point3 p2, Point3 p3) {
    pts.push_back(p1);
    pts.push_back(p2);
    pts.push_back(p3);
  }
  std::vector<Point3> pts;
};

// Converts the given file for use in O3D.  This is done by
// loading the input file, traversing the scene graph and serializing
// what is found there.
bool Convert(const FilePath& in_filename,
             const FilePath& out_filename,
             const Options& options,
             String* error_messages);

// Verifies the given shader file as "valid".  Returns true if input
// shader file contains valid code (code that can be compiled
// successfully).
bool Verify(const FilePath& in_filename,
            const FilePath& out_filename,
            const Options& options,
            String* error_messages);

}  // namespace converter
}  // namespace o3d

#endif  // O3D_CONVERTER_EDGE_CROSS_CONVERTER_H_