void InitialiseEdgeCollapseCosts()
{
worstCosts = new float[ vertexData.vertexCount ];
foreach ( PMWorkingData data in workingDataList )
{
for ( int i = 0; i < data.vertList.Length; ++i )
{
// Typically, at the end, there are a bunch of null entries to represent vertices
// that were common. Make sure we have a vertex here
if ( data.vertList[ i ] == null )
data.vertList[ i ] = new PMVertex();
PMVertex vertex = data.vertList[ i ];
vertex.collapseTo = null;
vertex.collapseCost = float.MaxValue;
}
}
}
/// Internal calculation method for deriving a collapse cost from u to v