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ViewDesignEngine/include/vde/curves/tessellation.h
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#pragma once
#include "vde/core/point.h"
#include <vector>
#include <array>
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#include <functional>
namespace vde::curves {
using core::Point3D;
using core::Vector3D;
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/// Tessellate a parametric surface into a uniform triangle mesh
/// @param eval Function(u,v) -> Point3D
/// @param res_u, res_v Number of samples in u/v directions
/// @return Pairs of (vertices, triangle indices)
std::pair<std::vector<Point3D>, std::vector<std::array<int, 3>>>
tessellate(const std::function<Point3D(double,double)>& eval,
int res_u, int res_v);
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/// Adaptive tessellation based on normal-angle deviation
/// Recursively subdivides the parameter domain when the angular deviation
/// between corner normals exceeds the threshold.
/// @param eval Function(u,v) -> Point3D
/// @param normal_fn Function(u,v) -> Vector3D (unit normal)
/// @param min_res Minimum subdivisions per direction (1 = single quad)
/// @param max_depth Maximum recursion depth (limits total subdivisions)
/// @param angle_threshold_deg Maximum normal-angle deviation in degrees
/// @return Pairs of (vertices, triangle indices)
std::pair<std::vector<Point3D>, std::vector<std::array<int, 3>>>
adaptive_tessellate(
const std::function<Point3D(double,double)>& eval,
const std::function<Vector3D(double,double)>& normal_fn,
int min_res = 2, int max_depth = 6,
double angle_threshold_deg = 5.0);
} // namespace vde::curves