/**************************************************************************** * VCGLib o o * * Visual and Computer Graphics Library o o * * _ O _ * * Copyright(C) 2004 \/)\/ * * 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. * * * ****************************************************************************/ #ifndef __VCG_TRI_UPDATE_TEXTURE #define __VCG_TRI_UPDATE_TEXTURE //#include namespace vcg { namespace tri { /// \ingroup trimesh /// \headerfile texture.h vcg/complex/algorithms/update/texture.h /// \brief This class is used to update/generate texcoord position according to various critera. . template class UpdateTexture { public: typedef ComputeMeshType MeshType; typedef typename MeshType::ScalarType ScalarType; typedef typename MeshType::VertexType VertexType; typedef typename MeshType::VertexPointer VertexPointer; typedef typename MeshType::VertexIterator VertexIterator; typedef typename MeshType::FaceType FaceType; typedef typename MeshType::FacePointer FacePointer; typedef typename MeshType::FaceIterator FaceIterator; static void WedgeTexFromPlane(ComputeMeshType &m, const Point3 &uVec, const Point3 &vVec, bool aspectRatio) { // First just project FaceIterator fi; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { for(int i=0;i<3;++i) { (*fi).WT(i).U()= (*fi).V(i)->cP() * uVec; (*fi).WT(i).V()= (*fi).V(i)->cP() * vVec; } } // second Loop normalize to Box2f bb; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { for(int i=0;i<3;++i) { bb.Add((*fi).WT(i).P()); } } ScalarType wideU = bb.max[0]- bb.min[0]; ScalarType wideV = bb.max[1]- bb.min[1]; if(aspectRatio) { wideU = std::max(wideU,wideV); wideV = wideU; } for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { for(int i=0;i<3;++i) { (*fi).WT(i).U() = ((*fi).WT(i).U() - bb.min[0]) / wideU; (*fi).WT(i).V() = ((*fi).WT(i).V() - bb.min[1]) / wideV; } } } static void WedgeTexFromCamera(ComputeMeshType &m, Plane3 &pl) { } static void WedgeTexFromVertexTex(ComputeMeshType &m) { for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) { for(int i=0;i<3;++i) { (*fi).WT(i).U() = (*fi).V(i)->T().U(); (*fi).WT(i).V() = (*fi).V(i)->T().V(); } } } /// Currently texture coords are kept for ALL the triangles of a mesh. The texture id is stored with each face. /// if a given face should not have tex coord it has the default -1 value for texture ID. /// This function will add an new fake texture, add that to the list of textures and change all the -1 id to that value. static void WedgeTexRemoveNull(ComputeMeshType &m, const std::string &texturename) { bool found=false; FaceIterator fi; // first loop lets check that there are -1 indexed textured face for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) found = true; if(!found) return; m.textures.push_back(texturename); int nullId=m.textures.size()-1; for(fi=m.face.begin();fi!=m.face.end();++fi) if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) { (*fi).WT(0).N() = nullId; (*fi).WT(1).N() = nullId; (*fi).WT(2).N() = nullId; } } }; // end class } // End namespace } // End namespace #endif