Esempio n. 1
0
        /// <summary>
        ///    Builds the progressive mesh with the specified number of levels.
        /// </summary>
        public void Build(ushort numLevels, List <IndexData> lodFaceList, VertexReductionQuota quota, float reductionValue)
        {
            ComputeAllCosts();
            // Init
            this.currNumIndexes = (uint)this.indexData.indexCount;
            // Use COMMON vert count, not original vert count
            // Since collapsing 1 common vert position is equivalent to collapsing them all
            var numVerts = this.numCommonVertices;

            uint numCollapses = 0;
            var  abandon      = false;

            while (numLevels-- != 0)
            {
                // NB if 'abandon' is set, we stop reducing
                // However, we still bake the number of LODs requested, even if it
                // means they are the same
                if (!abandon)
                {
                    if (quota == VertexReductionQuota.Proportional)
                    {
                        numCollapses = (uint)(numVerts * reductionValue);
                    }
                    else
                    {
                        numCollapses = (uint)reductionValue;
                    }
                    // Minimum 3 verts!
                    if ((numVerts - numCollapses) < 3)
                    {
                        numCollapses = numVerts - 3;
                    }
                    // Store new number of verts
                    numVerts = numVerts - numCollapses;

                    Debug.Assert(numVerts >= 3);
                    while (numCollapses-- != 0 && !abandon)
                    {
                        var nextIndex = GetNextCollapser();
                        // Collapse on every buffer
                        foreach (var data in this.workingDataList)
                        {
                            var collapser = data.vertList[nextIndex];
                            // This will reduce currNumIndexes and recalc costs as required
                            if (collapser.collapseTo == null)
                            {
                                // Must have run out of valid collapsables
                                abandon = true;
                                break;
                            }
                            Debug.Assert(collapser.collapseTo.removed == false);

                            Collapse(collapser);
                        }
                    }
                }


                // Bake a new LOD and add it to the list
                var newLod = new IndexData();
                BakeNewLOD(newLod);
                lodFaceList.Add(newLod);
            }
        }
        /// <summary>
        ///    Builds the progressive mesh with the specified number of levels.
        /// </summary>
        public void Build(ushort numLevels, List<IndexData> lodFaceList, VertexReductionQuota quota, float reductionValue)
        {
            ComputeAllCosts();
            // Init
            currNumIndexes = (uint)indexData.indexCount;
            // Use COMMON vert count, not original vert count
            // Since collapsing 1 common vert position is equivalent to collapsing them all
            uint numVerts = numCommonVertices;

            uint numCollapses = 0;
            bool abandon = false;

            while (numLevels-- != 0) {
                // NB if 'abandon' is set, we stop reducing
                // However, we still bake the number of LODs requested, even if it
                // means they are the same
                if (!abandon) {
                    if (quota == VertexReductionQuota.Proportional)
                        numCollapses = (uint)(numVerts * reductionValue);
                    else
                        numCollapses = (uint)reductionValue;
                    // Minimum 3 verts!
                    if ((numVerts - numCollapses) < 3)
                        numCollapses = numVerts - 3;
                    // Store new number of verts
                    numVerts = numVerts - numCollapses;

                    Debug.Assert(numVerts >= 3);
                    while (numCollapses-- !=  0 && !abandon) {
                        int nextIndex = GetNextCollapser();
                        // Collapse on every buffer
                        foreach (PMWorkingData data in workingDataList) {
                            PMVertex collapser = data.vertList[nextIndex];
                            // This will reduce currNumIndexes and recalc costs as required
                            if (collapser.collapseTo == null) {
                                // Must have run out of valid collapsables
                                abandon = true;
                                break;
                            }
                            Debug.Assert(collapser.collapseTo.removed == false);

                            Collapse(collapser);
                        }
                    }
                }

                // Bake a new LOD and add it to the list
                IndexData newLod = new IndexData();
                BakeNewLOD(newLod);
                lodFaceList.Add(newLod);
            }
        }
Esempio n. 3
0
 public void Build(ushort numLevels, List <IndexData> lodFaceList, VertexReductionQuota quota)
 {
     Build(numLevels, lodFaceList, quota, 0.5f);
 }
 public void Build(ushort numLevels, List<IndexData> lodFaceList, VertexReductionQuota quota)
 {
     Build(numLevels, lodFaceList, quota, 0.5f);
 }