92 lines
2.9 KiB
C#
92 lines
2.9 KiB
C#
#region License
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/*
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MIT License
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Copyright(c) 2017-2020 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 System.Runtime.CompilerServices;
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namespace UnityMeshSimplifier
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{
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public class Vertex : IEquatable<Vertex>
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{
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public int index;
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public Vector3d p;
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public int tstart;
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public int tcount;
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public int estart;
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public int ecount;
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public SymmetricMatrix q;
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public SymmetricMatrix qPenaltyEdge; // quadric error matrix for preserving all edges type (border, seams, etc)
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public bool borderEdge;
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public bool uvSeamEdge;
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public bool uvFoldoverEdge;
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public ToleranceSphere enclosingSphere;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vertex(int index, Vector3d p)
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{
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this.index = index;
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this.p = p;
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this.tstart = 0;
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this.tcount = 0;
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this.estart = 0;
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this.ecount = 0;
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this.q = new SymmetricMatrix(0);
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this.qPenaltyEdge = new SymmetricMatrix(0);
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this.borderEdge = true;
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this.uvSeamEdge = false;
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this.uvFoldoverEdge = false;
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enclosingSphere = null;
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}
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public override int GetHashCode()
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{
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return base.GetHashCode();
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//return index;
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}
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public override bool Equals(object obj)
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{
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if (obj is Vertex)
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{
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var other = (Vertex)obj;
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return index == other.index;
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}
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return false;
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}
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public bool Equals(Vertex other)
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{
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return index == other.index;
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}
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public override string ToString()
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{
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return string.Format("v{0} ({1:F3}, {2:F3}, {3:F3}) {4} tris", index, p.x, p.y, p.z, tcount);
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}
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}
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} |