Added texture clean sample
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@ -38,6 +38,7 @@ SUBDIRS = trimesh_allocate \
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trimesh_smooth \
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trimesh_smooth \
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trimesh_split_vertex \
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trimesh_split_vertex \
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trimesh_texture \
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trimesh_texture \
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trimesh_texture_clean \
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trimesh_topology \
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trimesh_topology \
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trimesh_topological_cut \
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trimesh_topological_cut \
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trimesh_voronoi \
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trimesh_voronoi \
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@ -0,0 +1,79 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#include<vcg/complex/complex.h>
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#include <wrap/io_trimesh/export_obj.h>
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#include <vcg/complex/algorithms/update/texture.h>
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#include <vcg/complex/algorithms/create/platonic.h>
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/*! \file trimesh_texture_clean.cpp
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\ingroup code_sample
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\brief a small example about removing fake texture seams eventually generated by rounding error in a texture param
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*/
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using namespace vcg;
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::AsFaceType>{};
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::VFAdj, vertex::Normal3f, vertex::BitFlags >{};
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::VFAdj, face::WedgeTexCoord2f, face::Mark, face::BitFlags > {};
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
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int main(int ,char ** )
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{
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MyMesh m;
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int mask = tri::io::Mask::IOM_WEDGTEXCOORD;
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// generate a simple 2D grid
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Grid(m,20,20,1,1);
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// assign it a simple planar parametrization
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tri:UpdateTexture<MyMesh>::WedgeTexFromPlane(m,Point3f(1.0f,0,0),Point3f(0,1.0f,0),true);
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_0.obj",mask);
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// randomly perturb a few coord textures introducing fake seams
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for(MyFace &f : m.face)
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{
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for(int i=0;i<3;++i)
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if(rand()%20==0)
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{
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f.WT(i).U()+=0.0000001;
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f.WT(i).V()-=0.0000001;
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}
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}
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_1.obj",mask);
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// Merge texture coords that very close
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tri::UpdateTopology<MyMesh>::VertexFace(m);
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tri::UpdateTexture<MyMesh>::WedgeTexMergeClose(m);
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_2.obj",mask);
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return 0;
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}
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@ -0,0 +1,4 @@
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include(../common.pri)
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TARGET = trimesh_texture_clean
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SOURCES += trimesh_texture_clean.cpp
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@ -71,7 +71,7 @@ static void WedgeTexFromPlane(ComputeMeshType &m, const Point3<ScalarType> &uVec
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if (sideGutter>0.0)
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if (sideGutter>0.0)
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{
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{
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ScalarType deltaGutter = std::min(wideU, wideV) * min(sideGutter, (ScalarType)0.5);
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ScalarType deltaGutter = std::min(wideU, wideV) * std::min(sideGutter, (ScalarType)0.5);
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bb.max[0] += deltaGutter;
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bb.max[0] += deltaGutter;
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bb.min[0] -= deltaGutter;
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bb.min[0] -= deltaGutter;
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