Added a sample to show the techniques to repack parametrizations
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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) 2004-2012 \/)\/ *
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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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// input output
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#include <wrap/io_trimesh/import_ply.h>
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#include <wrap/io_trimesh/export_ply.h>
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#include<vcg/complex/algorithms/update/topology.h>
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#include<vcg/complex/algorithms/outline_support.h>
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#include<vcg/simplex/face/pos.h>
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#include <vcg/space/poly_packer.h>
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#include <wrap/qt/PolyToQImage.h>
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//#include<vcg/../../sandbox/bernabeia/polypacker/new_polypacker.h>
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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::BitFlags >{};
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::FFAdj, 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,tm;
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tri::io::ImporterPLY<MyMesh>::Open(m,"../../meshes/bunny10k_textured.ply");
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tri::Allocator<MyMesh>::AddVertices(tm,m.fn*3);
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tri::Allocator<MyMesh>::AddFaces(tm,m.fn);
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for(size_t i=0;i<m.fn;++i)
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{
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for(int j=0;j<3;++j)
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{
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tm.face[i].V(j)=&tm.vert[i*3+j];
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tm.vert[i*3+j].P()[0] = m.face[i].WT(j).U();
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tm.vert[i*3+j].P()[1] = m.face[i].WT(j).V();
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tm.vert[i*3+j].P()[2] = 0;
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}
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}
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tri::Clean<MyMesh>::RemoveDuplicateVertex(tm);
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std::vector<std::pair<int,MyMesh::FacePointer> > fpVec;
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tri::UpdateTopology<MyMesh>::FaceFace(tm);
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tri::Clean<MyMesh>::ConnectedComponents(tm,fpVec);
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printf("Mesh has %i texture components\n",fpVec.size());
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tri::io::ExporterPLY<MyMesh>::Save(tm,"out.ply");
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std::vector< std::vector<Point3f> > outline3Vec;
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std::vector< std::vector<Point2f> > outline2Vec;
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tri::OutlineUtil<MyMesh>::ConvertMeshBoundaryToOutline3Vec(tm, outline3Vec);
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printf("Mesh has %i texture components\n",outline3Vec.size());
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tri::OutlineUtil<MyMesh>::ConvertOutline3VeToOutline2Vec(outline3Vec,outline2Vec);
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PolyDumper::Param pp;
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Similarity2f sim;
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sim.sca=1024.0f;
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std::vector<Similarity2f> trVec(outline2Vec.size(),sim);
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printf("Mesh has %i texture components\n",outline2Vec.size());
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PolyDumper::dumpOutline2VecPNG("PrePack.png",outline2Vec,trVec,pp);
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const Point2f containerSize(1024,1024);
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Point2f finalSize(1024,1024);
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PolyPacker<float>::PackAsAxisAlignedRect(outline2Vec,containerSize,trVec,finalSize);
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PolyDumper::dumpOutline2VecPNG("PostPack.png",outline2Vec,trVec,pp);
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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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QT += opengl svg
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TARGET = trimesh_texture
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SOURCES += trimesh_texture.cpp ../../../../vcglib/wrap/qt/PolyToQImage.cpp ../../../wrap/ply/plylib.cpp
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