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