149 lines
4.9 KiB
C++
149 lines
4.9 KiB
C++
/****************************************************************************
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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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#ifndef __VCG_TRI_UPDATE_TEXTURE
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#define __VCG_TRI_UPDATE_TEXTURE
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//#include <vcg/space/plane.h>
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namespace vcg {
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namespace tri {
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/// \ingroup trimesh
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/// \headerfile texture.h vcg/complex/algorithms/update/texture.h
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/// \brief This class is used to update/generate texcoord position according to various critera. .
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template <class ComputeMeshType>
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class UpdateTexture
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{
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public:
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typedef ComputeMeshType MeshType;
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typedef typename MeshType::ScalarType ScalarType;
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typedef typename MeshType::VertexType VertexType;
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typedef typename MeshType::VertexPointer VertexPointer;
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typedef typename MeshType::VertexIterator VertexIterator;
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typedef typename MeshType::FaceType FaceType;
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typedef typename MeshType::FacePointer FacePointer;
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typedef typename MeshType::FaceIterator FaceIterator;
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static void WedgeTexFromPlane(ComputeMeshType &m, const Point3<ScalarType> &uVec, const Point3<ScalarType> &vVec, bool aspectRatio, ScalarType sideGutter=0.0)
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{
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Box2f bb;
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FaceIterator fi;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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for(int i=0;i<3;++i)
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{
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(*fi).WT(i).U()= (*fi).V(i)->cP() * uVec;
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(*fi).WT(i).V()= (*fi).V(i)->cP() * vVec;
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bb.Add((*fi).WT(i).P());
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}
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}
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ScalarType wideU = bb.max[0]- bb.min[0];
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ScalarType wideV = bb.max[1]- bb.min[1];
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if (sideGutter>0.0)
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{
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ScalarType deltaGutter = std::min(wideU, wideV) * min(sideGutter, (ScalarType)0.5);
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bb.max[0] += deltaGutter;
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bb.min[0] -= deltaGutter;
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bb.max[1] += deltaGutter;
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bb.min[1] -= deltaGutter;
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wideU = bb.max[0] - bb.min[0];
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wideV = bb.max[1] - bb.min[1];
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}
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if (aspectRatio) {
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wideU = std::max(wideU, wideV);
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wideV = wideU;
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}
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for (fi = m.face.begin(); fi != m.face.end(); ++fi)
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if (!(*fi).IsD())
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{
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for (int i = 0; i<3; ++i)
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{
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(*fi).WT(i).U() = ((*fi).WT(i).U() - bb.min[0]) / wideU;
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(*fi).WT(i).V() = ((*fi).WT(i).V() - bb.min[1]) / wideV;
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}
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}
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}
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static void WedgeTexFromVertexTex(ComputeMeshType &m)
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{
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for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD())
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{
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for(int i=0;i<fi->VN();++i)
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{
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(*fi).WT(i).U() = (*fi).V(i)->T().U();
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(*fi).WT(i).V() = (*fi).V(i)->T().V();
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(*fi).WT(i).N() = 0;
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}
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}
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}
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/// Currently texture coords are kept for ALL the triangles of a mesh. The texture id is stored with each face.
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/// if a given face should not have tex coord it has the default -1 value for texture ID.
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/// This function will add an new fake texture, add that to the list of textures and change all the -1 id to that value.
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static void WedgeTexRemoveNull(ComputeMeshType &m, const std::string &texturename)
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{
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bool found=false;
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FaceIterator fi;
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// first loop lets check that there are -1 indexed textured face
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD()) if((*fi).WT(0).N()==-1) found = true;
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if(!found) return;
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m.textures.push_back(texturename);
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int nullId=m.textures.size()-1;
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for(fi=m.face.begin();fi!=m.face.end();++fi)
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if(!(*fi).IsD()) if((*fi).WT(0).N()==-1)
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{
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(*fi).WT(0).N() = nullId;
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(*fi).WT(1).N() = nullId;
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(*fi).WT(2).N() = nullId;
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}
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}
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}; // end class
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} // End namespace
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} // End namespace
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#endif
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