Files
Fishing2/Packages/com.nwh.dynamicwaterphysics/Runtime/Lib/MeshDecimate/History.cs
2026-02-27 17:44:21 +08:00

76 lines
2.9 KiB
C#

// ╔════════════════════════════════════════════════════════════════╗
// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
// ║ Licensed under Unity Asset Store Terms of Service: ║
// ║ https://unity.com/legal/as-terms ║
// ║ Use permitted only in compliance with the License. ║
// ║ Distributed "AS IS", without warranty of any kind. ║
// ╚════════════════════════════════════════════════════════════════╝
#region
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#endregion
namespace NWH.DWP2.MeshDecimation
{
/// <summary>
/// Tracks mesh decimation history for undo/redo operations during progressive mesh simplification.
/// </summary>
public class History
{
/// <summary>
/// Unique identifier for this history entry.
/// </summary>
public int id;
/// <summary>
/// List of triangle indices that were removed during this step.
/// </summary>
public List<int> removedTriangles = new();
/// <summary>
/// List of vertex replacement operations performed during this step.
/// </summary>
public List<ArrayList> replacedVertex = new();
/// <summary>
/// Records a triangle removal operation.
/// </summary>
/// <param name="f">Index of the triangle that was removed.</param>
public void RemovedTriangle(int f)
{
removedTriangles.Add(f);
}
/// <summary>
/// Records a vertex replacement operation including original and new vertex data.
/// </summary>
/// <param name="f">Face index.</param>
/// <param name="u">Original vertex index in the triangle.</param>
/// <param name="v">Vertex ID being replaced.</param>
/// <param name="normal">Original vertex normal.</param>
/// <param name="uv">Original texture coordinates.</param>
/// <param name="newV">New vertex ID.</param>
/// <param name="newNormal">New vertex normal.</param>
/// <param name="newUv">New texture coordinates.</param>
public void ReplaceVertex(int f, int u, int v, Vector3 normal, Vector2 uv, int newV, Vector3 newNormal,
Vector2 newUv)
{
ArrayList list = new();
list.Insert(0, f);
list.Insert(1, u);
list.Insert(2, v);
list.Insert(3, normal);
list.Insert(4, uv);
list.Insert(5, newV);
list.Insert(6, newNormal);
list.Insert(7, newUv);
replacedVertex.Add(list);
}
}
}