#ifndef slic3r_quadric_edge_collapse_hpp_
#define slic3r_quadric_edge_collapse_hpp_

// paper: https://people.eecs.berkeley.edu/~jrs/meshpapers/GarlandHeckbert2.pdf
// sum up: https://users.csc.calpoly.edu/~zwood/teaching/csc570/final06/jseeba/
// inspiration: https://github.com/sp4cerat/Fast-Quadric-Mesh-Simplification
#ifndef PRUSASLICER_QUADRIC_EDGE_COLLAPSE_HPP
#define PRUSASLICER_QUADRIC_EDGE_COLLAPSE_HPP

#include <cstdint>
#include <functional>
#include "TriangleMesh.hpp"

namespace Slic3r {

/// <summary>
/// Simplify mesh by Quadric metric
/// </summary>
/// <param name="its">IN/OUT triangle mesh to be simplified.</param>
/// <param name="triangle_count">Wanted triangle count.</param>
/// <param name="max_error">Maximal Quadric for reduce.
/// When nullptr then max float is used
/// Output: Last used ErrorValue to collapse edge</param>
/// <param name="throw_on_cancel">Could stop process of calculation.</param>
/// <param name="statusfn">Give a feed back to user about progress. Values 1 - 100</param>
void its_quadric_edge_collapse(
    indexed_triangle_set &    its,
    uint32_t                  triangle_count  = 0,
    float *                   max_error       = nullptr,
    std::function<void(void)> throw_on_cancel = nullptr,
    std::function<void(int)>  statusfn        = nullptr);

} // namespace Slic3r
#endif // slic3r_quadric_edge_collapse_hpp_

#endif // PRUSASLICER_QUADRIC_EDGE_COLLAPSE_HPP
