处理染色问题
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@@ -63,6 +63,8 @@ public:
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unsigned nMaxThreads; // maximum number of threads used to distribute the work load
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std::map<std::string, std::unordered_set<int>> visible_faces_map;
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std::map<std::string, std::unordered_set<int>> edge_faces_map;
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std::map<std::string, std::unordered_set<int>> delete_edge_faces_map;
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std::unordered_set<int> face_visible_relative;
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public:
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@@ -152,6 +154,17 @@ public:
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unsigned nMaxFaceArea, unsigned nScales, float fScaleStep, unsigned nAlternatePair, float fRegularityWeight, float fRatioRigidityElasticity, float fGradientStep);
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#endif
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void SaveVisibleFacesData(std::map<std::string, std::unordered_set<int>>& visible_faces_map,
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std::unordered_set<int>& face_visible_relative,
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std::map<std::string, std::unordered_set<int>>& edge_faces_map,
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std::map<std::string, std::unordered_set<int>>& delete_edge_faces_map,
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std::string& basePath);
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bool LoadVisibleFacesData(std::map<std::string, std::unordered_set<int>>& visible_faces_map,
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std::unordered_set<int>& face_visible_relative,
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std::map<std::string, std::unordered_set<int>>& edge_faces_map,
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std::map<std::string, std::unordered_set<int>>& delete_edge_faces_map,
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std::string& basePath);
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// Mesh texturing
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bool TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsigned minCommonCameras=0, float fOutlierThreshold=0.f, float fRatioDataSmoothness=0.3f,
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bool bGlobalSeamLeveling=true, bool bLocalSeamLeveling=true, unsigned nTextureSizeMultiple=0, unsigned nRectPackingHeuristic=3, Pixel8U colEmpty=Pixel8U(255,127,39),
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@@ -159,7 +172,12 @@ public:
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bool is_face_visible(const std::string& image_name, int face_index);
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bool is_face_visible_relative(int face_index);
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bool is_face_edge(const std::string& image_name, int face_index);
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bool is_face_delete_edge(const std::string& image_name, int face_index);
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void SegmentMeshBasedOnCurvature(Mesh::FaceIdxArr& regionMap, float curvatureThreshold);
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void ShowMesh();
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#ifdef _USE_BOOST
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// implement BOOST serialization
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