/// <summary> /// Emit a DMesh3 as a CompressedDMeshStruct /// </summary> public static void EmitDMeshCompressed_Minimal(this SceneSerializer s, DMesh3 m, IOutputStream o) { SceneSerializer.EmitOptions opt = s.CurrentOptions; // compressed version - uuencoded byte buffers // - storing doubles uses roughly same mem as string, but string is only 8 digits precision // - storing floats saves roughly 50% // - storing triangles is worse until vertex count > 9999 // - could store as byte or short in those cases... // - edges and edge ref counts are stored, then use mesh.RebuildFromEdgeRefcounts() to rebuild 3D mesh (same as gSerialization) o.BeginStruct(IOStrings.CompressedDMeshStruct); o.AddAttribute(IOStrings.AMeshStorageMode, (int)IOStrings.MeshStorageMode.Minimal); // need compact mesh to do this if (m.IsCompactV == false) { m = new DMesh3(m, true); } o.AddAttribute(IOStrings.AMeshVertices3Compressed, BufferUtil.CompressZLib(m.VerticesBuffer.GetBytes(), opt.FastCompression)); if (opt.StoreMeshVertexNormals && m.HasVertexNormals) { o.AddAttribute(IOStrings.AMeshNormals3Compressed, BufferUtil.CompressZLib(m.NormalsBuffer.GetBytes(), opt.FastCompression)); } if (opt.StoreMeshVertexColors && m.HasVertexColors) { o.AddAttribute(IOStrings.AMeshColors3Compressed, BufferUtil.CompressZLib(m.ColorsBuffer.GetBytes(), opt.FastCompression)); } if (opt.StoreMeshVertexUVs && m.HasVertexUVs) { o.AddAttribute(IOStrings.AMeshUVs2Compressed, BufferUtil.CompressZLib(m.UVBuffer.GetBytes(), opt.FastCompression)); } int[] triangles = new int[3 * m.TriangleCount]; int k = 0; foreach (int tid in m.TriangleIndices()) { Index3i t = m.GetTriangle(tid); triangles[k++] = t.a; triangles[k++] = t.b; triangles[k++] = t.c; } o.AddAttribute(IOStrings.AMeshTrianglesCompressed, BufferUtil.CompressZLib(BufferUtil.ToBytes(triangles), opt.FastCompression)); if (opt.StoreMeshFaceGroups && m.HasTriangleGroups) { int[] groups = new int[m.TriangleCount]; k = 0; foreach (int tid in m.TriangleIndices()) { groups[k++] = m.GetTriangleGroup(tid); } o.AddAttribute(IOStrings.AMeshTriangleGroupsCompressed, BufferUtil.CompressZLib(BufferUtil.ToBytes(groups), opt.FastCompression)); } o.EndStruct(); }
/// <summary> /// Emit a DMesh3 as a CompressedDMeshStruct /// </summary> public static void EmitDMeshCompressed(this SceneSerializer s, DMesh3 m, IOutputStream o) { SceneSerializer.EmitOptions opt = s.CurrentOptions; // compressed version - uuencoded byte buffers // - storing doubles uses roughly same mem as string, but string is only 8 digits precision // - storing floats saves roughly 50% // - storing triangles is worse until vertex count > 9999 // - could store as byte or short in those cases... // - edges and edge ref counts are stored, then use mesh.RebuildFromEdgeRefcounts() to rebuild 3D mesh (same as gSerialization) o.BeginStruct(IOStrings.CompressedDMeshStruct); o.AddAttribute(IOStrings.AMeshStorageMode, (int)IOStrings.MeshStorageMode.EdgeRefCounts); o.AddAttribute(IOStrings.AMeshVertices3Compressed, BufferUtil.CompressZLib(m.VerticesBuffer.GetBytes(), opt.FastCompression)); if (opt.StoreMeshVertexNormals && m.HasVertexNormals) { o.AddAttribute(IOStrings.AMeshNormals3Compressed, BufferUtil.CompressZLib(m.NormalsBuffer.GetBytes(), opt.FastCompression)); } if (opt.StoreMeshVertexColors && m.HasVertexColors) { o.AddAttribute(IOStrings.AMeshColors3Compressed, BufferUtil.CompressZLib(m.ColorsBuffer.GetBytes(), opt.FastCompression)); } if (opt.StoreMeshVertexUVs && m.HasVertexUVs) { o.AddAttribute(IOStrings.AMeshUVs2Compressed, BufferUtil.CompressZLib(m.UVBuffer.GetBytes(), opt.FastCompression)); } o.AddAttribute(IOStrings.AMeshTrianglesCompressed, BufferUtil.CompressZLib(m.TrianglesBuffer.GetBytes(), opt.FastCompression)); if (opt.StoreMeshFaceGroups && m.HasTriangleGroups) { o.AddAttribute(IOStrings.AMeshTriangleGroupsCompressed, BufferUtil.CompressZLib(m.GroupsBuffer.GetBytes(), opt.FastCompression)); } o.AddAttribute(IOStrings.AMeshEdgesCompressed, BufferUtil.CompressZLib(m.EdgesBuffer.GetBytes(), opt.FastCompression)); o.AddAttribute(IOStrings.AMeshEdgeRefCountsCompressed, BufferUtil.CompressZLib(m.EdgesRefCounts.RawRefCounts.GetBytes(), opt.FastCompression)); o.EndStruct(); }