//
//  SuperTuxKart - a fun racing game with go-kart
//  Copyright (C) 2009-2015 Joerg Henrichs
//
//  This program is free software; you can redistribute it and/or
//  modify it under the terms of the GNU General Public License
//  as published by the Free Software Foundation; either version 3
//  of the License, or (at your option) any later version.
//
//  This program is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU General Public License for more details.
//
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

#ifndef HEADER_MESH_TOOLS_HPP
#define HEADER_MESH_TOOLS_HPP

namespace irr
{
    namespace scene { class IMesh; class IMeshBuffer; class ISkinnedMesh; }
}
using namespace irr;

#include "utils/vec3.hpp"

/**
  * \ingroup graphics
  */
namespace MeshTools
{
    void minMax3D(scene::IMesh* mesh, Vec3 *min, Vec3 *max);

    bool isNormalMap(scene::IMeshBuffer* mb);

    // Copied from irrlicht
    scene::IMesh* createMeshWithTangents(scene::IMesh* mesh,
        bool(*predicate)(scene::IMeshBuffer*), bool recalculateNormals = false,
        bool smooth = false, bool angleWeighted = false,
        bool calculateTangents = true);

    void createSkinnedMeshWithTangents(scene::ISkinnedMesh* mesh,
        bool(*predicate)(scene::IMeshBuffer*));

}   // MeshTools

#endif
