- if face:
- # Create a strip starting from the face. This will flag the faces.
- strip = mesh.create_strip(face, self.max_strip_len)
- if strip:
- island_strips.append(strip)
- else:
- face.flag = True
- else:
- # Couldn't find a candidate face for starting a strip, so we're
- # done with this island
- while island_strips:
- best = 0
- if cache:
- # Find the strip that benefits the most from the current
- # contents of the vertex cache
- best_hits = 0
- for i in range(len(island_strips)):
- hits = cache.test_strip(island_strips[i])
- if hits>best_hits:
- best = i
- best_hits = hits
-
- strip = island_strips.pop(best)
- strips.append(strip)
-
- if cache:
- cache.fetch_strip(strip)
-
- faces_done += len(island)
- if progress:
- progress.set_progress(float(faces_done)/len(mesh.faces))
-
- # Collect any faces that weren't used in strips
- loose += [f for f in island if not f.flag]
- for f in island:
- f.flag = True
-
- island = []
- island_strips = []
-
- if cache:
- cache = VertexCache(self.cache_size)
- total_hits = 0
-
- if self.use_degen_tris and strips:
- big_strip = []
-
- for s in strips:
- if big_strip:
- # Generate glue elements, ensuring that the next strip begins at
- # an even position
- glue = [big_strip[-1], s[0]]
- if len(big_strip)%2:
- glue += [s[0]]
-
- big_strip += glue
- if cache:
- total_hits += cache.fetch_strip(glue)
-
- big_strip += s
- if cache:
- total_hits += cache.fetch_strip(s)
-
- for f in loose:
- # Add loose faces to the end. This wastes space, using five
- # elements per triangle and six elements per quad.