Removed MeshSimplifier, and changed FastQuadraticMeshSimplifier's code style to snake_case.

This commit is contained in:
Relintai 2020-02-05 14:04:28 +01:00
parent 63d55b1549
commit 42cf8c6ce9
6 changed files with 81 additions and 157 deletions

1
SCsub
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@ -14,7 +14,6 @@ sources = [
"register_types.cpp",
"mesh_simplifier.cpp",
"fast_quadratic_mesh_simplifier.cpp",
]

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@ -64,7 +64,7 @@ void FastQuadraticMeshSimplifier::refresh_vertices() {
}
}
void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
void FastQuadraticMeshSimplifier::simplify_mesh(float quality) {
quality = CLAMP(quality, 0, 1);
int deletedTris = 0;
@ -76,13 +76,13 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
int startTrisCount = _mu_triangles.size();
int targetTrisCount = static_cast<int>(_mu_triangles.size() * quality + 0.5);
for (int iteration = 0; iteration < maxIterationCount; iteration++) {
for (int iteration = 0; iteration < _max_iteration_count; iteration++) {
if ((startTrisCount - deletedTris) <= targetTrisCount)
break;
// Update mesh once in a while
if ((iteration % 5) == 0) {
UpdateMesh(iteration);
update_mesh(iteration);
}
// Clear dirty flag
@ -94,15 +94,15 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
//
// The following numbers works well for most models.
// If it does not, try to adjust the 3 parameters
double threshold = 0.000000001 * Math::pow(iteration + 3, agressiveness);
double threshold = 0.000000001 * Math::pow(iteration + 3, _agressiveness);
//print_verbose("iteration {0} - triangles {1} threshold {2}", iteration, (startTrisCount - deletedTris), threshold);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
deletedTris = remove_vertex_pass(startTrisCount, targetTrisCount, threshold, deleted0, deleted1, deletedTris);
}
CompactMesh();
compact_mesh();
//print_verbose("Finished simplification with triangle count {0}", _mu_triangles.size());
}
@ -110,7 +110,7 @@ void FastQuadraticMeshSimplifier::SimplifyMesh(float quality) {
//Mesh Simplification
//Ported from https://github.com/Whinarn/UnityFastQuadraticMeshSimplifier
//Original license: MIT License Copyright (c) 2017 Mattias Edlund
void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
void FastQuadraticMeshSimplifier::simplify_mesh_lossless() {
int deletedTris = 0;
PoolVector<bool> deleted0;
PoolVector<bool> deleted1;
@ -118,7 +118,7 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
for (int iteration = 0; iteration < 9999; iteration++) {
// Update mesh constantly
UpdateMesh(iteration);
update_mesh(iteration);
// Clear dirty flag
for (int i = 0; i < _mu_triangles.size(); ++i) {
@ -134,7 +134,7 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
//Debug.LogFormat("Lossless iteration {0} - triangles {1}", iteration, triangleCount);
// Remove vertices & mark deleted triangles
deletedTris = RemoveVertexPass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
deletedTris = remove_vertex_pass(startTrisCount, 0, threshold, deleted0, deleted1, deletedTris);
if (deletedTris <= 0)
break;
@ -142,12 +142,12 @@ void FastQuadraticMeshSimplifier::SimplifyMeshLossless() {
deletedTris = 0;
}
CompactMesh();
compact_mesh();
//Debug.LogFormat("Finished simplification with triangle count {0}", this.triangles.Length);
}
void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
void FastQuadraticMeshSimplifier::update_mesh(int iteration) {
if (iteration > 0) // compact triangles
{
int dst = 0;
@ -162,7 +162,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
_mu_triangles.resize(dst);
}
UpdateReferences();
update_references();
// Identify boundary : vertices[].border=0,1
if (iteration == 0) {
@ -219,7 +219,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
_mu_vertices[id].set_border_edge(true);
++borderVertexCount;
if (enableSmartLink) {
if (_enable_smart_link) {
if (_mu_vertices[id].p.x < borderMinX) {
borderMinX = _mu_vertices[id].p.x;
}
@ -231,7 +231,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
}
}
if (enableSmartLink) {
if (_enable_smart_link) {
// First find all border vertices
Vector<BorderVertex> borderVertices;
borderVertices.resize(borderVertexCount);
@ -249,7 +249,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
borderVertices.sort_custom<BorderVertexComparer>();
// Calculate the maximum hash distance based on the maximum vertex link distance
double vertexLinkDistance = Math::sqrt(vertexLinkDistanceSqr);
double vertexLinkDistance = Math::sqrt(_vertex_link_distance_sqr);
int hashMaxDistance = MAX((int)((vertexLinkDistance / borderAreaWidth) * std::numeric_limits<int>::max()), 1);
// Then find identical border vertices and bind them together as one
@ -272,12 +272,12 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
double sqrZ = ((myPoint.z - otherPoint.z) * (myPoint.z - otherPoint.z));
double sqrMagnitude = sqrX + sqrY + sqrZ;
if (sqrMagnitude <= vertexLinkDistanceSqr) {
if (sqrMagnitude <= _vertex_link_distance_sqr) {
borderVertices.get(j).set_index(-1); // NOTE: This makes sure that the "other" vertex is not processed again
_mu_vertices[myIndex].set_border_edge(false);
_mu_vertices[otherIndex].set_border_edge(false);
if (AreUVsTheSame(0, myIndex, otherIndex)) {
if (are_uvs_the_same(0, myIndex, otherIndex)) {
_mu_vertices[myIndex].set_uv_foldover_edge(true);
_mu_vertices[otherIndex].set_uv_foldover_edge(true);
} else {
@ -296,7 +296,7 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
}
// Update the references again
UpdateReferences();
update_references();
}
// Init Quadrics by Plane & Edge Errors
@ -336,15 +336,15 @@ void FastQuadraticMeshSimplifier::UpdateMesh(int iteration) {
for (int i = 0; i < _mu_triangles.size(); ++i) {
// Calc Edge Error
MUTriangle triangle = _mu_triangles[i];
_mu_triangles[i].set_err0(CalculateError(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy));
_mu_triangles[i].set_err1(CalculateError(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy));
_mu_triangles[i].set_err2(CalculateError(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy));
_mu_triangles[i].set_err3(FastQuadraticMeshSimplifier::Min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2));
_mu_triangles[i].set_err0(calculate_error(_mu_vertices[triangle.v0], _mu_vertices[triangle.v1], &dummy));
_mu_triangles[i].set_err1(calculate_error(_mu_vertices[triangle.v1], _mu_vertices[triangle.v2], &dummy));
_mu_triangles[i].set_err2(calculate_error(_mu_vertices[triangle.v2], _mu_vertices[triangle.v0], &dummy));
_mu_triangles[i].set_err3(FastQuadraticMeshSimplifier::min3(_mu_triangles[i].err0, _mu_triangles[i].err1, _mu_triangles[i].err2));
}
}
}
void FastQuadraticMeshSimplifier::UpdateReferences() {
void FastQuadraticMeshSimplifier::update_references() {
// Init Reference ID list
for (int i = 0; i < _mu_vertices.size(); i++) {
_mu_vertices[i].set_tstart(0);
@ -390,7 +390,7 @@ void FastQuadraticMeshSimplifier::UpdateReferences() {
/// <summary>
/// Finally compact mesh before exiting.
/// </summary>
void FastQuadraticMeshSimplifier::CompactMesh() {
void FastQuadraticMeshSimplifier::compact_mesh() {
int dst = 0;
for (int i = 0; i < _mu_vertices.size(); i++) {
@ -476,7 +476,7 @@ void FastQuadraticMeshSimplifier::CompactMesh() {
if (_indices.size() > 0) _indices.resize(dst);
}
bool FastQuadraticMeshSimplifier::AreUVsTheSame(int channel, int indexA, int indexB) {
bool FastQuadraticMeshSimplifier::are_uvs_the_same(int channel, int indexA, int indexB) {
if (_uv2s.size() > 0) {
//Vector2 vertUV = _uv2s[channel];
@ -489,7 +489,7 @@ bool FastQuadraticMeshSimplifier::AreUVsTheSame(int channel, int indexA, int ind
}
/// Remove vertices and mark deleted triangles
int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris) {
int FastQuadraticMeshSimplifier::remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris) {
Vector3 p;
Vector3 barycentricCoord;
for (int tid = 0; tid < _mu_triangles.size(); tid++) {
@ -517,17 +517,17 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
else if (_mu_vertices[i0].uvFoldoverEdge != _mu_vertices[i1].uvFoldoverEdge)
continue;
// If borders should be preserved
else if (preserveBorderEdges && _mu_vertices[i0].borderEdge)
else if (_preserve_border_dges && _mu_vertices[i0].borderEdge)
continue;
// If seams should be preserved
else if (preserveUVSeamEdges && _mu_vertices[i0].uvSeamEdge)
else if (_preserve_uv_seam_edges && _mu_vertices[i0].uvSeamEdge)
continue;
// If foldovers should be preserved
else if (preserveUVFoldoverEdges && _mu_vertices[i0].uvFoldoverEdge)
else if (_preserve_uv_foldover_edges && _mu_vertices[i0].uvFoldoverEdge)
continue;
// Compute vertex to collapse to
CalculateError(_mu_vertices[i0], _mu_vertices[i1], &p);
calculate_error(_mu_vertices[i0], _mu_vertices[i1], &p);
deleted0.resize(_mu_vertices[i0].tcount); // normals temporarily
deleted1.resize(_mu_vertices[i1].tcount); // normals temporarily
@ -540,7 +540,7 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
// Calculate the barycentric coordinates within the triangle
int nextNextEdgeIndex = ((edgeIndex + 2) % 3);
int i2 = _mu_triangles[tid].get(nextNextEdgeIndex);
barycentricCoord = CalculateBarycentricCoords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
barycentricCoord = calculate_barycentric_coords(p, _mu_vertices[i0].p, _mu_vertices[i1].p, _mu_vertices[i2].p);
// Not flipped, so remove edge
_mu_vertices[i0].p = p;
@ -550,15 +550,15 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
int ia0 = attrib_indices[edgeIndex];
int ia1 = attrib_indices[nextEdgeIndex];
int ia2 = attrib_indices[nextNextEdgeIndex];
InterpolateVertexAttributes(ia0, ia0, ia1, ia2, barycentricCoord);
interpolate_vertex_attributes(ia0, ia0, ia1, ia2, barycentricCoord);
if (_mu_vertices[i0].uvSeamEdge) {
ia0 = -1;
}
int tstart = _mu_refs.size();
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i0], deleted0, deletedTris);
deletedTris = UpdateTriangles(i0, ia0, _mu_vertices[i1], deleted1, deletedTris);
deletedTris = update_triangles(i0, ia0, _mu_vertices[i0], deleted0, deletedTris);
deletedTris = update_triangles(i0, ia0, _mu_vertices[i1], deleted1, deletedTris);
int tcount = _mu_refs.size() - tstart;
if (tcount <= _mu_vertices[i0].tcount) {
@ -586,11 +586,11 @@ int FastQuadraticMeshSimplifier::RemoveVertexPass(int startTrisCount, int target
return deletedTris;
}
double FastQuadraticMeshSimplifier::VertexError(SymmetricMatrix q, double x, double y, double z) {
double FastQuadraticMeshSimplifier::vertex_error(SymmetricMatrix q, double x, double y, double z) {
return q.m0 * x * x + 2 * q.m1 * x * y + 2 * q.m2 * x * z + 2 * q.m3 * x + q.m4 * y * y + 2 * q.m5 * y * z + 2 * q.m6 * y + q.m7 * z * z + 2 * q.m8 * z + q.m9;
}
double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result) {
double FastQuadraticMeshSimplifier::calculate_error(MUVertex vert0, MUVertex vert1, Vector3 *result) {
// compute interpolated vertex
SymmetricMatrix q = (vert0.q + vert1.q);
bool borderEdge = (vert0.borderEdge & vert1.borderEdge);
@ -602,17 +602,17 @@ double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert
-1.0 / det * q.Determinant2(), // vx = A41/det(q_delta)
1.0 / det * q.Determinant3(), // vy = A42/det(q_delta)
-1.0 / det * q.Determinant4()); // vz = A43/det(q_delta)
error = VertexError(q, result->x, result->y, result->z);
error = vertex_error(q, result->x, result->y, result->z);
} else {
// det = 0 -> try to find best result
Vector3 p1 = vert0.p;
Vector3 p2 = vert1.p;
Vector3 p3 = (p1 + p2) * 0.5f;
double error1 = VertexError(q, p1.x, p1.y, p1.z);
double error2 = VertexError(q, p2.x, p2.y, p2.z);
double error3 = VertexError(q, p3.x, p3.y, p3.z);
double error1 = vertex_error(q, p1.x, p1.y, p1.z);
double error2 = vertex_error(q, p2.x, p2.y, p2.z);
double error3 = vertex_error(q, p3.x, p3.y, p3.z);
error = FastQuadraticMeshSimplifier::Min3(error1, error2, error3);
error = FastQuadraticMeshSimplifier::min3(error1, error2, error3);
if (error == error3) {
result->x = p3.x;
result->y = p3.y;
@ -634,7 +634,7 @@ double FastQuadraticMeshSimplifier::CalculateError(MUVertex vert0, MUVertex vert
return error;
}
int FastQuadraticMeshSimplifier::UpdateTriangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int p_deletedTriangles) {
int FastQuadraticMeshSimplifier::update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int p_deletedTriangles) {
Vector3 p;
int deletedTriangles = p_deletedTriangles;
int tcount = v.tcount;
@ -658,10 +658,10 @@ int FastQuadraticMeshSimplifier::UpdateTriangles(int i0, int ia0, const MUVertex
}
t.dirty = true;
t.err0 = CalculateError(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
t.err1 = CalculateError(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
t.err2 = CalculateError(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
t.err3 = FastQuadraticMeshSimplifier::Min3(t.err0, t.err1, t.err2);
t.err0 = calculate_error(_mu_vertices[t.v0], _mu_vertices[t.v1], &p);
t.err1 = calculate_error(_mu_vertices[t.v1], _mu_vertices[t.v2], &p);
t.err2 = calculate_error(_mu_vertices[t.v2], _mu_vertices[t.v0], &p);
t.err3 = FastQuadraticMeshSimplifier::min3(t.err0, t.err1, t.err2);
_mu_triangles[tid] = t;
_mu_refs.push_back(r);
@ -705,7 +705,7 @@ bool FastQuadraticMeshSimplifier::Flipped(const Vector3 &p, int i0, int i1, cons
return false;
}
Vector3 FastQuadraticMeshSimplifier::CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c) {
Vector3 FastQuadraticMeshSimplifier::calculate_barycentric_coords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c) {
Vector3 v0 = (Vector3)(b - a), v1 = (Vector3)(c - a), v2 = (Vector3)(point - a);
float d00 = v0.dot(v0);
float d01 = v0.dot(v1);
@ -720,7 +720,7 @@ Vector3 FastQuadraticMeshSimplifier::CalculateBarycentricCoords(Vector3 const &p
return Vector3(u, v, w);
}
void FastQuadraticMeshSimplifier::InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
void FastQuadraticMeshSimplifier::interpolate_vertex_attributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord) {
if (_normals.size() > 0) {
_normals[dst] = (_normals[i0] * barycentricCoord.x) + (_normals[i1] * barycentricCoord.y) + (_normals[i2] * barycentricCoord.z).normalized();
}
@ -739,10 +739,10 @@ void FastQuadraticMeshSimplifier::InterpolateVertexAttributes(int dst, int i0, i
}
FastQuadraticMeshSimplifier::FastQuadraticMeshSimplifier() {
maxIterationCount = 100;
agressiveness = 7.0;
enableSmartLink = true;
preserveBorderEdges = false;
preserveUVSeamEdges = false;
preserveUVFoldoverEdges = false;
_max_iteration_count = 100;
_agressiveness = 7.0;
_enable_smart_link = true;
_preserve_border_dges = false;
_preserve_uv_seam_edges = false;
_preserve_uv_foldover_edges = false;
}

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@ -26,7 +26,7 @@ SOFTWARE.
*/
#include "mesh_simplifier.h"
#include "core/reference.h"
#include <limits>
@ -38,27 +38,29 @@ SOFTWARE.
class VoxelMesher;
class FastQuadraticMeshSimplifier : public MeshSimplifier {
GDCLASS(FastQuadraticMeshSimplifier, MeshSimplifier);
class FastQuadraticMeshSimplifier : public Reference {
GDCLASS(FastQuadraticMeshSimplifier, Reference);
public:
void initialize(Array arrays);
void refresh_vertices();
void SimplifyMesh(float quality);
void SimplifyMeshLossless();
void UpdateMesh(int iteration);
void UpdateReferences();
int RemoveVertexPass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris);
void CompactMesh();
bool AreUVsTheSame(int channel, int indexA, int indexB);
double VertexError(SymmetricMatrix q, double x, double y, double z);
double CalculateError(MUVertex vert0, MUVertex vert1, Vector3 *result);
int UpdateTriangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int deletedTriangles);
bool Flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted);
static Vector3 CalculateBarycentricCoords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
void InterpolateVertexAttributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
Array get_arrays();
void simplify_mesh(float quality);
void simplify_mesh_lossless();
static double Min3(double val1, double val2, double val3) {
void update_mesh(int iteration);
void refresh_vertices();
void update_references();
int remove_vertex_pass(int startTrisCount, int targetTrisCount, double threshold, PoolVector<bool> &deleted0, PoolVector<bool> &deleted1, int deletedTris);
void compact_mesh();
bool are_uvs_the_same(int channel, int indexA, int indexB);
double vertex_error(SymmetricMatrix q, double x, double y, double z);
double calculate_error(MUVertex vert0, MUVertex vert1, Vector3 *result);
int update_triangles(int i0, int ia0, const MUVertex &v, PoolVector<bool> &deleted, int deletedTriangles);
bool flipped(const Vector3 &p, int i0, int i1, const MUVertex &v0, PoolVector<bool> &deleted);
static Vector3 calculate_barycentric_coords(Vector3 const &point, Vector3 const &a, Vector3 const &b, Vector3 const &c);
void interpolate_vertex_attributes(int dst, int i0, int i1, int i2, Vector3 &barycentricCoord);
static double min3(double val1, double val2, double val3) {
return (val1 < val2 ? (val1 < val3 ? val1 : val3) : (val2 < val3 ? val2 : val3));
}
@ -76,15 +78,13 @@ private:
PoolVector<MUVertex> _mu_vertices;
PoolVector<MURef> _mu_refs;
//Ref<VoxelMesher> _mesher;
double vertexLinkDistanceSqr = std::numeric_limits<double>::epsilon();
int maxIterationCount;
double agressiveness;
bool enableSmartLink;
bool preserveBorderEdges;
bool preserveUVSeamEdges;
bool preserveUVFoldoverEdges;
double _vertex_link_distance_sqr = std::numeric_limits<double>::epsilon();
int _max_iteration_count;
double _agressiveness;
bool _enable_smart_link;
bool _preserve_border_dges;
bool _preserve_uv_seam_edges;
bool _preserve_uv_foldover_edges;
};
#endif

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@ -1,29 +0,0 @@
#include "mesh_simplifier.h"
/*
Copyright (c) 2020 Péter Magyar
Copyright(c) 2017-2020 Mattias Edlund
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
MeshSimplifier::MeshSimplifier() {
}

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@ -1,44 +0,0 @@
#ifndef MESH_SIMPLIFIER_H
#define MESH_SIMPLIFIER_H
/*
Copyright (c) 2020 Péter Magyar
Copyright(c) 2017-2020 Mattias Edlund
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "core/reference.h"
#include "core/pool_vector.h"
#include "core/resource.h"
class MeshSimplifier : public Reference {
GDCLASS(MeshSimplifier, Reference);
public:
MeshSimplifier();
protected:
static void _bind_methods() {}
};
#endif

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@ -1,7 +1,6 @@
#include "register_types.h"
#include "fast_quadratic_mesh_simplifier.h"
#include "mesh_simplifier.h"
/*
@ -29,7 +28,6 @@ SOFTWARE.
*/
void register_fast_quadratic_mesh_simplifier_types() {
ClassDB::register_class<MeshSimplifier>();
ClassDB::register_class<FastQuadraticMeshSimplifier>();
}