Esempio n. 1
0
        // 默认共两条边 才算 临面
        protected static bool IsNeighbors(LODMesh lodMesh, int faceIndex1, int faceIndex2, int shareVertexCount = 2)
        {
            int count = 0;

            if (faceIndex1 != faceIndex2)
            {
                LODFace face1 = lodMesh.faces[faceIndex1];
                LODFace face2 = lodMesh.faces[faceIndex2];
                for (int i = 0; i < 3; ++i)
                {
                    if (face1.vertexIndexList.Contains(face2.vertexIndexList[i]))
                    {
                        ++count;
                        if (count == shareVertexCount)
                        {
                            return(true);
                        }
                    }
                }
            }
            return(false);
        }
Esempio n. 2
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        protected static List <int> GetEdgeShareFaces(LODMesh mesh, int iIdx, int jIdx, List <int> remain = null)
        {
            RepeatedVertex u          = mesh.vertices[iIdx];
            RepeatedVertex v          = mesh.vertices[jIdx];
            List <int>     totalFaces = u.neighborFaces;
            List <int>     uvFaces    = new List <int>();

            for (int k = 0; k < totalFaces.Count; ++k)
            {
                LODFace face = mesh.faces[totalFaces[k]];
                if (face.ContainVertex(jIdx))
                {
                    uvFaces.Add(totalFaces[k]);
                }
                else
                {
                    if (remain != null)
                    {
                        remain.Add(totalFaces[k]); // 保留不共享边的面
                    }
                }
            }
            return(uvFaces);
        }
Esempio n. 3
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        protected static LODMesh ParseMesh(Mesh meshIn)
        {
            LODMesh        lodMesh  = new LODMesh(meshIn);
            List <Vector3> vertices = new List <Vector3>();

            meshIn.GetVertices(vertices);
            List <LODVertex>      lodVertices = Convert(vertices);
            GroupHash <LODVertex> group       = new GroupHash <LODVertex>();

            group.Objects = lodVertices;

            List <List <LODVertex> >         merged = group.GetResult();
            Dictionary <int, RepeatedVertex> originalVertexMapRepeatedIndex = new Dictionary <int, RepeatedVertex>();

            for (int i = 0; i < merged.Count; ++i)
            {
                RepeatedVertex rpv = new RepeatedVertex(merged[i], i);
                lodMesh.vertices.Add(rpv);
                foreach (LODVertex v in merged[i])
                {
                    originalVertexMapRepeatedIndex.Add(v.originalIndex, rpv);
                }
            }
            Dictionary <int, LODSubMesh> originalFaceMapSubMeshIndex = new Dictionary <int, LODSubMesh>();

            int        count     = meshIn.subMeshCount;
            List <int> triangles = new List <int>();

            for (int i = 0; i < count; ++i)
            {
                LODSubMesh subMesh = new LODSubMesh(i);
                lodMesh.subMeshes.Add(subMesh);
                triangles.Clear();
                meshIn.GetTriangles(triangles, i);

                int cnt = triangles.Count;
                for (int j = 0; j < cnt; j += 3)
                {
                    int tmp0 = triangles[j];
                    int tmp1 = triangles[j + 1];
                    int tmp2 = triangles[j + 2];

                    int idx0 = originalVertexMapRepeatedIndex[tmp0].index;
                    int idx1 = originalVertexMapRepeatedIndex[tmp1].index;
                    int idx2 = originalVertexMapRepeatedIndex[tmp2].index;

                    int faceIndex = lodMesh.faces.Count;
                    originalFaceMapSubMeshIndex.Add(faceIndex, subMesh);
                    subMesh.faceIndices.Add(faceIndex);
                    lodMesh.faces.Add(new LODFace(lodMesh, lodMesh.subMeshes.Count - 1, idx0, idx1, idx2));

                    // 绑定临点
                    originalVertexMapRepeatedIndex[idx0].neighborVertices.Add(idx1);
                    originalVertexMapRepeatedIndex[idx0].neighborVertices.Add(idx2);

                    originalVertexMapRepeatedIndex[idx1].neighborVertices.Add(idx0);
                    originalVertexMapRepeatedIndex[idx1].neighborVertices.Add(idx2);

                    originalVertexMapRepeatedIndex[idx2].neighborVertices.Add(idx0);
                    originalVertexMapRepeatedIndex[idx2].neighborVertices.Add(idx1);

                    // 边
                    LODEdge e0 = new LODEdge(idx0, idx1);
                    LODEdge e1 = new LODEdge(idx0, idx2);
                    LODEdge e2 = new LODEdge(idx1, idx2);

                    LODEdge ee0 = lodMesh.edges.Find((item) => { return(e0.Equals(item)); });
                    LODEdge ee1 = lodMesh.edges.Find((item) => { return(e1.Equals(item)); });
                    LODEdge ee2 = lodMesh.edges.Find((item) => { return(e2.Equals(item)); });
                    if (ee0 != null)
                    {
                        ee0.Share();
                    }
                    else
                    {
                        lodMesh.edges.Add(e0);
                    }
                    if (ee1 != null)
                    {
                        ee1.Share();
                    }
                    else
                    {
                        lodMesh.edges.Add(e1);
                    }
                    if (ee2 != null)
                    {
                        ee2.Share();
                    }
                    else
                    {
                        lodMesh.edges.Add(e2);
                    }

                    // 临面
                    originalVertexMapRepeatedIndex[idx0].neighborFaces.Add(faceIndex);
                    originalVertexMapRepeatedIndex[idx1].neighborFaces.Add(faceIndex);
                    originalVertexMapRepeatedIndex[idx2].neighborFaces.Add(faceIndex);
                }
            }

            //for (int i = 0; i < lodMesh.faces.Count - 1; ++i)
            //{
            //    // Fill the neighbor faces information in face list
            //    for (int j = i + 1; j < lodMesh.faces.Count; ++j)
            //    {
            //        if (IsNeighbors(lodMesh, i, j))
            //        {
            //            lodMesh.faces[i].neighboringFaceIndexList.Add(j);
            //            lodMesh.faces[j].neighboringFaceIndexList.Add(i);
            //        }
            //    }
            //}

            return(lodMesh);
        }
Esempio n. 4
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        /// <summary>
        /// 两个面夹角作为塌陷值
        /// 夹角计算采用法线的点积cos(theta)
        /// 由于cos在0-180度为递减函数,这里变换为增函数(1.0f - dot) * 0.5f
        /// 表明夹角越大,塌陷越大
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="uFace"></param>
        /// <param name="vFace"></param>
        protected static float DotFace(LODMesh mesh, int uFace, int vFace)
        {
            float dot = Vector3.Dot(mesh.faces[uFace].normal, mesh.faces[vFace].normal);

            return((1.0f - dot) * 0.5f);
        }
Esempio n. 5
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 /// <summary>
 /// 两个面夹角作为塌陷值
 /// 夹角计算采用法线的点积cos(theta)
 /// 由于cos在0-180度为递减函数,这里变换为增函数(1.0f - dot) * 0.5f
 /// 表明夹角越大,塌陷越大
 /// </summary>
 /// <param name="mesh"></param>
 /// <param name="uFace"></param>
 /// <param name="vFace"></param>
 protected static float EdgeLength(LODMesh mesh, int vIdx1, int vIdx2)
 {
     return(Vector3.Magnitude(mesh.vertices[vIdx1].vertex - mesh.vertices[vIdx2].vertex));
 }
Esempio n. 6
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        /// <summary>
        /// 判断 点是否是 一条边界边的点
        /// </summary>
        protected static bool IsBorder(LODMesh mesh, int iIdx)
        {
            RepeatedVertex v = mesh.vertices[iIdx];

            return(IsBorder(mesh, v));
        }
Esempio n. 7
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 /// <summary>
 /// 构造新的Mesh
 /// </summary>
 /// <param name="mesh"></param>
 protected static void ConsolidateMesh(LODMesh mesh)
 {
 }
Esempio n. 8
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 /// <summary>
 /// 简化
 /// </summary>
 /// <param name="mesh"></param>
 protected static void Simplify(LODMesh mesh)
 {
     InitializeAllEdgeCost(mesh);
     CollapseMesh(mesh);
     ConsolidateMesh(mesh);
 }
Esempio n. 9
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        /// <summary>
        /// 处理入口
        /// </summary>
        /// <param name="meshIn"></param>
        public static void Process(Mesh meshIn)
        {
            LODMesh mesh = ParseMesh(meshIn);

            Simplify(mesh);
        }