Simplygon 9 Documentation Simplygon 9 Documentation
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
Overview
Simplygon API
Maya
Max
UE4
Unity
Download
  • Simplygon API
  • Getting started

  • API Concepts

  • Examples

    • Getting started
    • Aggregation

      • Aggregation
      • Aggregation with material casting
      • Aggregation with process selection set
      • Aggregation with visibility camera
      • Aggregation with visibility occluder
    • Aggregation pipeline

    • Material Casting

    • Batching

    • Events

    • Scene

    • Reduction

    • Reduction pipeline

    • Remeshing

    • Remeshing pipeline

    • Shading networks

  • API Reference

    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    #include <string>
    #include <stdlib.h>
    #include <filesystem>
    #include <future>
    #include "SimplygonLoader.h"
    
    
    void RunAggregation(Simplygon::ISimplygon* sg)
    {
    	Simplygon::spSceneImporter sgSceneImporter = sg->CreateSceneImporter();
    	sgSceneImporter->SetImportFilePath( "../Assets/ObscuredTeapot/ObscuredTeapot.obj" );
    	if(!sgSceneImporter->RunImport())
    		throw std::exception("Failed to load ObscuredTeapot/ObscuredTeapot.obj.");
    	Simplygon::spScene sgScene = sgSceneImporter->GetScene();
    
    	// Create the aggregation processor. 
    	Simplygon::spAggregationProcessor sgAggregationProcessor = sg->CreateAggregationProcessor();
    
    	sgAggregationProcessor->SetScene( sgScene );
    
    	Simplygon::spAggregationSettings sgAggregationSettings = sgAggregationProcessor->GetAggregationSettings();
    	Simplygon::spVisibilitySettings sgVisibilitySettings = sgAggregationProcessor->GetVisibilitySettings();
    
    	// Merge all geometries into a single geometry. 
    	sgAggregationSettings->SetMergeGeometries( true );
    
    	// Add a selection set to the scene. We'll use this later as a occluder. 
    	Simplygon::spSelectionSetTable sgSceneSelectionSetTable = sgScene->GetSelectionSetTable();
    	Simplygon::spSelectionSet sgOccluderSelectionSet = sg->CreateSelectionSet();
    	sgOccluderSelectionSet->SetName("Occluder");
    	Simplygon::spSceneNode sgRootBox002 = sgScene->GetNodeFromPath("Root/Box002");
    	if (!sgRootBox002.IsNull())
    		sgOccluderSelectionSet->AddItem(sgRootBox002->GetNodeGUID());
    	sgSceneSelectionSetTable->AddSelectionSet(sgOccluderSelectionSet);
    
    	// Use the occluder previously added. 
    	sgVisibilitySettings->SetOccluderSelectionSetName( "Occluder" );
    
    	// Enabled GPU based visibility calculations. 
    	sgVisibilitySettings->SetComputeVisibilityMode( Simplygon::EComputeVisibilityMode::DirectX );
    
    	// Disabled conservative mode. 
    	sgVisibilitySettings->SetConservativeMode( false );
    
    	// Remove all non visible geometry. 
    	sgVisibilitySettings->SetCullOccludedGeometry( true );
    
    	// Skip filling nonvisible regions. 
    	sgVisibilitySettings->SetFillNonVisibleAreaThreshold( 0.0f );
    
    	// Don't remove non occluding triangles. 
    	sgVisibilitySettings->SetRemoveTrianglesNotOccludingOtherTriangles( false );
    
    	// Remove all back facing triangles. 
    	sgVisibilitySettings->SetUseBackfaceCulling( true );
    
    	// Don't use visibility weights. 
    	sgVisibilitySettings->SetUseVisibilityWeightsInReducer( false );
    
    	// Start the aggregation process. 
    	sgAggregationProcessor->RunProcessing();
    
    	Simplygon::spSceneExporter  sgSceneExporter = sg->CreateSceneExporter();
    	sgSceneExporter->SetScene(sgScene);
    	sgSceneExporter->SetExportFilePath( "AggregationOutput.fbx" );
    	if(!sgSceneExporter->RunExport())
    		throw std::exception("Failed to save AggregationOutput.fbx.");
    
    }
    
    void main()
    {
    	Simplygon::ISimplygon* sg = NULL;
    	Simplygon::EErrorCodes initval = Simplygon::Initialize( &sg );
    	if( initval != Simplygon::EErrorCodes::NoError )
    	{
    		return;
    	}
    
    	RunAggregation(sg);
    
    	Simplygon::Deinitialize(sg);
    }
    
    
    
    // Copyright (c) Microsoft Corporation. 
    // Licensed under the MIT license. 
    
    using System;
    using System.IO;
    using System.Threading.Tasks;
    
    public class Program
    {
        static void RunAggregation(Simplygon.ISimplygon sg)
        {
            using (Simplygon.spSceneImporter  sgSceneImporter = sg.CreateSceneImporter())
            {
                sgSceneImporter.SetImportFilePath( "../Assets/ObscuredTeapot/ObscuredTeapot.obj" );
                if(!sgSceneImporter.RunImport())
                    throw new System.Exception("Failed to load ObscuredTeapot/ObscuredTeapot.obj.");
                Simplygon.spScene sgScene = sgSceneImporter.GetScene();
    
                // Create the aggregation processor. 
                using (Simplygon.spAggregationProcessor sgAggregationProcessor = sg.CreateAggregationProcessor())
                {
                    sgAggregationProcessor.SetScene( sgScene );
    
                    using (Simplygon.spAggregationSettings sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings())
                    using (Simplygon.spVisibilitySettings sgVisibilitySettings = sgAggregationProcessor.GetVisibilitySettings())
                    {
                        // Merge all geometries into a single geometry. 
                        sgAggregationSettings.SetMergeGeometries( true );
    
                        // Add a selection set to the scene. We'll use this later as a occluder. 
                        using (Simplygon.spSelectionSetTable sgSceneSelectionSetTable = sgScene.GetSelectionSetTable())
                        using (Simplygon.spSelectionSet sgOccluderSelectionSet = sg.CreateSelectionSet())
                        {
                            sgOccluderSelectionSet.SetName("Occluder");
                            Simplygon.spSceneNode sgRootBox002 = sgScene.GetNodeFromPath("Root/Box002");
                            if (!sgRootBox002.IsNull())
                                sgOccluderSelectionSet.AddItem(sgRootBox002.GetNodeGUID());
                            sgSceneSelectionSetTable.AddSelectionSet(sgOccluderSelectionSet);
                        }
    
                        // Use the occluder previously added. 
                        sgVisibilitySettings.SetOccluderSelectionSetName( "Occluder" );
    
                        // Enabled GPU based visibility calculations. 
                        sgVisibilitySettings.SetComputeVisibilityMode( Simplygon.EComputeVisibilityMode.DirectX );
    
                        // Disabled conservative mode. 
                        sgVisibilitySettings.SetConservativeMode( false );
    
                        // Remove all non visible geometry. 
                        sgVisibilitySettings.SetCullOccludedGeometry( true );
    
                        // Skip filling nonvisible regions. 
                        sgVisibilitySettings.SetFillNonVisibleAreaThreshold( 0.0f );
    
                        // Don't remove non occluding triangles. 
                        sgVisibilitySettings.SetRemoveTrianglesNotOccludingOtherTriangles( false );
    
                        // Remove all back facing triangles. 
                        sgVisibilitySettings.SetUseBackfaceCulling( true );
    
                        // Don't use visibility weights. 
                        sgVisibilitySettings.SetUseVisibilityWeightsInReducer( false );
    
                    }
                    // Start the aggregation process. 
                    sgAggregationProcessor.RunProcessing();
    
                }
                using (Simplygon.spSceneExporter sgSceneExporter = sg.CreateSceneExporter())
                {
                    sgSceneExporter.SetScene(sgScene);
                    sgSceneExporter.SetExportFilePath( "AggregationOutput.fbx" );
                    if(!sgSceneExporter.RunExport())
                        throw new System.Exception("Failed to save AggregationOutput.fbx.");
    
                }
            }
        }
        static void Main(string[] args)
        {
            using (var sg = Simplygon.Loader.InitSimplygon(out var errorCode, out var errorMessage))
            {
                if (errorCode != Simplygon.EErrorCodes.NoError)
                    return;
                RunAggregation(sg);
            }
        }
    }
    
    
    # Copyright (c) Microsoft Corporation. 
    # Licensed under the MIT license. 
    
    import math
    import os
    import sys
    import glob
    import gc
    import threading
    
    from pathlib import Path
    from simplygon import simplygon_loader
    from simplygon import Simplygon
    
    
    def RunAggregation(sg: Simplygon.ISimplygon):
        sgSceneImporter = sg.CreateSceneImporter()
        sgSceneImporter.SetImportFilePath( "../Assets/ObscuredTeapot/ObscuredTeapot.obj" )
        if not sgSceneImporter.RunImport():
            raise Exception("Failed to load ObscuredTeapot/ObscuredTeapot.obj.")
        sgScene = sgSceneImporter.GetScene()
    
        # Create the aggregation processor. 
        sgAggregationProcessor = sg.CreateAggregationProcessor()
    
        sgAggregationProcessor.SetScene( sgScene )
    
        sgAggregationSettings = sgAggregationProcessor.GetAggregationSettings()
        sgVisibilitySettings = sgAggregationProcessor.GetVisibilitySettings()
    
        # Merge all geometries into a single geometry. 
        sgAggregationSettings.SetMergeGeometries( True )
    
        # Add a selection set to the scene. We'll use this later as a occluder. 
        sgSceneSelectionSetTable = sgScene.GetSelectionSetTable()
        sgOccluderSelectionSet = sg.CreateSelectionSet()
        sgOccluderSelectionSet.SetName("Occluder")
        sgRootBox002 = sgScene.GetNodeFromPath("Root/Box002")
        if sgRootBox002 is not None:
            sgOccluderSelectionSet.AddItem(sgRootBox002.GetNodeGUID())
        sgSceneSelectionSetTable.AddSelectionSet(sgOccluderSelectionSet)
    
        # Use the occluder previously added. 
        sgVisibilitySettings.SetOccluderSelectionSetName( "Occluder" )
    
        # Enabled GPU based visibility calculations. 
        sgVisibilitySettings.SetComputeVisibilityMode( Simplygon.EComputeVisibilityMode_DirectX )
    
        # Disabled conservative mode. 
        sgVisibilitySettings.SetConservativeMode( False )
    
        # Remove all non visible geometry. 
        sgVisibilitySettings.SetCullOccludedGeometry( True )
    
        # Skip filling nonvisible regions. 
        sgVisibilitySettings.SetFillNonVisibleAreaThreshold( 0.0 )
    
        # Don't remove non occluding triangles. 
        sgVisibilitySettings.SetRemoveTrianglesNotOccludingOtherTriangles( False )
    
        # Remove all back facing triangles. 
        sgVisibilitySettings.SetUseBackfaceCulling( True )
    
        # Don't use visibility weights. 
        sgVisibilitySettings.SetUseVisibilityWeightsInReducer( False )
    
        # Start the aggregation process. 
        sgAggregationProcessor.RunProcessing()
    
        sgSceneExporter = sg.CreateSceneExporter()
        sgSceneExporter.SetScene(sgScene)
        sgSceneExporter.SetExportFilePath( "AggregationOutput.fbx" )
        if not sgSceneExporter.RunExport():
            raise Exception("Failed to save AggregationOutput.fbx.")
    
    
    if __name__ == '__main__':
        sg = simplygon_loader.init_simplygon()
    
        RunAggregation(sg)
    
        sg = None
        gc.collect()
    
    
    

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