vcglib/vcg/complex/algorithms/update/texture.h

182 lines
6.0 KiB
C++

/****************************************************************************
* 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. *
* *
****************************************************************************/
#ifndef __VCG_TRI_UPDATE_TEXTURE
#define __VCG_TRI_UPDATE_TEXTURE
//#include <vcg/space/plane.h>
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 ComputeMeshType>
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;
typedef typename vcg::Point2<ScalarType> UVCoordType;
static void WedgeTexFromPlane(ComputeMeshType &m, const Point3<ScalarType> &uVec, const Point3<ScalarType> &vVec, bool aspectRatio, ScalarType sideGutter=0.0)
{
Box2f bb;
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;
bb.Add((*fi).WT(i).P());
}
}
ScalarType wideU = bb.max[0]- bb.min[0];
ScalarType wideV = bb.max[1]- bb.min[1];
if (sideGutter>0.0)
{
ScalarType deltaGutter = std::min(wideU, wideV) * std::min(sideGutter, (ScalarType)0.5);
bb.max[0] += deltaGutter;
bb.min[0] -= deltaGutter;
bb.max[1] += deltaGutter;
bb.min[1] -= deltaGutter;
wideU = bb.max[0] - bb.min[0];
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 WedgeTexFromVertexTex(ComputeMeshType &m)
{
for(FaceIterator fi=m.face.begin();fi!=m.face.end();++fi)
if(!(*fi).IsD())
{
for(int i=0;i<fi->VN();++i)
{
(*fi).WT(i).U() = (*fi).V(i)->T().U();
(*fi).WT(i).V() = (*fi).V(i)->T().V();
(*fi).WT(i).N() = 0;
}
}
}
/// 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;
}
}
/** \brief Merge supposedly wrong texcoords
* It can happens that for rounding errors texcoords on different wedges but on the same vertex have different tex coords.
* This function merges them according a threshold. It requires initialized VF adjacency.
* the default for merging is if two textures dist less than one 16th of texel on a 4k texture...
*/
static void WedgeTexMergeClose(ComputeMeshType &m, ScalarType mergeThr = ScalarType(1.0/65536.0) )
{
tri::RequireVFAdjacency(m);
ForEachVertex(m, [&](VertexType &v){
face::VFIterator<FaceType> vfi(&v);
std::vector<UVCoordType> clusterVec;
clusterVec.push_back(vfi.F()->WT(vfi.I()).P());
++vfi;
while(!vfi.End())
{
UVCoordType cur= vfi.F()->WT(vfi.I()).P();
bool merged=false;
for(auto p:clusterVec) {
if(Distance(p,cur) < mergeThr){
vfi.F()->WT(vfi.I()).P()=p;
merged=true;
}
}
if(!merged)
clusterVec.push_back(cur);
++vfi;
}
});
}
}; // end class
} // End namespace
} // End namespace
#endif