Create openMVS.build

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hesuicong committed 2025-09-26 10:13:00 +08:00
commit 365aa390ba
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cmake_minimum_required(VERSION 3.13)
project(trimesh_texture_clean)
if (VCG_HEADER_ONLY)
set(SOURCES
trimesh_texture_clean.cpp)
endif()
add_executable(trimesh_texture_clean
${SOURCES})
target_link_libraries(
trimesh_texture_clean
PUBLIC
vcglib
)
@@ -0,0 +1,79 @@
/****************************************************************************
* 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<vcg/complex/complex.h>
#include <wrap/io_trimesh/export_obj.h>
#include <vcg/complex/algorithms/update/texture.h>
#include <vcg/complex/algorithms/create/platonic.h>
/*! \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<MyVertex>::AsVertexType, Use<MyFace>::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<MyVertex>, std::vector<MyFace > >{};
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<MyMesh>::WedgeTexFromPlane(m,Point3f(1.0f,0,0),Point3f(0,1.0f,0),true);
tri::io::ExporterOBJ<MyMesh>::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<MyMesh>::Save(m,"grid_1.obj",mask);
// Merge texture coords that very close
tri::UpdateTopology<MyMesh>::VertexFace(m);
tri::UpdateTexture<MyMesh>::WedgeTexMergeClose(m);
tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_2.obj",mask);
return 0;
}
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include(../common.pri)
TARGET = trimesh_texture_clean
SOURCES += trimesh_texture_clean.cpp