Пример #1
0
        static void RunHighQualityReduction(ISimplygonSDK sdk, string readFrom, string writeTo)
        {
            spWavefrontImporter objReader = sdk.CreateWavefrontImporter();

            objReader.SetExtractGroups(false); //This makes the .obj reader import into a single geometry object instead of multiple
            objReader.SetImportFilePath(readFrom);
            if (!objReader.RunImport())
            {
                Console.WriteLine("Failed to read: " + readFrom);
                return;
            }
            spGeometryData  originalGeom      = objReader.GetFirstGeometry(); //Only contains a single geom, so "first" is fine
            spMaterialTable originalMaterials = objReader.GetMaterials();

            //Create a copy of the original geometry on which we will run the reduction
            spGeometryData lodGeom = originalGeom.NewCopy(true);

            // Create the reduction-processor, and set the geometry to reduce
            spReductionProcessor reductionProcessor = sdk.CreateReductionProcessor();

            reductionProcessor.SetGeometry(lodGeom);

            ///////////////////////////////////////////////////////////////////////////////////////////////
            // SETTINGS - Most of these are set to the same value by default, but are set anyway for clarity

            // The reduction settings object contains settings pertaining to the actual decimation
            spReductionSettings reductionSettings = reductionProcessor.GetReductionSettings();

            reductionSettings.SetEnablePreprocessing(true);                                                        //This enables the pre-processing block, which contains welding and t-junction removal
            reductionSettings.SetEnablePostprocessing(true);                                                       //This enables the post-processing block, which contains normal recalculation and mapping image generation
            reductionSettings.SetKeepSymmetry(true);                                                               //Try, when possible to reduce symmetrically
            reductionSettings.SetUseAutomaticSymmetryDetection(true);                                              //Auto-detect the symmetry plane, if one exists. Can, if required, be set manually instead.
            reductionSettings.SetUseHighQualityNormalCalculation(true);                                            //Drastically increases the quality of the LODs normals, at the cost of extra processing time.
            reductionSettings.SetReductionHeuristics((uint)ReductionHeuristics.SG_REDUCTIONHEURISTICS_CONSISTENT); //Choose between "fast" and "consistent" processing. Fast will look as good, but may cause inconsistent
            //triangle counts when comparing MaxDeviation targets to the corresponding percentage targets.

            // The reducer uses a feature flags mask to tell it what kind of borders to respect during reduction.
            FeatureFlags featureFlagsMask = 0;

            featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_GROUP;    //Respect borders between group ids
            featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_MATERIAL; //Respect borders between material ids
            featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_TEXTURE0; //Respect discontinuities in the first texcoord field
            featureFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_SHADING;  //Respect hard shading borders
            reductionSettings.SetFeatureFlags((uint)featureFlagsMask);

            // The reducer uses importance weights for all features to decide where and how to reduce.
            // These are advanced settings and should only be changed if you have some specific reduction requirement
            /*reductionSettings.SetShadingImportance(2.f); //This would make the shading twice as important to the reducer as the other features.*/

            // The actual reduction triangle target are controlled by these three settings
            reductionSettings.SetStopCondition((uint)StopCondition.SG_STOPCONDITION_EITHER_IS_REACHED); //The reduction stops when either of the targets is reached
            reductionSettings.SetReductionRatio(0.5f);                                                  //Stops at 50% of the original triangle count
            reductionSettings.SetMaxDeviation(SimplygonSDK.REAL_MAX);                                   //Stops when an error of the specified size has been reached. As set here it never happens.
            //This condition corresponds to the on-screen size target presented in the Simplygon GUI, with a simple formula to convert between the two.

            // The repair settings object contains settings for the pre-processing block
            spRepairSettings repairSettings = reductionProcessor.GetRepairSettings();

            repairSettings.SetTjuncDist(0.0f); //Removes t-junctions with distance 0.0f
            repairSettings.SetWeldDist(0.0f);  //Welds overlapping vertices

            // The normal calculation settings deal with the normal-specific reduction settings
            spNormalCalculationSettings normalSettings = reductionProcessor.GetNormalCalculationSettings();

            normalSettings.SetReplaceNormals(false); //If true, this will turn off normal handling in the reducer and recalculate them all afterwards instead.
            //If false, the reducer will try to preserve the original normals as well as possible
            /*normalSettings.SetHardEdgeAngle( 60.f ); //If the normals are recalculated, this sets the hard-edge angle.*/

            //END SETTINGS
            ///////////////////////////////////////////////////////////////////////////////////////////////


            // Run the actual processing. After this, the set geometry will have been reduced according to the settings
            reductionProcessor.RunProcessing();

            //Create an .obj exporter to save our result
            spWavefrontExporter objExporter = sdk.CreateWavefrontExporter();

            // Do the actual exporting
            objExporter.SetExportFilePath(writeTo + ".obj");
            objExporter.SetSingleGeometry(lodGeom);      //This is the geometry we set as the processing geom of the reducer
            objExporter.SetMaterials(originalMaterials); //Same material set as input
            if (!objExporter.RunExport())
            {
                Console.WriteLine("Failed to write target file");
            }

            //Done! LOD created.
        }
Пример #2
0
        static void RunReductionProcessing(ISimplygonSDK sdk, spScene scene, float max_dev, float keep_bone_ratio)
        {
            // Create the reduction processor. Set the scene that is to be processed
            spReductionProcessor red = sdk.CreateReductionProcessor();

            red.SetSceneRoot(scene.GetRootNode());

            ///////////////////////////////////////////////////
            //	Set the bone settings
            spBoneSettings boneSettings = red.GetBoneSettings();

            // Reduce bones based on percentage of bones in the scene.
            // Bone lod process tells the reduction processor the method
            // to use for bone reduction.
            boneSettings.SetBoneLodProcess((uint)BoneRemovalProcessing.SG_BONEPROCESSING_RATIO_PROCESSING);

            // Set the ratio of bones to keep in the scene
            boneSettings.SetBoneLodRatio(keep_bone_ratio);

            ///////////////////////////////////////////////////
            //
            // Set the Repair Settings. Current settings will mean that all visual gaps will remain in the geometry and thus
            // hinder the reduction on geometries that contains gaps, holes and t-junctions.
            spRepairSettings repair_settings = red.GetRepairSettings();

            // Only vertices that actually share the same position will be welded together
            repair_settings.SetWeldDist(0.0f);

            // Only t-junctions with no actual visual distance will be fixed.
            repair_settings.SetTjuncDist(0.0f);

            ///////////////////////////////////////////////////
            //
            // Set the Reduction Settings.
            spReductionSettings reduction_settings = red.GetReductionSettings();

            // These flags will make the reduction process respect group and material setups,
            // as well as preserve UV coordinates.
            FeatureFlags BorderFlagsMask = 0;

            BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_GROUP;
            BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_MATERIAL;
            BorderFlagsMask |= FeatureFlags.SG_FEATUREFLAGS_TEXTURE0;

            reduction_settings.SetFeatureFlags((uint)BorderFlagsMask);

            // Reduce until we reach max deviation.
            reduction_settings.SetMaxDeviation(max_dev);

            ///////////////////////////////////////////////////
            //
            // Set the Normal Calculation Settings.
            spNormalCalculationSettings normal_settings = red.GetNormalCalculationSettings();

            // Will completely recalculate the normals.
            normal_settings.SetReplaceNormals(true);
            normal_settings.SetHardEdgeAngle(90.0f);

            // Run the process
            red.RunProcessing();
        }