Method | Description | |
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TriangleMesh ( string fileName, ContentManager content ) |
Constructs a triangle mesh from a .fbx file. See TriangleMesh on which restrictions apply to it.
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toBFSOctree ( byte maxLevel ) : BFSOctree |
Converts this trianlge mesh into a BFSOctree.
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Method | Description | |
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createFromFBX ( string fileName, ContentManager content ) : void |
Reads a .fbx file and creates the triangle mesh out of it.
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toDynamicOctree ( byte maxLevel ) : DynamicOctree |
Converts this triangle mesh into a DynamicOctree. !Important: Although nodes can have as few as 1 and as many as 8 children, all leavs have the same depth. This is an important property that allows the created octree to be rendred on a CUDA implementation of asvo.
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traverse ( byte pos, ushort x, ushort y, ushort z, Vector3 octreeMin, double gridDimension, int index, Vector3 triBBmin, Vector3 triBBmax, byte level, byte maxLevel, DynamicOctreeNode parent ) : void |
Helper method used by TriangleMesh.toDynamicOctree. It constructs the DynamicOctree recursively. It is supplied a triangle and adds all nodes to the octree that intersect the triangle.
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weight ( DynamicOctreeNode node, |
Helper function used to assign bone weights to voxels. Since a voxel is approximated by a triangle, in the worst case, 12 bone weights could affect it. This function determines the 4 most influential bones for a voxel and assigns them to it.
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public TriangleMesh ( string fileName, ContentManager content ) | ||
fileName | string | Path to the .fbx file. |
content | ContentManager | ContentManager used to load .fbx files. |
public toBFSOctree ( byte maxLevel ) : BFSOctree | ||
maxLevel | byte | The maximum node level/depth of any node in /// the created DynamicOctree. |
return | BFSOctree |