| 52 | //----------------------------------------------------------------------------- |
| 53 | |
| 54 | void SimplifyModel(std::string name, Model& model, int edge_target) { |
| 55 | LOGI << "Simplification - starting..." << std::endl; |
| 56 | |
| 57 | char path[kPathSize]; |
| 58 | FormatString(path, kPathSize, "%s%slow.obj", GetWritePath(CoreGameModID).c_str(), name.c_str()); |
| 59 | CreateParentDirs(path); |
| 60 | |
| 61 | #ifdef _WIN32 |
| 62 | createfile(path); |
| 63 | string short_path = path; |
| 64 | ShortenWindowsPath(short_path); |
| 65 | string output_filename = short_path.c_str(); |
| 66 | #else |
| 67 | string output_filename = path; |
| 68 | #endif |
| 69 | |
| 70 | Simplify::vertices.clear(); |
| 71 | for (int i = 0; i < model.vertices.size(); i += 3) { |
| 72 | Simplify::Vertex v; |
| 73 | v.p.x = model.vertices[i + 0]; |
| 74 | v.p.y = model.vertices[i + 1]; |
| 75 | v.p.z = model.vertices[i + 2]; |
| 76 | Simplify::vertices.push_back(v); |
| 77 | } |
| 78 | |
| 79 | Simplify::triangles.clear(); |
| 80 | for (int i = 0; i < model.faces.size(); i += 3) { |
| 81 | Simplify::Triangle t; |
| 82 | |
| 83 | t.v[0] = model.faces[i + 0]; |
| 84 | t.v[1] = model.faces[i + 1]; |
| 85 | t.v[2] = model.faces[i + 2]; |
| 86 | t.deleted = false; |
| 87 | t.dirty = false; |
| 88 | t.attr = 0UL; |
| 89 | t.material = -1; |
| 90 | Simplify::triangles.push_back(t); |
| 91 | } |
| 92 | |
| 93 | LOGW << "Simplifying terrain mesh, face count in: " << model.faces.size() << std::endl; |
| 94 | Simplify::simplify_mesh(edge_target); |
| 95 | LOGW << "Simplified terrain mesh, face count out: " << Simplify::triangle_count() << std::endl; |
| 96 | |
| 97 | Simplify::write_obj(output_filename.c_str()); |
| 98 | |
| 99 | LOGW << "Saving simplified terrain mesh to \"" << output_filename << "\"" << std::endl; |
| 100 | } |
| 101 | |
| 102 | int Models::CopyModel(int model_id) { |
| 103 | int id = AddModel(); |
no test coverage detected