Josh Posted April 17 Share Posted April 17 This could be used to auto-generate LODs for a model: https://github.com/melax/sandbox/blob/master/bunnylod/progmesh.cpp 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 22 Author Share Posted April 22 Here is some code that uses it, but I just can't seem to get it to work right. I don't think there is an error in my code. I had to fix this file for C++17. Maybe that is causing it? I do not understand these functions: misc.h int VertMap(const std::vector<int>& collapse_map, int a, int mx) { if (mx <= 0) return 0; while (a >= mx) { a = collapse_map[a]; } return a; } std::vector<linalg::aliases::float3> vert; std::vector<tridata> tri; std::vector<int> collapse_map; std::vector<int> permutation; tridata t; for (const auto& v : mesh->vertices) { vert.push_back(linalg::aliases::float3(v.position.x, v.position.y, v.position.z)); } for (int n = 0; n < mesh->CountPrimitives(); ++n) { t.v[0] = mesh->GetPrimitiveVertex(n, 0); t.v[1] = mesh->GetPrimitiveVertex(n, 1); t.v[2] = mesh->GetPrimitiveVertex(n, 2); tri.push_back(t); } //----------------------------- // Reduce the mesh //----------------------------- ProgressiveMesh(vert, tri, collapse_map, permutation); //----------------------------- // PermuteVertices //----------------------------- // rearrange the vertex Array std::vector<float3> temp_Array; unsigned int i; assert(permutation.size() == vert.size()); for (i = 0; i < vert.size(); i++) { temp_Array.push_back(vert[i]); } for (i = 0; i < vert.size(); i++) { vert[permutation[i]] = temp_Array[i]; } // update the changes in the entries in the triangle Array for (i = 0; i < tri.size(); i++) { for (int j = 0; j < 3; j++) { tri[i].v[j] = permutation[tri[i].v[j]]; } } //----------------------------- // Build new mesh //----------------------------- model->Clear(); mesh->extra = nullptr; mesh = model->AddMesh(); std::vector<int> newvertex(vert.size()); std::fill(newvertex.begin(), newvertex.end(), -1); //Add triangles int a, b, c, p0, p1, p2; int render_num = vert.size() * 0.5; for (unsigned int i = 0; i < tri.size(); i++) { p0 = VertMap(collapse_map, tri[i].v[0], render_num); p1 = VertMap(collapse_map, tri[i].v[1], render_num); p2 = VertMap(collapse_map, tri[i].v[2], render_num); if (p0 == p1 or p1 == p2 or p2 == p0) continue; a = newvertex[p0]; if (a == -1) { a = mesh->AddVertex(vert[p0].x, vert[p0].y, vert[p0].z); newvertex[p0] = a; } b = newvertex[p1]; if (b == -1) { b = mesh->AddVertex(vert[p1].x, vert[p1].y, vert[p1].z); newvertex[p1] = b; } c = newvertex[p2]; if (c == -1) { c = mesh->AddVertex(vert[p2].x, vert[p2].y, vert[p2].z); newvertex[p2] = c; } //int a = mesh->AddVertex(vert[p0].x, vert[p0].y, vert[p0].z); //int b = mesh->AddVertex(vert[p1].x, vert[p1].y, vert[p1].z); //int c = mesh->AddVertex(vert[p2].x, vert[p2].y, vert[p2].z); mesh->AddPrimitive(a, b, c); } mesh->UpdateBounds(); model->UpdateBounds(); Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted April 23 Author Share Posted April 23 Apparently this requires a closed mesh: https://github.com/melax/sandbox/issues/5#issuecomment-2069836452 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
CJO Games Posted July 31 Share Posted July 31 I've found InstaLOD to be excellent in this case - not only for LODs but also for generally reducing the number of polygons - see here: https://instalod.com/ There is an individual licence option similar to standard clauses regarding income. Quote Link to comment Share on other sites More sharing options...
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