internal MxStdSlim(MxStdModel model) { heap = new MxHeap(64); this.model = model; PlacementPolicy = MxPlacement.Optimal; WeightingPolicy = MxWeighting.Area; BoundaryWeight = 1000.0; CompactnessRatio = 0.0; MeshingPenalty = 1.0; LocalValidityThreshold = 0.0; VertexDegreeLimit = 24; WillJoinOnly = false; ValidFaces = 0; ValidVerts = 0; IsInitialized = false; for (var faceId = 0; faceId < model.FaceCount; faceId++) { if (!model.FaceIsValid(faceId)) continue; ValidFaces++; } for (var vertId = 0; vertId < model.VertCount; vertId++) { if (!model.VertexIsValid(vertId)) continue; ValidVerts++; } }
internal MxStdSlim(MxStdModel model) { heap = new MxHeap(64); this.model = model; PlacementPolicy = MxPlacement.Optimal; WeightingPolicy = MxWeighting.Area; BoundaryWeight = 1000.0; CompactnessRatio = 0.0; MeshingPenalty = 1.0; LocalValidityThreshold = 0.0; VertexDegreeLimit = 24; WillJoinOnly = false; ValidFaces = 0; ValidVerts = 0; IsInitialized = false; for (var faceId = 0; faceId < model.FaceCount; faceId++) { if (!model.FaceIsValid(faceId)) { continue; } ValidFaces++; } for (var vertId = 0; vertId < model.VertCount; vertId++) { if (!model.VertexIsValid(vertId)) { continue; } ValidVerts++; } }
public QSlim(List<Vector3> vertices, List<int> indices, bool contractByFaces, bool joinOnly, MxPlacement placePolicy, MxWeighting weightPolicy, double boundaryWeight, double compactRatio, double meshPenalty) { inputVertices = vertices; inputIndices = indices; willUseFaces = contractByFaces; willJoinOnly = joinOnly; placementPolicy = placePolicy; weightingPolicy = weightPolicy; this.boundaryWeight = boundaryWeight; compactnessRatio = compactRatio; meshingPenalty = meshPenalty; Init(); }
public QSlim(List <Vector3> vertices, List <int> indices, bool contractByFaces, bool joinOnly, MxPlacement placePolicy, MxWeighting weightPolicy, double boundaryWeight, double compactRatio, double meshPenalty) { inputVertices = vertices; inputIndices = indices; willUseFaces = contractByFaces; willJoinOnly = joinOnly; placementPolicy = placePolicy; weightingPolicy = weightPolicy; this.boundaryWeight = boundaryWeight; compactnessRatio = compactRatio; meshingPenalty = meshPenalty; Init(); }