149 lines
5.1 KiB
C++
149 lines
5.1 KiB
C++
/****************************************************************************
|
|
* 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 <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;
|
|
|
|
static void WedgeTexFromPlane(ComputeMeshType &m, const Point3<ScalarType> &uVec, const Point3<ScalarType> &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<ScalarType> &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
|