中间版本的坐标修正
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1 file changed
+190
-208
+190
-208
@@ -479,10 +479,27 @@ public:
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void LocalSeamLevelingExternalUV();
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void GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName, bool bOriginFaceview, Scene *pScene);
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void GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene);
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void GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene, Mesh::TexCoordArr& existingTexcoords, Mesh::TexIndexArr& existingTexindices);
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void GenerateTexture2(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& baseFileName);
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bool TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel, float fOutlierThreshold, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
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Mesh::Image8U3Arr GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views, unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight);
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bool TextureWithExistingUV(
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const IIndexArr& views,
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int nIgnoreMaskLabel,
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float fOutlierThreshold,
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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float fSharpnessWeight,
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const Mesh::Image8U3Arr& existingTextures, // 添加已有纹理参数
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const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
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const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
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);
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Mesh::Image8U3Arr GenerateTextureAtlasFromUV(
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const Mesh::Image8U3Arr& sourceTextures, // 已有纹理数组
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const Mesh::TexCoordArr& sourceTexcoords, // 已有UV坐标
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const Mesh::TexIndexArr& sourceTexindices, // 已有纹理索引
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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float fSharpnessWeight
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);
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Point2f ProjectPointWithAutoCorrection(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage);
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Point2f ProjectPointRobust(const Camera& camera, const Vertex& worldPoint, const Image& sourceImage, float searchRadius = 0.02f);
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bool ValidateProjection(const Vertex& worldPoint, const Image& sourceImage, Point2f imgPoint, float maxReprojectionError = 1.5f);
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@@ -8834,14 +8851,14 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel
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}
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}
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void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene)
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void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeamLeveling, unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic, Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize, const SEACAVE::String& basename, bool bOriginFaceview, Scene *pScene, Mesh::TexCoordArr& existingTexcoords, Mesh::TexIndexArr& existingTexindices)
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{
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int border = 2;
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if (!bOriginFaceview)
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border = 4;
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Mesh::TexCoordArr& faceTexcoords2 = scene.mesh.faceTexcoords;
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Mesh::TexIndexArr& faceTexindices2 = scene.mesh.faceTexindices;
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Mesh::TexCoordArr& faceTexcoords2 = existingTexcoords;
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Mesh::TexIndexArr& faceTexindices2 = existingTexindices;
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faceTexcoords2.resize(faces.size()*3);
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faceTexindices2.resize(faces.size());
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@@ -9929,11 +9946,19 @@ bool SaveGeneratedTextures(const Mesh::Image8U3Arr& generatedTextures, const std
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return true;
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}
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bool MeshTexture::TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskLabel,
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float fOutlierThreshold, unsigned nTextureSizeMultiple,
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Pixel8U colEmpty, float fSharpnessWeight)
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bool MeshTexture::TextureWithExistingUV(
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const IIndexArr& views,
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int nIgnoreMaskLabel,
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float fOutlierThreshold,
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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float fSharpnessWeight,
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const Mesh::Image8U3Arr& existingTextures, // 添加已有纹理参数
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const Mesh::TexCoordArr& existingTexcoords, // 添加已有UV参数
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const Mesh::TexIndexArr& existingTexindices // 添加已有纹理索引参数
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)
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{
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DEBUG_EXTRA("TextureWithExistingUV 1");
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DEBUG_EXTRA("TextureWithExistingUV - Using existing texture data");
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TD_TIMER_START();
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// 1. 验证输入
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@@ -9942,69 +9967,50 @@ bool MeshTexture::TextureWithExistingUV(const IIndexArr& views, int nIgnoreMaskL
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return false;
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}
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if (scene.mesh.faceTexcoords.size() != scene.mesh.faces.size() * 3) {
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VERBOSE("error: UV coordinates count does not match face count, %d, %d",
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scene.mesh.faceTexcoords.size(), scene.mesh.faces.size() * 3);
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if (existingTextures.empty() || existingTexcoords.empty()) {
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VERBOSE("error: no existing texture data provided");
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return false;
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}
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DEBUG_EXTRA("TextureWithExistingUV 2");
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// 2. 为每个面选择最佳视图
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FaceDataViewArr facesDatas;
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if (!ListCameraFaces(facesDatas, fOutlierThreshold, nIgnoreMaskLabel, views, false)) {
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// 验证UV坐标数量匹配
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if (existingTexcoords.size() != scene.mesh.faceTexcoords.size()) {
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VERBOSE("error: UV coordinate count mismatch: existing=%zu, mesh=%zu",
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existingTexcoords.size(), scene.mesh.faceTexcoords.size());
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return false;
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}
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DEBUG_EXTRA("TextureWithExistingUV 3 faceSize=%d", scene.mesh.faces.size());
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DEBUG_EXTRA("Processing %zu faces with existing texture data", scene.mesh.faces.size());
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// 3. 为每个面分配最佳视图
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LabelArr faceLabels(scene.mesh.faces.size());
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FOREACH(idxFace, scene.mesh.faces) {
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const FaceDataArr& faceDatas = facesDatas[idxFace];
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if (faceDatas.empty()) {
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faceLabels[idxFace] = 0; // 无视图可用
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continue;
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}
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// 选择质量最高的视图
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float bestQuality = -1;
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IIndex bestView = NO_ID;
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for (const FaceData& data : faceDatas) {
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if (data.quality > bestQuality && !data.bInvalidFacesRelative) {
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bestQuality = data.quality;
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bestView = data.idxView;
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}
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}
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faceLabels[idxFace] = (bestView != NO_ID) ? (bestView + 1) : 0;
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}
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// 4. 生成纹理图集(使用模型原始UV坐标)
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// 2. 生成纹理图集(从已有纹理采样,但使用模型原始UV)
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Mesh::Image8U3Arr generatedTextures = GenerateTextureAtlasFromUV(
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faceLabels, views, nTextureSizeMultiple, colEmpty, fSharpnessWeight);
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existingTextures,
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existingTexcoords,
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existingTexindices,
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nTextureSizeMultiple,
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colEmpty,
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fSharpnessWeight
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);
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if (!generatedTextures.empty()) {
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scene.mesh.texturesDiffuse = std::move(generatedTextures);
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// 同时设置面的纹理索引
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scene.mesh.faceTexindices.resize(scene.mesh.faces.size());
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for (size_t i = 0; i < scene.mesh.faces.size(); ++i) {
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scene.mesh.faceTexindices[i] = 0; // 所有面使用第一个纹理
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// 设置面的纹理索引
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if (scene.mesh.texturesDiffuse.size() > 1) {
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scene.mesh.faceTexindices.resize(scene.mesh.faces.size());
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for (size_t i = 0; i < scene.mesh.faces.size(); ++i) {
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scene.mesh.faceTexindices[i] = 0; // 所有面使用第一个纹理
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}
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} else {
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scene.mesh.faceTexindices.Release();
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}
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DEBUG_EXTRA("成功生成 %zu 个纹理,已赋值给 mesh", scene.mesh.texturesDiffuse.size());
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// 保存纹理到文件
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std::string outputDir = "texture_output";
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if (SaveGeneratedTextures(scene.mesh.texturesDiffuse, outputDir)) {
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DEBUG_EXTRA("纹理已成功保存到目录: %s", outputDir.c_str());
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}
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DEBUG_EXTRA("Generated %zu textures from existing data",
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scene.mesh.texturesDiffuse.size());
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return true;
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}
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DEBUG_EXTRA("纹理生成失败");
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DEBUG_EXTRA("Texture generation failed");
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return false;
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}
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@@ -10450,179 +10456,159 @@ void ApplySharpening(Image8U3& texture, float weight)
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cv::addWeighted(texture, 1.0 + weight, blurred, -weight, 0, texture);
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}
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Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(const LabelArr& faceLabels, const IIndexArr& views,
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unsigned nTextureSizeMultiple, Pixel8U colEmpty, float fSharpnessWeight)
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Mesh::Image8U3Arr MeshTexture::GenerateTextureAtlasFromUV(
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const Mesh::Image8U3Arr& sourceTextures, // 已有纹理数组
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const Mesh::TexCoordArr& sourceTexcoords, // 已有UV坐标
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const Mesh::TexIndexArr& sourceTexindices, // 已有纹理索引
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unsigned nTextureSizeMultiple,
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Pixel8U colEmpty,
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float fSharpnessWeight
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)
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{
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// 1. 分析整个模型的UV布局
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DEBUG_EXTRA("Generating texture atlas from existing UV data with %zu source textures",
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sourceTextures.size());
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// 1. 分析模型原始UV布局
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AABB2f uvBounds(true);
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FOREACH(i, scene.mesh.faceTexcoords) {
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const TexCoord& uv = scene.mesh.faceTexcoords[i];
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uvBounds.InsertFull(uv);
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}
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// 2. 根据UV范围确定纹理图集尺寸
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// 修正这里:计算UV的宽度和高度,然后传递给函数
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// 确保UV在[0,1]范围内
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if (uvBounds.ptMin.x() < 0 || uvBounds.ptMin.y() < 0 ||
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uvBounds.ptMax.x() > 1 || uvBounds.ptMax.y() > 1) {
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// UV超出范围,进行归一化
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DEBUG_EXTRA("UV coordinates out of [0,1] range, normalizing...");
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uvBounds = AABB2f(true);
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for (size_t i = 0; i < scene.mesh.faceTexcoords.size(); i += 3) {
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for (int v = 0; v < 3; ++v) {
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const TexCoord& uv = scene.mesh.faceTexcoords[i + v];
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uvBounds.InsertFull(uv);
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}
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}
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}
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// 计算纹理尺寸
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const float uvWidth = uvBounds.ptMax.x() - uvBounds.ptMin.x();
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const float uvHeight = uvBounds.ptMax.y() - uvBounds.ptMin.y();
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const int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
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// 3. 创建单个纹理图集
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// 2. 创建单个纹理图集
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Mesh::Image8U3Arr textures;
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Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
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textureAtlas.setTo(cv::Scalar(colEmpty.b, colEmpty.g, colEmpty.r));
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DEBUG_EXTRA("生成纹理图集: 尺寸=%dx%d, UV范围=[%.3f,%.3f]-[%.3f,%.3f], UV宽高=[%.3f,%.3f]",
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DEBUG_EXTRA("Creating texture atlas: %dx%d, UV bounds: [%.3f,%.3f]-[%.3f,%.3f]",
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textureSize, textureSize,
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uvBounds.ptMin.x(), uvBounds.ptMin.y(),
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uvBounds.ptMax.x(), uvBounds.ptMax.y(),
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uvWidth, uvHeight);
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uvBounds.ptMax.x(), uvBounds.ptMax.y());
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// 3. 为每个面采样颜色
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int processedFaces = 0;
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int failedFaces = 0;
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// 4. 为每个面片采样颜色并填充纹理图集
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#ifdef _USE_OPENMP
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#pragma omp parallel for schedule(dynamic)
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for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) {
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#else
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FOREACH(idxFace, scene.mesh.faces) {
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#pragma omp parallel for schedule(dynamic) reduction(+:processedFaces, failedFaces)
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#endif
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for (int_t idxFace = 0; idxFace < (int_t)scene.mesh.faces.size(); ++idxFace) {
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const FIndex faceID = (FIndex)idxFace;
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const Label label = faceLabels[faceID];
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if (label == 0) continue; // 跳过无视图的面片
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const IIndex idxView = label - 1;
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if (idxView >= images.size()) continue;
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// 获取面的UV坐标和几何信息
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const TexCoord* uvCoords = &scene.mesh.faceTexcoords[faceID * 3];
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const Face& face = scene.mesh.faces[faceID];
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const Image& sourceImage = images[idxView];
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// 计算面片在纹理图集中的边界框
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AABB2f faceUVBounds(true);
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for (int i = 0; i < 3; ++i) {
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faceUVBounds.InsertFull(uvCoords[i]);
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// 获取模型原始UV坐标
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const TexCoord* modelUVs = &scene.mesh.faceTexcoords[faceID * 3];
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// 获取对应source纹理中的UV坐标
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const TexCoord* sourceUVs = &sourceTexcoords[faceID * 3];
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const TexIndex textureIdx = sourceTexindices.empty() ? 0 : sourceTexindices[faceID];
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if (textureIdx >= sourceTextures.size()) {
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failedFaces++;
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continue;
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}
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// 将UV坐标转换到纹理像素坐标
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const Image8U3& sourceTexture = sourceTextures[textureIdx];
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// 计算面片在目标纹理中的UV边界
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AABB2f faceUVBounds(true);
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for (int i = 0; i < 3; ++i) {
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// 从模型UV映射到纹理坐标
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const float u = (modelUVs[i].x - uvBounds.ptMin.x()) / uvWidth;
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const float v = (modelUVs[i].y - uvBounds.ptMin.y()) / uvHeight;
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faceUVBounds.InsertFull(Point2f(u, v));
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}
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// 转换为像素坐标
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const int startX = std::max(0, (int)(faceUVBounds.ptMin.x() * textureSize));
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const int startY = std::max(0, (int)(faceUVBounds.ptMin.y() * textureSize));
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const int endX = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.x() * textureSize));
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const int endY = std::min(textureSize - 1, (int)(faceUVBounds.ptMax.y() * textureSize));
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// 对面片覆盖的每个纹理像素进行采样
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if (startX > endX || startY > endY) {
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failedFaces++;
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continue;
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}
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// 对面片覆盖的每个像素进行采样
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for (int y = startY; y <= endY; ++y) {
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for (int x = startX; x <= endX; ++x) {
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const Point2f texCoord((float)x / textureSize, (float)y / textureSize);
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// 1. 检查是否在三角形内
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// 1. 检查是否在模型UV三角形内
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Point3f barycentric;
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if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
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// 计算3D空间中的对应点
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const Vertex worldPoint =
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vertices[face[0]] * barycentric.x +
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vertices[face[1]] * barycentric.y +
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vertices[face[2]] * barycentric.z;
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// 将3D点投影到源图像
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Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
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// 验证投影的有效性
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if (!ValidateProjection(worldPoint, sourceImage, imgPoint)) {
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continue; // 跳过几何不一致的采样点
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}
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// 检查投影是否在图像边界内
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if (imgPoint.x < -100 || imgPoint.x > sourceImage.image.cols + 100 ||
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imgPoint.y < -100 || imgPoint.y > sourceImage.image.rows + 100) {
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DEBUG_EXTRA("异常投影: 图像点(%.1f,%.1f) 超出图像范围(%dx%d)",
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imgPoint.x, imgPoint.y, sourceImage.image.cols, sourceImage.image.rows);
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continue;
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}
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// 检查投影有效性
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if (!sourceImage.image.isInside(imgPoint) ||
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!sourceImage.camera.IsInFront(worldPoint)) {
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continue;
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}
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// 从源图像采样颜色
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Pixel8U sampledColor = SampleImageBilinear(sourceImage.image, imgPoint);
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// 将采样颜色写入纹理图集
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#ifdef _USE_OPENMP
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#pragma omp critical
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#endif
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{
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textureAtlas(y, x) = sampledColor;
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}
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if (!PointInTriangle(texCoord,
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Point2f((modelUVs[0].x - uvBounds.ptMin.x()) / uvWidth,
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(modelUVs[0].y - uvBounds.ptMin.y()) / uvHeight),
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Point2f((modelUVs[1].x - uvBounds.ptMin.x()) / uvWidth,
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(modelUVs[1].y - uvBounds.ptMin.y()) / uvHeight),
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Point2f((modelUVs[2].x - uvBounds.ptMin.x()) / uvWidth,
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(modelUVs[2].y - uvBounds.ptMin.y()) / uvHeight), barycentric)) {
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continue;
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}
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// 2. 如果不在三角形内,检查是否在三角形边缘附近
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else {
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// 计算到三角形边缘的最近距离
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float minDist = std::numeric_limits<float>::max();
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Point2f closestPoint;
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// 检查三条边
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for (int i = 0; i < 3; ++i) {
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const Point2f& p1 = uvCoords[i];
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const Point2f& p2 = uvCoords[(i + 1) % 3];
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Point2f proj = ProjectPointToLineSegment(texCoord, p1, p2);
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float dist = cv::norm(texCoord - proj);
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if (dist < minDist) {
|
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minDist = dist;
|
||||
closestPoint = proj;
|
||||
}
|
||||
}
|
||||
|
||||
// 如果距离小于阈值,进行边缘填充
|
||||
const float edgeThreshold = 1.0f / textureSize;
|
||||
if (minDist <= edgeThreshold * 2) {
|
||||
// 在最近点计算重心坐标
|
||||
Point3f edgeBarycentric = BarycentricFromPoint(closestPoint, uvCoords[0], uvCoords[1], uvCoords[2]);
|
||||
|
||||
if (edgeBarycentric.x >= 0 && edgeBarycentric.x <= 1 &&
|
||||
edgeBarycentric.y >= 0 && edgeBarycentric.y <= 1 &&
|
||||
edgeBarycentric.z >= 0 && edgeBarycentric.z <= 1) {
|
||||
|
||||
const Vertex worldPoint =
|
||||
vertices[face[0]] * edgeBarycentric.x +
|
||||
vertices[face[1]] * edgeBarycentric.y +
|
||||
vertices[face[2]] * edgeBarycentric.z;
|
||||
|
||||
Point2f imgPoint = ProjectPointWithAutoCorrection(sourceImage.camera, worldPoint, sourceImage);
|
||||
|
||||
if (ValidateProjection(worldPoint, sourceImage, imgPoint) &&
|
||||
sourceImage.image.isInside(imgPoint) &&
|
||||
sourceImage.camera.IsInFront(worldPoint)) {
|
||||
|
||||
Pixel8U sampledColor = SampleImageBilinear(sourceImage.image, imgPoint);
|
||||
|
||||
#ifdef _USE_OPENMP
|
||||
#pragma omp critical
|
||||
#endif
|
||||
{
|
||||
textureAtlas(y, x) = sampledColor;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 使用相同的重心坐标在source纹理UV中插值
|
||||
Point2f sourceTexCoord(
|
||||
sourceUVs[0].x * barycentric.x +
|
||||
sourceUVs[1].x * barycentric.y +
|
||||
sourceUVs[2].x * barycentric.z,
|
||||
sourceUVs[0].y * barycentric.x +
|
||||
sourceUVs[1].y * barycentric.y +
|
||||
sourceUVs[2].y * barycentric.z
|
||||
);
|
||||
|
||||
// 确保UV坐标在有效范围内
|
||||
if (sourceTexCoord.x < 0 || sourceTexCoord.x >= sourceTexture.cols ||
|
||||
sourceTexCoord.y < 0 || sourceTexCoord.y >= sourceTexture.rows) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// 3. 从source纹理中采样颜色
|
||||
const cv::Vec3b color = sourceTexture.at<cv::Vec3b>(
|
||||
(int)sourceTexCoord.y, (int)sourceTexCoord.x);
|
||||
|
||||
// 4. 写入目标纹理
|
||||
textureAtlas.at<cv::Vec3b>(y, x) = color;
|
||||
}
|
||||
}
|
||||
|
||||
processedFaces++;
|
||||
}
|
||||
|
||||
// 5. 添加后处理填充函数
|
||||
// 修正这里:移除多余的 faceLabels 参数
|
||||
// FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), textureSize, colEmpty);
|
||||
DEBUG_EXTRA("Texture sampling completed: %d faces processed, %d faces failed",
|
||||
processedFaces, failedFaces);
|
||||
|
||||
// 6. 应用后处理
|
||||
// 4. 填充纹理空隙
|
||||
if (processedFaces > 0) {
|
||||
// FillTextureGaps(textureAtlas, scene.mesh.faceTexcoords, (FIndex)scene.mesh.faces.size(), textureSize, colEmpty);
|
||||
}
|
||||
|
||||
// 5. 应用锐化
|
||||
if (fSharpnessWeight > 0) {
|
||||
// ApplySharpening(textureAtlas, fSharpnessWeight);
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("纹理图集生成完成: %u个面片, 纹理尺寸%dx%d",
|
||||
scene.mesh.faces.size(), textureSize, textureSize);
|
||||
DEBUG_EXTRA("Generated texture atlas: %dx%d from %zu source textures",
|
||||
textureSize, textureSize, sourceTextures.size());
|
||||
|
||||
return textures;
|
||||
}
|
||||
@@ -11184,44 +11170,40 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
// mesh.CheckUVValid();
|
||||
|
||||
DEBUG_EXTRA("TextureMesh %b, %s", bUseExistingUV, strUVMeshFileName.c_str());
|
||||
if (bUseExistingUV && !strUVMeshFileName.empty()) {
|
||||
// 1. 先加载包含原始UV坐标的网格
|
||||
VERBOSE("1faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
|
||||
|
||||
if (bUseExistingUV && !strUVMeshFileName.empty()) {
|
||||
Mesh::TexCoordArr existingTexcoords;
|
||||
Mesh::TexIndexArr existingTexindices;
|
||||
|
||||
texture.GenerateTextureForUV(bGlobalSeamLeveling, bLocalSeamLeveling, nTextureSizeMultiple, nRectPackingHeuristic, colEmpty, fSharpnessWeight, maxTextureSize, baseFileName, bOriginFaceview, this, existingTexcoords, existingTexindices);
|
||||
|
||||
// 保存生成的纹理数据
|
||||
Mesh::Image8U3Arr existingTextures = texture.texturesDiffuseTemp;
|
||||
// Mesh::TexCoordArr existingTexcoords = mesh.faceTexcoords; // 保存临时计算的UV
|
||||
// Mesh::TexIndexArr existingTexindices = mesh.faceTexindices; // 保存纹理索引
|
||||
|
||||
VERBOSE("1faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
|
||||
// 使用预计算UV模式
|
||||
if (!mesh.Load(MAKE_PATH_SAFE(strUVMeshFileName), true)) {
|
||||
VERBOSE("error: cannot load mesh file with UV coordinates");
|
||||
return false;
|
||||
return false; // 注意:在成员函数中,返回 false 表示失败
|
||||
}
|
||||
|
||||
VERBOSE("2faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
|
||||
|
||||
VERBOSE("2faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
|
||||
// mesh.CheckUVValid();
|
||||
//*
|
||||
// 确保网格包含UV坐标
|
||||
if (mesh.faceTexcoords.empty()) {
|
||||
VERBOSE("error: the specified mesh does not contain UV coordinates");
|
||||
return false;
|
||||
}
|
||||
|
||||
// 2. 使用原有的正常方法,但保持加载的UV坐标不变
|
||||
MeshTexture texture(*this, nResolutionLevel, nMinResolution);
|
||||
|
||||
// 关键修改:确保纹理类使用当前网格的UV坐标
|
||||
texture.scene.mesh.faceTexcoords = mesh.faceTexcoords; // 使用原始UV坐标
|
||||
|
||||
if (!texture.TextureWithExistingUV(views, nIgnoreMaskLabel, fOutlierThreshold,
|
||||
nTextureSizeMultiple, colEmpty, fSharpnessWeight)) {
|
||||
// 使用新的纹理生成方法
|
||||
MeshTexture texture2(*this, nResolutionLevel, nMinResolution);
|
||||
if (!texture2.TextureWithExistingUV(views, nIgnoreMaskLabel, fOutlierThreshold, nTextureSizeMultiple, colEmpty, fSharpnessWeight, existingTextures, existingTexcoords, existingTexindices)){
|
||||
return false;
|
||||
}
|
||||
|
||||
// 将生成的纹理赋值回场景网格
|
||||
mesh.texturesDiffuse = std::move(texture.scene.mesh.texturesDiffuse);
|
||||
if (!mesh.texturesDiffuse.empty()) {
|
||||
mesh.faceTexindices.resize(mesh.faces.size());
|
||||
for (size_t i = 0; i < mesh.faces.size(); ++i) {
|
||||
mesh.faceTexindices[i] = 0; // 所有面使用第一个纹理
|
||||
}
|
||||
}
|
||||
|
||||
//*/
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user