Updated DracoMeshLoader.cs (#387)

* Updated DracoMeshLoader.cs

Improved formatting and variable naming for DracoMeshLoader.cs
 - added back tabs
 - renamed some variables to better reflect their intended use
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Ondrej Stava 2018-05-08 08:38:36 -07:00 committed by GitHub
parent 9edbac7a86
commit b4f63c5b13
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@ -1,4 +1,4 @@
// Copyright 2017 The Draco Authors.
// Copyright 2017 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
@ -37,7 +37,7 @@ public unsafe class DracoMeshLoader
private struct DecodedMesh
{
public int[] faces;
public int[] indices;
public Vector3[] vertices;
public Vector3[] normals;
public Vector2[] uvs;
@ -53,98 +53,122 @@ public unsafe class DracoMeshLoader
// to be splitted.
private void SplitMesh (DecodedMesh mesh, ref List<DecodedMesh> splittedMeshes)
{
int[] IndexNew = new int[maxNumVerticesPerMesh];
int BaseIndex = 0;
int FaceCount = mesh.faces.Length;
int[] FaceIndex = new int[FaceCount];
int[] NewFace = new int[FaceCount];
// Map between new indices on a splitted mesh and old indices on the
// original mesh.
int[] newToOldIndexMap = new int[maxNumVerticesPerMesh];
// Index of the first unprocessed corner.
int baseCorner = 0;
int indicesCount = mesh.indices.Length;
// Map between old indices of the original mesh and indices on the currently
// processed sub-mesh. Inverse of |newToOldIndexMap|.
int[] oldToNewIndexMap = new int[indicesCount];
int[] newIndices = new int[indicesCount];
for (int i = 0; i < FaceCount; i++)
// Set mapping between existing vertex indices and new vertex indices to
// a default value.
for (int i = 0; i < indicesCount; i++)
{
FaceIndex[i] = -1;
oldToNewIndexMap[i] = -1;
}
while (BaseIndex < FaceCount)
// Number of added vertices for the currently processed sub-mesh.
int numAddedVertices = 0;
// Process all corners (faces) of the original mesh.
while (baseCorner < indicesCount)
{
int uniqueCornerId = 0;
int UseIndex = 0;
int AddNew = 0;
int[] NewCorner = new int[3];
for (; BaseIndex + UseIndex < FaceCount;)
// Reset the old to new indices map that may have been set by previously
// processed sub-meshes.
for (int i = 0; i < numAddedVertices; i++)
{
AddNew = 0;
oldToNewIndexMap[newToOldIndexMap[i]] = -1;
}
numAddedVertices = 0;
// Number of processed corners on the current sub-mesh.
int numProcessedCorners = 0;
// Local storage for indices added to the new sub-mesh for a currently
// processed face.
int[] newlyAddedIndices = new int[3];
// Sub-mesh processing starts here.
for (; baseCorner + numProcessedCorners < indicesCount;)
{
// Number of vertices that we need to add to the current sub-mesh.
int verticesAdded = 0;
for (int i = 0; i < 3; i++)
{
if (FaceIndex[mesh.faces[BaseIndex + UseIndex + i]] == -1)
if (oldToNewIndexMap[mesh.indices[baseCorner + numProcessedCorners + i]] == -1)
{
NewCorner[AddNew] = mesh.faces[BaseIndex + UseIndex + i];
AddNew++;
newlyAddedIndices[verticesAdded] = mesh.indices[baseCorner + numProcessedCorners + i];
verticesAdded++;
}
}
if (uniqueCornerId + AddNew > maxNumVerticesPerMesh)
// If the number of new vertices that we need to add is larger than the
// allowed limit, we need to stop processing the current sub-mesh.
// The current face will be processed again for the next sub-mesh.
if (numAddedVertices + verticesAdded > maxNumVerticesPerMesh)
{
break;
}
for (int i = 0; i < AddNew; i++)
// Update mapping between old an new vertex indices.
for (int i = 0; i < verticesAdded; i++)
{
FaceIndex[NewCorner[i]] = uniqueCornerId;
IndexNew[uniqueCornerId] = NewCorner[i];
uniqueCornerId++;
oldToNewIndexMap[newlyAddedIndices[i]] = numAddedVertices;
newToOldIndexMap[numAddedVertices] = newlyAddedIndices[i];
numAddedVertices++;
}
for (int i = 0; i < 3; i++)
{
NewFace[UseIndex] = FaceIndex[mesh.faces[BaseIndex + UseIndex]];
UseIndex++;
newIndices[numProcessedCorners] = oldToNewIndexMap[mesh.indices[baseCorner + numProcessedCorners]];
numProcessedCorners++;
}
}
for (int i = 0; i < uniqueCornerId; i++)
{
FaceIndex[IndexNew[i]] = -1;
}
// Sub-mesh processing done.
DecodedMesh subMesh = new DecodedMesh();
subMesh.faces = new int[UseIndex];
Array.Copy(NewFace, subMesh.faces, UseIndex);
subMesh.vertices = new Vector3[uniqueCornerId];
for (int i = 0; i < uniqueCornerId; i++)
subMesh.indices = new int[numProcessedCorners];
Array.Copy(newIndices, subMesh.indices, numProcessedCorners);
subMesh.vertices = new Vector3[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.vertices[i] = mesh.vertices[IndexNew[i]];
subMesh.vertices[i] = mesh.vertices[newToOldIndexMap[i]];
}
if (mesh.normals != null)
{
subMesh.normals = new Vector3[uniqueCornerId];
for (int i = 0; i < uniqueCornerId; i++)
subMesh.normals = new Vector3[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.normals[i] = mesh.normals[IndexNew[i]];
subMesh.normals[i] = mesh.normals[newToOldIndexMap[i]];
}
}
if (mesh.colors != null)
{
subMesh.colors = new Color[uniqueCornerId];
for (int i = 0; i < uniqueCornerId; i++)
subMesh.colors = new Color[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.colors[i] = mesh.colors[IndexNew[i]];
subMesh.colors[i] = mesh.colors[newToOldIndexMap[i]];
}
}
if (mesh.uvs != null)
{
subMesh.uvs = new Vector2[uniqueCornerId];
for (int i = 0; i < uniqueCornerId; i++)
subMesh.uvs = new Vector2[numAddedVertices];
for (int i = 0; i < numAddedVertices; i++)
{
subMesh.uvs[i] = mesh.uvs[IndexNew[i]];
subMesh.uvs[i] = mesh.uvs[newToOldIndexMap[i]];
}
}
splittedMeshes.Add(subMesh);
BaseIndex += UseIndex;
baseCorner += numProcessedCorners;
}
}
@ -214,16 +238,6 @@ public unsafe class DracoMeshLoader
if (tmpMesh->hasColor)
newColors = new Color[tmpMesh->numVertices];
int byteStridePerValue = 4;
/*
* TODO(zhafang): Change to:
* float[] pos = new float[3];
* for (int i = 0; i < tmpMesh -> numVertices; ++i) {
* Marshal.Copy(tmpMesh->position, pos, 3 * i, 3);
* for (int j = 0; j < 3; ++j) {
* newVertices[i][j] = pos[j];
* }
* }
*/
byte* posaddr = (byte*)tmpMesh->position;
byte* normaladdr = (byte*)tmpMesh->normal;
@ -276,7 +290,7 @@ public unsafe class DracoMeshLoader
DecodedMesh decodedMesh = new DecodedMesh ();
decodedMesh.vertices = newVertices;
decodedMesh.faces = newTriangles;
decodedMesh.indices = newTriangles;
if (newUVs.Length != 0)
decodedMesh.uvs = newUVs;
if (newNormals.Length != 0)
@ -289,7 +303,7 @@ public unsafe class DracoMeshLoader
for (int i = 0; i < splittedMeshes.Count; ++i) {
Mesh mesh = new Mesh ();
mesh.vertices = splittedMeshes [i].vertices;
mesh.triangles = splittedMeshes [i].faces;
mesh.triangles = splittedMeshes [i].indices;
if (splittedMeshes [i].uvs != null)
mesh.uv = splittedMeshes [i].uvs;