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@@ -1238,7 +1238,7 @@ void Mesh::CheckUVValid()
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}
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else
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{
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DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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}
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}
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}
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+361
-86
@@ -184,6 +184,13 @@ struct ViewSelectionData {
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viewID(id), quality(q), consistency(c) {}
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};
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struct VirtualFaceData {
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std::vector<FIndex> faceIndices; // 虚拟面对应的原始面片索引
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Point3f center; // 虚拟面中心
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Point3f normal; // 虚拟面法向量
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float area; // 虚拟面面积
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};
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// 纹理块质量信息
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struct PatchQualityInfo {
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float averageQuality;
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@@ -566,14 +573,14 @@ public:
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const Mesh::VertexArr& vertices,
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const Mesh::FaceArr& faces,
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const Mesh::NormalArr& faceNormals);
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void CalculateVirtualFaceProperties(VirtualFace& vf);
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void CalculateVirtualFaceUVBounds(VirtualFace& vf);
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bool CalculateVirtualFaceProperties(VirtualFace& vf);
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bool CalculateVirtualFaceUVBounds(VirtualFace& vf);
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bool AreFacesUVContinuous(FIndex fid1, FIndex fid2);
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bool ListCameraFaces(FaceDataViewArr&, float fOutlierThreshold, int nIgnoreMaskLabel, const IIndexArr& views, bool bUseVirtualFaces);
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bool CheckInvalidFaces(FaceDataViewArr& facesDatas, float fOutlierThreshold, int nIgnoreMaskLabel, const IIndexArr& _views, bool bUseVirtualFaces);
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bool IsFaceVisibleAndValid(const FaceDataArr& faceDatas, const IIndexArr& selectedCams) const;
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std::vector<VirtualFaceData> ConvertVirtualFaceDataArrToVector(const VirtualFaceDataArr& vfDataArr);
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std::unordered_set<FIndex> PerformLocalDepthConsistencyCheck(DepthMap& depthMap, FaceMap& faceMap, Mesh& mesh, IIndex idxView, std::string strViewName);
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#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
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@@ -608,6 +615,8 @@ public:
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unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic,
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Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize,
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const SEACAVE::String& baseFileName, Scene* pScene);
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bool ConvertVectorToVirtualFaceDataArr(const std::vector<VirtualFaceData>& src, VirtualFaceDataArr& dst);
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bool InitializeEmptyVirtualFaceDataArr(const VirtualFaceMap& virtualFaceMap, VirtualFaceDataArr& vfDataArr);
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bool SelectBestViewsForVirtualFaces(VirtualFaceMap& virtualFaceMap,
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unsigned minCommonCameras, float fOutlierThreshold,
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float fRatioDataSmoothness, int nIgnoreMaskLabel,
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@@ -615,14 +624,6 @@ public:
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std::vector<std::vector<IIndex>> faceViews;
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std::vector<std::vector<float>> faceViewWeights;
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// 虚拟面相关数据结构
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struct VirtualFaceData {
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std::vector<FIndex> faceIndices; // 虚拟面对应的原始面片索引
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Point3f center; // 虚拟面中心
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Point3f normal; // 虚拟面法向量
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float area; // 虚拟面面积
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};
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std::vector<VirtualFaceData> virtualFaceDatas;
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std::vector<std::vector<IIndex>> faceNeighbors;
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VirtualFaceGeometryArr m_virtualFaceGeometries;
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@@ -1408,80 +1409,131 @@ void MeshTexture::ProcessVirtualFacesInView(const VirtualFaceMap& virtualFaceMap
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}
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// 计算虚拟面的属性
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// 计算虚拟面的属性
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void MeshTexture::CalculateVirtualFaceProperties(VirtualFace& vf) {
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bool MeshTexture::CalculateVirtualFaceProperties(VirtualFace& vf) {
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if (vf.faces.empty()) {
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vf.center = Point3f::ZERO;
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vf.normal = Normal::ZERO;
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vf.area = 0.0f;
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return;
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return false;
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}
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const Mesh::VertexArr& vertices = scene.mesh.vertices;
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const Mesh::NormalArr& faceNormals = scene.mesh.faceNormals;
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const size_t numFaces = scene.mesh.faces.size();
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const size_t numVertices = vertices.size();
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// 验证输入
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if (faceNormals.size() != numFaces) {
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DEBUG_EXTRA("WARNING: faceNormals size (%zu) doesn't match faces size (%zu)",
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faceNormals.size(), numFaces);
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return false;
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}
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vf.center = Point3f::ZERO;
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vf.normal = Normal::ZERO;
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vf.area = 0.0f;
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int invalidFaceCount = 0;
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for (FIndex faceIdx : vf.faces) {
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const Mesh::Face& facet = faces[faceIdx];
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// 检查面片索引是否有效
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if (faceIdx >= numFaces) {
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DEBUG_EXTRA("WARNING: Invalid face index %u in CalculateVirtualFaceProperties (max: %zu)",
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faceIdx, numFaces - 1);
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invalidFaceCount++;
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continue;
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}
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const Mesh::Face& facet = scene.mesh.faces[faceIdx];
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// 验证顶点索引
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bool verticesValid = true;
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for (int i = 0; i < 3; ++i) {
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if (facet[i] >= numVertices) {
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DEBUG_EXTRA("WARNING: Invalid vertex index %u in face %u (max: %zu)",
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facet[i], faceIdx, numVertices - 1);
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verticesValid = false;
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break;
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}
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}
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if (!verticesValid) {
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invalidFaceCount++;
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continue;
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}
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// 计算面片中心
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Point3f faceCenter = (vertices[facet[0]] + vertices[facet[1]] + vertices[facet[2]]) / 3.0f;
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vf.center += faceCenter;
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// 累加法线
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vf.normal += faceNormals[faceIdx];
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// 计算面片面积 - 修复1:手动计算三角形面积
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const Point3f& v0 = vertices[facet[0]];
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const Point3f& v1 = vertices[facet[1]];
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const Point3f& v2 = vertices[facet[2]];
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// 计算三角形的两个边向量
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Point3f faceCenter = (v0 + v1 + v2) / 3.0f;
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vf.center += faceCenter;
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// 累加法线
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if (faceIdx < faceNormals.size()) {
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vf.normal += faceNormals[faceIdx];
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} else {
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// 计算面片法线
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Point3f edge1 = v1 - v0;
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Point3f edge2 = v2 - v0;
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Point3f normal = edge1.cross(edge2);
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// 归一化
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float length = sqrtf(normal.dot(normal));
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if (length > 0) {
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normal /= length;
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} else {
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normal = Point3f(0, 0, 1); // 默认法线
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}
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vf.normal += Normal(normal);
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}
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// 计算面片面积
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Point3f edge1 = v1 - v0;
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Point3f edge2 = v2 - v0;
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// 计算叉积
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Point3f crossProd(
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edge1.y * edge2.z - edge1.z * edge2.y,
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edge1.z * edge2.x - edge1.x * edge2.z,
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edge1.x * edge2.y - edge1.y * edge2.x
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);
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Point3f crossProd = edge1.cross(edge2);
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// 计算叉积的模
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float crossLength = sqrtf(crossProd.dot(crossProd));
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float area = crossLength * 0.5f;
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// 计算面积 = 0.5 * 叉积的模
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float area = 0.5f * std::sqrt(
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crossProd.x * crossProd.x +
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crossProd.y * crossProd.y +
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crossProd.z * crossProd.z
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);
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if (area < 0) {
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area = -area; // 取绝对值
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}
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vf.area += area;
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}
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// 计算平均值
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vf.center /= vf.faces.size();
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// 修复2:手动归一化法线向量
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float norm = std::sqrt(
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vf.normal.x * vf.normal.x +
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vf.normal.y * vf.normal.y +
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vf.normal.z * vf.normal.z
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);
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if (norm > 0) {
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vf.normal.x /= norm;
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vf.normal.y /= norm;
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vf.normal.z /= norm;
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if (invalidFaceCount > 0) {
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DEBUG_EXTRA("CalculateVirtualFaceProperties: %d invalid faces skipped", invalidFaceCount);
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}
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if (vf.faces.size() - invalidFaceCount == 0) {
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vf.center = Point3f::ZERO;
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vf.normal = Normal::ZERO;
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vf.area = 0.0f;
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return false;
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}
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// 计算平均值
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vf.center /= static_cast<float>(vf.faces.size() - invalidFaceCount);
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// 归一化法线
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float norm = sqrtf(vf.normal.dot(vf.normal));
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if (norm > 0) {
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vf.normal /= norm;
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} else {
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vf.normal = Normal(0, 0, 1); // 默认法线
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}
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return true;
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}
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// 计算虚拟面的UV边界
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void MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
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bool MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
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if (vf.faces.empty() || !scene.mesh.HasTexture()) {
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// 修正1: 不使用 ZERO,而是创建一个空的边界框
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vf.uvBounds = AABB2f(); // 使用默认构造函数
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return;
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return false; // 返回 false
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}
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const TexCoord* texcoords = scene.mesh.faceTexcoords.data();
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@@ -1500,6 +1552,8 @@ void MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
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}
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}
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}
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return !first; // 如果至少有一个UV坐标,则返回true
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}
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// 检查两个面片在UV空间中是否连续
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bool MeshTexture::AreFacesUVContinuous(FIndex fid1, FIndex fid2) {
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@@ -9397,7 +9451,7 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel
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}
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else
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{
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DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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}
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}
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@@ -9872,7 +9926,7 @@ void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeam
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}
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else
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{
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DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
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}
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}
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@@ -14816,7 +14870,7 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
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// 收集所有有效视图
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for (const FaceData& data : vfDatas) {
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if (!data.bInvalidFacesRelative) {
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// 计算视图质量权重
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// 使用 FaceData 中的视图质量
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float weight = data.quality;
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// 添加视角与法线夹角的权重
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@@ -15119,10 +15173,23 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
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return false;
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}
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// 4. 生成多视图纹理图集
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// 直接调用函数,不进行类型转换
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// 4. 计算视图和权重
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std::vector<std::vector<IIndex>> faceViews(virtualFaceMap.size());
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std::vector<std::vector<float>> faceViewWeights(virtualFaceMap.size());
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// 这里需要获取虚拟面的最佳视图信息
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// 由于虚拟面数据中没有 bestViews 成员,我们需要从其他方式获取
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// 5. 生成多视图纹理图集
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// 创建一个空的 VirtualFaceDataArr,因为我们只需要虚拟面映射,不需要额外的数据
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VirtualFaceDataArr emptyVfDataArr;
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if (!InitializeEmptyVirtualFaceDataArr(virtualFaceMap, emptyVfDataArr)) {
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DEBUG_EXTRA("Failed to initialize virtual face data array");
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return false;
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}
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Mesh::Image8U3Arr textures = GenerateMultiViewTextureAtlasWithVirtualFaces(
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virtualFaceMap, virtualFaceDatas, faceViews, faceViewWeights,
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virtualFaceMap, emptyVfDataArr, faceViews, faceViewWeights,
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nTextureSizeMultiple, colEmpty, fSharpnessWeight);
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if (textures.empty()) {
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@@ -15130,10 +15197,10 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
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return false;
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}
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// 5. 存储纹理
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// 6. 存储纹理
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scene.mesh.texturesDiffuse.swap(textures);
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// 6. 应用UV映射
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// 7. 应用UV映射
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if (bGlobalSeamLeveling) {
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// TODO: 实现全局缝合优化
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}
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@@ -15146,34 +15213,175 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
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return true;
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}
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bool MeshTexture::InitializeEmptyVirtualFaceDataArr(const VirtualFaceMap& virtualFaceMap, VirtualFaceDataArr& vfDataArr) {
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vfDataArr.clear(); // 改为小写
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vfDataArr.reserve(virtualFaceMap.size()); // 改为小写
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for (size_t i = 0; i < virtualFaceMap.size(); ++i) {
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FaceDataArr faceDataList;
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// 为每个虚拟面创建一个空的 FaceData
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vfDataArr.push_back(faceDataList); // 使用 push_back
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}
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return true;
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}
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bool MeshTexture::ConvertVectorToVirtualFaceDataArr(const std::vector<VirtualFaceData>& src, VirtualFaceDataArr& dst) {
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dst.clear();
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dst.reserve(src.size());
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for (size_t i = 0; i < src.size(); ++i) {
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FaceDataArr faceDataList;
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// 创建一个空的 FaceData,因为我们不需要实际的视图数据
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// 视图数据会通过其他方式提供
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dst.push_back(faceDataList); // 改为 push_back
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}
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return true;
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}
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bool MeshTexture::CreateVirtualFacesForExistingUV(VirtualFaceMap& virtualFaceMap) {
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DEBUG_EXTRA("Creating virtual faces for existing UV texture mapping");
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// 0. 详细的输入验证
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DEBUG_EXTRA("=== Detailed Input Validation ===");
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DEBUG_EXTRA("Scene pointer: %p", &scene);
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DEBUG_EXTRA("Mesh pointer: %p", &scene.mesh);
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// 检查基本数据结构
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if (scene.mesh.faces.empty()) {
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DEBUG_EXTRA("ERROR: Mesh has no faces!");
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return false;
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}
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if (scene.mesh.vertices.empty()) {
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DEBUG_EXTRA("ERROR: Mesh has no vertices!");
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return false;
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}
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// 验证faces数组的大小
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size_t numFaces = scene.mesh.faces.size();
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size_t numVertices = scene.mesh.vertices.size();
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size_t numFaceTexcoords = scene.mesh.faceTexcoords.size();
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DEBUG_EXTRA("Number of faces: %zu", numFaces);
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DEBUG_EXTRA("Number of vertices: %zu", numVertices);
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DEBUG_EXTRA("Number of texture coordinates: %zu", numFaceTexcoords);
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// 关键检查:必须有纹理坐标才能使用此方法
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if (numFaceTexcoords == 0) {
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DEBUG_EXTRA("ERROR: Mesh has no texture coordinates. Cannot create virtual faces for existing UV.");
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return false;
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}
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if (numFaceTexcoords < numFaces * 3) {
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DEBUG_EXTRA("ERROR: Not enough UV coordinates! Expected %zu (faces * 3), have %zu",
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numFaces * 3, numFaceTexcoords);
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return false;
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}
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// 验证面片索引
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DEBUG_EXTRA("Validating face indices...");
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for (size_t i = 0; i < std::min(numFaces, static_cast<size_t>(10)); ++i) { // 使用static_cast
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const Mesh::Face& face = scene.mesh.faces[i];
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bool valid = true;
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for (int j = 0; j < 3; ++j) {
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if (face[j] >= numVertices) {
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DEBUG_EXTRA("ERROR: Face %zu has invalid vertex index %u (max: %zu)",
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i, face[j], numVertices - 1);
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valid = false;
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}
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}
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if (valid) {
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DEBUG_EXTRA("Face %zu: vertices [%u, %u, %u] - OK",
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i, face[0], face[1], face[2]);
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}
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}
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// 验证UV坐标索引
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if (numFaceTexcoords > 0) {
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DEBUG_EXTRA("Validating UV coordinate indices...");
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if (numFaceTexcoords < numFaces * 3) {
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DEBUG_EXTRA("ERROR: Not enough UV coordinates! Expected %zu, have %zu",
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numFaces * 3, numFaceTexcoords);
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return false;
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}
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}
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// 1. 确保网格拓扑已计算
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DEBUG_EXTRA("Computing mesh topology...");
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if (scene.mesh.faceFaces.empty()) {
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scene.mesh.ListIncidenteFaces();
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scene.mesh.ListIncidenteFaceFaces();
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DEBUG_EXTRA(" Computing incident faces...");
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try {
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scene.mesh.ListIncidenteFaces();
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scene.mesh.ListIncidenteFaceFaces();
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DEBUG_EXTRA(" Done computing incident faces");
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} catch (const std::exception& e) {
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DEBUG_EXTRA(" ERROR computing incident faces: %s", e.what());
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return false;
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}
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}
|
||||
|
||||
if (scene.mesh.faceNormals.empty()) {
|
||||
scene.mesh.ComputeNormalFaces();
|
||||
DEBUG_EXTRA(" Computing face normals...");
|
||||
try {
|
||||
scene.mesh.ComputeNormalFaces();
|
||||
DEBUG_EXTRA(" Done computing face normals");
|
||||
} catch (const std::exception& e) {
|
||||
DEBUG_EXTRA(" ERROR computing face normals: %s", e.what());
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 初始化原始面片标记
|
||||
const FIndex numFaces = scene.mesh.faces.size();
|
||||
std::vector<bool> processedFaces(numFaces, false);
|
||||
|
||||
// 3. 基于曲率分割网格
|
||||
DEBUG_EXTRA("Segmenting mesh based on curvature...");
|
||||
Mesh::FaceIdxArr regionMap;
|
||||
scene.SegmentMeshBasedOnCurvature(regionMap, 0.2f);
|
||||
|
||||
try {
|
||||
scene.SegmentMeshBasedOnCurvature(regionMap, 0.2f);
|
||||
DEBUG_EXTRA("Mesh segmentation completed, regionMap size: %zu", regionMap.size());
|
||||
|
||||
if (regionMap.size() != numFaces) {
|
||||
DEBUG_EXTRA("ERROR: regionMap size (%zu) doesn't match number of faces (%u)",
|
||||
regionMap.size(), numFaces);
|
||||
return false;
|
||||
}
|
||||
} catch (const std::exception& e) {
|
||||
DEBUG_EXTRA("ERROR during mesh segmentation: %s", e.what());
|
||||
return false;
|
||||
}
|
||||
|
||||
// 4. 统计每个区域的面积
|
||||
DEBUG_EXTRA("Calculating region areas...");
|
||||
std::unordered_map<int, float> regionAreas;
|
||||
|
||||
for (FIndex fid = 0; fid < numFaces; ++fid) {
|
||||
if (fid % 10000 == 0 && fid > 0) {
|
||||
DEBUG_EXTRA(" Processed %u/%u faces", fid, numFaces);
|
||||
}
|
||||
|
||||
int region = regionMap[fid];
|
||||
|
||||
// 修复:手动计算三角形面积
|
||||
// 验证面片索引
|
||||
if (fid >= scene.mesh.faces.size()) {
|
||||
DEBUG_EXTRA("ERROR: Face index %u out of bounds (mesh has %zu faces)",
|
||||
fid, scene.mesh.faces.size());
|
||||
continue;
|
||||
}
|
||||
|
||||
const Mesh::Face& face = scene.mesh.faces[fid];
|
||||
|
||||
// 验证顶点索引
|
||||
for (int i = 0; i < 3; ++i) {
|
||||
if (face[i] >= scene.mesh.vertices.size()) {
|
||||
DEBUG_EXTRA("ERROR: Vertex index %u out of bounds in face %u (mesh has %zu vertices)",
|
||||
face[i], fid, scene.mesh.vertices.size());
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
const Point3f& v0 = scene.mesh.vertices[face[0]];
|
||||
const Point3f& v1 = scene.mesh.vertices[face[1]];
|
||||
const Point3f& v2 = scene.mesh.vertices[face[2]];
|
||||
@@ -15194,22 +15402,51 @@ bool MeshTexture::CreateVirtualFacesForExistingUV(VirtualFaceMap& virtualFaceMap
|
||||
crossProd.z * crossProd.z
|
||||
);
|
||||
|
||||
if (area < 0) {
|
||||
DEBUG_EXTRA("WARNING: Negative area calculated for face %u: %f", fid, area);
|
||||
area = 0.0f;
|
||||
}
|
||||
|
||||
regionAreas[region] += area;
|
||||
}
|
||||
|
||||
// 5. 为每个区域创建虚拟面
|
||||
DEBUG_EXTRA("Region area calculation completed, found %zu regions", regionAreas.size());
|
||||
|
||||
// 5. 为每个区域收集面片
|
||||
DEBUG_EXTRA("Grouping faces by region...");
|
||||
std::unordered_map<int, std::vector<FIndex>> regionFaces;
|
||||
for (FIndex fid = 0; fid < numFaces; ++fid) {
|
||||
regionFaces[regionMap[fid]].push_back(fid);
|
||||
int region = regionMap[fid];
|
||||
regionFaces[region].push_back(fid);
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("Found %zu regions with faces", regionFaces.size());
|
||||
|
||||
// 6. 创建虚拟面
|
||||
DEBUG_EXTRA("Creating virtual faces...");
|
||||
virtualFaceMap.clear();
|
||||
virtualFaceMap.reserve(regionFaces.size());
|
||||
|
||||
int regionCount = 0;
|
||||
int smallRegionCount = 0;
|
||||
int uvDiscontinuousCount = 0;
|
||||
int createdVirtualFaces = 0;
|
||||
|
||||
for (const auto& region : regionFaces) {
|
||||
regionCount++;
|
||||
int regionID = region.first;
|
||||
const std::vector<FIndex>& faceList = region.second;
|
||||
|
||||
if (regionCount % 100 == 0) {
|
||||
DEBUG_EXTRA(" Processing region %d/%d (%zu faces)", regionCount, regionFaces.size(), faceList.size());
|
||||
}
|
||||
|
||||
// 检查区域面积是否足够大
|
||||
if (regionAreas[regionID] < 0.001f) { // 面积阈值
|
||||
float regionArea = regionAreas[regionID];
|
||||
if (regionArea < 0.001f) { // 面积阈值
|
||||
DEBUG_EXTRA(" Region %d is too small (area: %f), using individual faces", regionID, regionArea);
|
||||
smallRegionCount++;
|
||||
|
||||
// 区域太小,不创建虚拟面
|
||||
for (FIndex fid : faceList) {
|
||||
virtualFaceMap.push_back(VirtualFace());
|
||||
@@ -15220,6 +15457,9 @@ bool MeshTexture::CreateVirtualFacesForExistingUV(VirtualFaceMap& virtualFaceMap
|
||||
|
||||
// 检查UV连续性
|
||||
if (!CheckUVContinuity(faceList)) {
|
||||
DEBUG_EXTRA(" Region %d has discontinuous UV, using individual faces", regionID);
|
||||
uvDiscontinuousCount++;
|
||||
|
||||
// UV不连续,保持原始面片
|
||||
for (FIndex fid : faceList) {
|
||||
virtualFaceMap.push_back(VirtualFace());
|
||||
@@ -15233,17 +15473,44 @@ bool MeshTexture::CreateVirtualFacesForExistingUV(VirtualFaceMap& virtualFaceMap
|
||||
vf.faces = faceList;
|
||||
|
||||
// 计算虚拟面的中心、法线和面积
|
||||
CalculateVirtualFaceProperties(vf);
|
||||
if (!CalculateVirtualFaceProperties(vf)) {
|
||||
DEBUG_EXTRA(" Failed to calculate properties for virtual face in region %d", regionID);
|
||||
// 计算失败,回退到原始面片
|
||||
for (FIndex fid : faceList) {
|
||||
virtualFaceMap.push_back(VirtualFace());
|
||||
virtualFaceMap.back().faces.push_back(fid);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// 计算虚拟面的UV边界
|
||||
CalculateVirtualFaceUVBounds(vf);
|
||||
if (!CalculateVirtualFaceUVBounds(vf)) {
|
||||
DEBUG_EXTRA(" Failed to calculate UV bounds for virtual face in region %d", regionID);
|
||||
// 计算失败,回退到原始面片
|
||||
for (FIndex fid : faceList) {
|
||||
virtualFaceMap.push_back(VirtualFace());
|
||||
virtualFaceMap.back().faces.push_back(fid);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
virtualFaceMap.push_back(vf);
|
||||
createdVirtualFaces++;
|
||||
}
|
||||
|
||||
DEBUG_EXTRA("Created %zu virtual faces (original faces: %zu)", virtualFaceMap.size(), numFaces);
|
||||
DEBUG_EXTRA("Virtual face creation completed:");
|
||||
DEBUG_EXTRA(" Total regions: %zu", regionFaces.size());
|
||||
DEBUG_EXTRA(" Small regions (area < 0.001): %d", smallRegionCount);
|
||||
DEBUG_EXTRA(" UV discontinuous regions: %d", uvDiscontinuousCount);
|
||||
DEBUG_EXTRA(" Created virtual faces: %d", createdVirtualFaces);
|
||||
DEBUG_EXTRA(" Total virtual faces (including individual faces): %zu", virtualFaceMap.size());
|
||||
|
||||
return !virtualFaceMap.empty();
|
||||
if (virtualFaceMap.empty()) {
|
||||
DEBUG_EXTRA("ERROR: No virtual faces created!");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool MeshTexture::CheckUVContinuity(const std::vector<FIndex>& faceList) {
|
||||
@@ -15336,7 +15603,7 @@ float MeshTexture::TriangleArea(
|
||||
|
||||
Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
|
||||
const VirtualFaceMap& virtualFaceMap,
|
||||
const VirtualFaceDataArr& virtualFaceDatas, // 改为 VirtualFaceDataArr
|
||||
const VirtualFaceDataArr& virtualFaceDatas, // 这个参数现在不被使用,但保留以保持接口兼容
|
||||
const std::vector<std::vector<IIndex>>& faceViews,
|
||||
const std::vector<std::vector<float>>& faceViewWeights,
|
||||
unsigned nTextureSizeMultiple,
|
||||
@@ -15360,7 +15627,7 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
|
||||
if (uvHeight < 0.001f) uvHeight = 1.0f;
|
||||
|
||||
const int textureSize = ComputeOptimalTextureSize(uvWidth, uvHeight, nTextureSizeMultiple);
|
||||
|
||||
|
||||
// 3. 创建纹理图集
|
||||
Mesh::Image8U3Arr textures;
|
||||
Image8U3& textureAtlas = textures.emplace_back(textureSize, textureSize);
|
||||
@@ -15420,9 +15687,9 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces(
|
||||
if (PointInTriangle(texCoord, uvCoords[0], uvCoords[1], uvCoords[2], barycentric)) {
|
||||
// 计算3D点
|
||||
const Vertex worldPoint =
|
||||
vertices[face[0]] * barycentric.x +
|
||||
vertices[face[1]] * barycentric.y +
|
||||
vertices[face[2]] * barycentric.z;
|
||||
scene.mesh.vertices[face[0]] * barycentric.x +
|
||||
scene.mesh.vertices[face[1]] * barycentric.y +
|
||||
scene.mesh.vertices[face[2]] * barycentric.z;
|
||||
|
||||
// 为每个视图采样颜色
|
||||
cv::Vec3f accumColor(0, 0, 0);
|
||||
@@ -18252,6 +18519,15 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
}
|
||||
else
|
||||
{
|
||||
if (bUseExistingUV && !strUVMeshFileName.empty()) {
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// 使用虚拟面优化策略
|
||||
if (!texture.FaceViewSelectionWithVirtualFaces(minCommonCameras, fOutlierThreshold, fRatioDataSmoothness, nIgnoreMaskLabel, views, bUseExistingUV))
|
||||
return false;
|
||||
@@ -18268,13 +18544,12 @@ bool Scene::TextureMesh(unsigned nResolutionLevel, unsigned nMinResolution, unsi
|
||||
|
||||
// 处理已有UV的情况
|
||||
if (bUseExistingUV && !strUVMeshFileName.empty()) {
|
||||
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;
|
||||
}
|
||||
// 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;
|
||||
// }
|
||||
|
||||
VERBOSE("2faceTexcoords.size=%d, faces.size=%d", mesh.faceTexcoords.size(), mesh.faces.size() * 3);
|
||||
mesh.CheckUVValid();
|
||||
|
||||
Reference in new issue
Block a user