Merged Cake and Abel branched into 2.0.3 (#131)
Co-authored-by: azyges <aaaaaa@aaa.aaa> Co-authored-by: cake <admin@cakeandbanana.nl> Co-authored-by: defnotken <itsdefnotken@gmail.com> Reviewed-on: #131
This commit was merged in pull request #131.
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180
LightlessSync/ThirdParty/MeshDecimator/MeshDecimation.cs
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180
LightlessSync/ThirdParty/MeshDecimator/MeshDecimation.cs
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#region License
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/*
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MIT License
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Copyright(c) 2017-2018 Mattias Edlund
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#endregion
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using System;
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using MeshDecimator.Algorithms;
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namespace MeshDecimator
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{
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#region Algorithm
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/// <summary>
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/// The decimation algorithms.
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/// </summary>
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public enum Algorithm
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{
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/// <summary>
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/// The default algorithm.
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/// </summary>
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Default,
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/// <summary>
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/// The fast quadric mesh simplification algorithm.
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/// </summary>
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FastQuadricMesh
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}
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#endregion
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/// <summary>
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/// The mesh decimation API.
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/// </summary>
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public static class MeshDecimation
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{
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#region Public Methods
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#region Create Algorithm
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/// <summary>
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/// Creates a specific decimation algorithm.
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/// </summary>
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/// <param name="algorithm">The desired algorithm.</param>
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/// <returns>The decimation algorithm.</returns>
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public static DecimationAlgorithm CreateAlgorithm(Algorithm algorithm)
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{
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DecimationAlgorithm alg = null;
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switch (algorithm)
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{
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case Algorithm.Default:
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case Algorithm.FastQuadricMesh:
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alg = new FastQuadricMeshSimplification();
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break;
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default:
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throw new ArgumentException("The specified algorithm is not supported.", "algorithm");
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}
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return alg;
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}
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#endregion
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#region Decimate Mesh
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/// <summary>
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/// Decimates a mesh.
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/// </summary>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <param name="targetTriangleCount">The target triangle count.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMesh(Mesh mesh, int targetTriangleCount)
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{
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return DecimateMesh(Algorithm.Default, mesh, targetTriangleCount);
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}
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/// <summary>
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/// Decimates a mesh.
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/// </summary>
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/// <param name="algorithm">The desired algorithm.</param>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <param name="targetTriangleCount">The target triangle count.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMesh(Algorithm algorithm, Mesh mesh, int targetTriangleCount)
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{
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if (mesh == null)
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throw new ArgumentNullException("mesh");
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var decimationAlgorithm = CreateAlgorithm(algorithm);
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return DecimateMesh(decimationAlgorithm, mesh, targetTriangleCount);
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}
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/// <summary>
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/// Decimates a mesh.
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/// </summary>
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/// <param name="algorithm">The decimation algorithm.</param>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <param name="targetTriangleCount">The target triangle count.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMesh(DecimationAlgorithm algorithm, Mesh mesh, int targetTriangleCount)
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{
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if (algorithm == null)
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throw new ArgumentNullException("algorithm");
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else if (mesh == null)
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throw new ArgumentNullException("mesh");
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int currentTriangleCount = mesh.TriangleCount;
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if (targetTriangleCount > currentTriangleCount)
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targetTriangleCount = currentTriangleCount;
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else if (targetTriangleCount < 0)
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targetTriangleCount = 0;
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algorithm.Initialize(mesh);
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algorithm.DecimateMesh(targetTriangleCount);
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return algorithm.ToMesh();
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}
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#endregion
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#region Decimate Mesh Lossless
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/// <summary>
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/// Decimates a mesh without losing any quality.
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/// </summary>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMeshLossless(Mesh mesh)
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{
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return DecimateMeshLossless(Algorithm.Default, mesh);
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}
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/// <summary>
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/// Decimates a mesh without losing any quality.
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/// </summary>
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/// <param name="algorithm">The desired algorithm.</param>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMeshLossless(Algorithm algorithm, Mesh mesh)
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{
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if (mesh == null)
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throw new ArgumentNullException("mesh");
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var decimationAlgorithm = CreateAlgorithm(algorithm);
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return DecimateMeshLossless(decimationAlgorithm, mesh);
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}
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/// <summary>
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/// Decimates a mesh without losing any quality.
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/// </summary>
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/// <param name="algorithm">The decimation algorithm.</param>
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/// <param name="mesh">The mesh to decimate.</param>
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/// <returns>The decimated mesh.</returns>
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public static Mesh DecimateMeshLossless(DecimationAlgorithm algorithm, Mesh mesh)
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{
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if (algorithm == null)
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throw new ArgumentNullException("algorithm");
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else if (mesh == null)
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throw new ArgumentNullException("mesh");
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int currentTriangleCount = mesh.TriangleCount;
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algorithm.Initialize(mesh);
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algorithm.DecimateMeshLossless();
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return algorithm.ToMesh();
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}
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#endregion
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#endregion
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}
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}
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