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可以通过编译和运行

ManualUV
hesuicong 6 hours ago
parent
commit
93e7d60416
  1. 2
      libs/MVS/Mesh.cpp
  2. 429
      libs/MVS/SceneTexture.cpp

2
libs/MVS/Mesh.cpp

@ -1238,7 +1238,7 @@ void Mesh::CheckUVValid() @@ -1238,7 +1238,7 @@ void Mesh::CheckUVValid()
}
else
{
DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
}
}
}

429
libs/MVS/SceneTexture.cpp

@ -184,6 +184,13 @@ struct ViewSelectionData { @@ -184,6 +184,13 @@ struct ViewSelectionData {
viewID(id), quality(q), consistency(c) {}
};
struct VirtualFaceData {
std::vector<FIndex> faceIndices; // 虚拟面对应的原始面片索引
Point3f center; // 虚拟面中心
Point3f normal; // 虚拟面法向量
float area; // 虚拟面面积
};
// 纹理块质量信息
struct PatchQualityInfo {
float averageQuality;
@ -566,14 +573,14 @@ public: @@ -566,14 +573,14 @@ public:
const Mesh::VertexArr& vertices,
const Mesh::FaceArr& faces,
const Mesh::NormalArr& faceNormals);
void CalculateVirtualFaceProperties(VirtualFace& vf);
void CalculateVirtualFaceUVBounds(VirtualFace& vf);
bool CalculateVirtualFaceProperties(VirtualFace& vf);
bool CalculateVirtualFaceUVBounds(VirtualFace& vf);
bool AreFacesUVContinuous(FIndex fid1, FIndex fid2);
bool ListCameraFaces(FaceDataViewArr&, float fOutlierThreshold, int nIgnoreMaskLabel, const IIndexArr& views, bool bUseVirtualFaces);
bool CheckInvalidFaces(FaceDataViewArr& facesDatas, float fOutlierThreshold, int nIgnoreMaskLabel, const IIndexArr& _views, bool bUseVirtualFaces);
bool IsFaceVisibleAndValid(const FaceDataArr& faceDatas, const IIndexArr& selectedCams) const;
std::vector<VirtualFaceData> ConvertVirtualFaceDataArrToVector(const VirtualFaceDataArr& vfDataArr);
std::unordered_set<FIndex> PerformLocalDepthConsistencyCheck(DepthMap& depthMap, FaceMap& faceMap, Mesh& mesh, IIndex idxView, std::string strViewName);
#if TEXOPT_FACEOUTLIER != TEXOPT_FACEOUTLIER_NA
@ -608,6 +615,8 @@ public: @@ -608,6 +615,8 @@ public:
unsigned nTextureSizeMultiple, unsigned nRectPackingHeuristic,
Pixel8U colEmpty, float fSharpnessWeight, int maxTextureSize,
const SEACAVE::String& baseFileName, Scene* pScene);
bool ConvertVectorToVirtualFaceDataArr(const std::vector<VirtualFaceData>& src, VirtualFaceDataArr& dst);
bool InitializeEmptyVirtualFaceDataArr(const VirtualFaceMap& virtualFaceMap, VirtualFaceDataArr& vfDataArr);
bool SelectBestViewsForVirtualFaces(VirtualFaceMap& virtualFaceMap,
unsigned minCommonCameras, float fOutlierThreshold,
float fRatioDataSmoothness, int nIgnoreMaskLabel,
@ -615,14 +624,6 @@ public: @@ -615,14 +624,6 @@ public:
std::vector<std::vector<IIndex>> faceViews;
std::vector<std::vector<float>> faceViewWeights;
// 虚拟面相关数据结构
struct VirtualFaceData {
std::vector<FIndex> faceIndices; // 虚拟面对应的原始面片索引
Point3f center; // 虚拟面中心
Point3f normal; // 虚拟面法向量
float area; // 虚拟面面积
};
std::vector<VirtualFaceData> virtualFaceDatas;
std::vector<std::vector<IIndex>> faceNeighbors;
VirtualFaceGeometryArr m_virtualFaceGeometries;
@ -1408,80 +1409,131 @@ void MeshTexture::ProcessVirtualFacesInView(const VirtualFaceMap& virtualFaceMap @@ -1408,80 +1409,131 @@ void MeshTexture::ProcessVirtualFacesInView(const VirtualFaceMap& virtualFaceMap
}
// 计算虚拟面的属性
// 计算虚拟面的属性
void MeshTexture::CalculateVirtualFaceProperties(VirtualFace& vf) {
bool MeshTexture::CalculateVirtualFaceProperties(VirtualFace& vf) {
if (vf.faces.empty()) {
vf.center = Point3f::ZERO;
vf.normal = Normal::ZERO;
vf.area = 0.0f;
return;
return false;
}
const Mesh::VertexArr& vertices = scene.mesh.vertices;
const Mesh::NormalArr& faceNormals = scene.mesh.faceNormals;
const size_t numFaces = scene.mesh.faces.size();
const size_t numVertices = vertices.size();
// 验证输入
if (faceNormals.size() != numFaces) {
DEBUG_EXTRA("WARNING: faceNormals size (%zu) doesn't match faces size (%zu)",
faceNormals.size(), numFaces);
return false;
}
vf.center = Point3f::ZERO;
vf.normal = Normal::ZERO;
vf.area = 0.0f;
int invalidFaceCount = 0;
for (FIndex faceIdx : vf.faces) {
const Mesh::Face& facet = faces[faceIdx];
// 检查面片索引是否有效
if (faceIdx >= numFaces) {
DEBUG_EXTRA("WARNING: Invalid face index %u in CalculateVirtualFaceProperties (max: %zu)",
faceIdx, numFaces - 1);
invalidFaceCount++;
continue;
}
// 计算面片中心
Point3f faceCenter = (vertices[facet[0]] + vertices[facet[1]] + vertices[facet[2]]) / 3.0f;
vf.center += faceCenter;
const Mesh::Face& facet = scene.mesh.faces[faceIdx];
// 累加法线
vf.normal += faceNormals[faceIdx];
// 验证顶点索引
bool verticesValid = true;
for (int i = 0; i < 3; ++i) {
if (facet[i] >= numVertices) {
DEBUG_EXTRA("WARNING: Invalid vertex index %u in face %u (max: %zu)",
facet[i], faceIdx, numVertices - 1);
verticesValid = false;
break;
}
}
// 计算面片面积 - 修复1:手动计算三角形面积
if (!verticesValid) {
invalidFaceCount++;
continue;
}
// 计算面片中心
const Point3f& v0 = vertices[facet[0]];
const Point3f& v1 = vertices[facet[1]];
const Point3f& v2 = vertices[facet[2]];
// 计算三角形的两个边向量
Point3f faceCenter = (v0 + v1 + v2) / 3.0f;
vf.center += faceCenter;
// 累加法线
if (faceIdx < faceNormals.size()) {
vf.normal += faceNormals[faceIdx];
} else {
// 计算面片法线
Point3f edge1 = v1 - v0;
Point3f edge2 = v2 - v0;
Point3f normal = edge1.cross(edge2);
// 归一化
float length = sqrtf(normal.dot(normal));
if (length > 0) {
normal /= length;
} else {
normal = Point3f(0, 0, 1); // 默认法线
}
vf.normal += Normal(normal);
}
// 计算叉积
Point3f crossProd(
edge1.y * edge2.z - edge1.z * edge2.y,
edge1.z * edge2.x - edge1.x * edge2.z,
edge1.x * edge2.y - edge1.y * edge2.x
);
// 计算面片面积
Point3f edge1 = v1 - v0;
Point3f edge2 = v2 - v0;
// 计算面积 = 0.5 * 叉积的模
float area = 0.5f * std::sqrt(
crossProd.x * crossProd.x +
crossProd.y * crossProd.y +
crossProd.z * crossProd.z
);
Point3f crossProd = edge1.cross(edge2);
// 计算叉积的模
float crossLength = sqrtf(crossProd.dot(crossProd));
float area = crossLength * 0.5f;
if (area < 0) {
area = -area; // 取绝对值
}
vf.area += area;
}
// 计算平均值
vf.center /= vf.faces.size();
if (invalidFaceCount > 0) {
DEBUG_EXTRA("CalculateVirtualFaceProperties: %d invalid faces skipped", invalidFaceCount);
}
// 修复2:手动归一化法线向量
float norm = std::sqrt(
vf.normal.x * vf.normal.x +
vf.normal.y * vf.normal.y +
vf.normal.z * vf.normal.z
);
if (vf.faces.size() - invalidFaceCount == 0) {
vf.center = Point3f::ZERO;
vf.normal = Normal::ZERO;
vf.area = 0.0f;
return false;
}
// 计算平均值
vf.center /= static_cast<float>(vf.faces.size() - invalidFaceCount);
// 归一化法线
float norm = sqrtf(vf.normal.dot(vf.normal));
if (norm > 0) {
vf.normal.x /= norm;
vf.normal.y /= norm;
vf.normal.z /= norm;
vf.normal /= norm;
} else {
vf.normal = Normal(0, 0, 1); // 默认法线
}
return true;
}
// 计算虚拟面的UV边界
void MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
bool MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
if (vf.faces.empty() || !scene.mesh.HasTexture()) {
// 修正1: 不使用 ZERO,而是创建一个空的边界框
vf.uvBounds = AABB2f(); // 使用默认构造函数
return;
return false; // 返回 false
}
const TexCoord* texcoords = scene.mesh.faceTexcoords.data();
@ -1500,6 +1552,8 @@ void MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) { @@ -1500,6 +1552,8 @@ void MeshTexture::CalculateVirtualFaceUVBounds(VirtualFace& vf) {
}
}
}
return !first; // 如果至少有一个UV坐标,则返回true
}
// 检查两个面片在UV空间中是否连续
bool MeshTexture::AreFacesUVContinuous(FIndex fid1, FIndex fid2) {
@ -9397,7 +9451,7 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel @@ -9397,7 +9451,7 @@ void MeshTexture::GenerateTexture(bool bGlobalSeamLeveling, bool bLocalSeamLevel
}
else
{
DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
}
}
@ -9872,7 +9926,7 @@ void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeam @@ -9872,7 +9926,7 @@ void MeshTexture::GenerateTextureForUV(bool bGlobalSeamLeveling, bool bLocalSeam
}
else
{
DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
// DEBUG_EXTRA("PointInTriangle Yes idxFace=%d", idxFace);
}
}
@ -14816,7 +14870,7 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int @@ -14816,7 +14870,7 @@ bool MeshTexture::TextureWithExistingUVVirtualFaces(const IIndexArr& views, int
// 收集所有有效视图
for (const FaceData& data : vfDatas) {
if (!data.bInvalidFacesRelative) {
// 计算视图质量权重
// 使用 FaceData 中的视图质量
float weight = data.quality;
// 添加视角与法线夹角的权重
@ -15119,10 +15173,23 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli @@ -15119,10 +15173,23 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
return false;
}
// 4. 生成多视图纹理图集
// 直接调用函数,不进行类型转换
// 4. 计算视图和权重
std::vector<std::vector<IIndex>> faceViews(virtualFaceMap.size());
std::vector<std::vector<float>> faceViewWeights(virtualFaceMap.size());
// 这里需要获取虚拟面的最佳视图信息
// 由于虚拟面数据中没有 bestViews 成员,我们需要从其他方式获取
// 5. 生成多视图纹理图集
// 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
VirtualFaceDataArr emptyVfDataArr;
if (!InitializeEmptyVirtualFaceDataArr(virtualFaceMap, emptyVfDataArr)) {
DEBUG_EXTRA("Failed to initialize virtual face data array");
return false;
}
Mesh::Image8U3Arr textures = GenerateMultiViewTextureAtlasWithVirtualFaces(
virtualFaceMap, virtualFaceDatas, faceViews, faceViewWeights,
virtualFaceMap, emptyVfDataArr, faceViews, faceViewWeights,
nTextureSizeMultiple, colEmpty, fSharpnessWeight);
if (textures.empty()) {
@ -15130,10 +15197,10 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli @@ -15130,10 +15197,10 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
return false;
}
// 5. 存储纹理
// 6. 存储纹理
scene.mesh.texturesDiffuse.swap(textures);
// 6. 应用UV映射
// 7. 应用UV映射
if (bGlobalSeamLeveling) {
// TODO: 实现全局缝合优化
}
@ -15146,34 +15213,175 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli @@ -15146,34 +15213,175 @@ bool MeshTexture::GenerateTextureWithVirtualFacesInternal(bool bGlobalSeamLeveli
return true;
}
bool MeshTexture::InitializeEmptyVirtualFaceDataArr(const VirtualFaceMap& virtualFaceMap, VirtualFaceDataArr& vfDataArr) {
vfDataArr.clear(); // 改为小写
vfDataArr.reserve(virtualFaceMap.size()); // 改为小写
for (size_t i = 0; i < virtualFaceMap.size(); ++i) {
FaceDataArr faceDataList;
// 为每个虚拟面创建一个空的 FaceData
vfDataArr.push_back(faceDataList); // 使用 push_back
}
return true;
}
bool MeshTexture::ConvertVectorToVirtualFaceDataArr(const std::vector<VirtualFaceData>& src, VirtualFaceDataArr& dst) {
dst.clear();
dst.reserve(src.size());
for (size_t i = 0; i < src.size(); ++i) {
FaceDataArr faceDataList;
// 创建一个空的 FaceData,因为我们不需要实际的视图数据
// 视图数据会通过其他方式提供
dst.push_back(faceDataList); // 改为 push_back
}
return true;
}
bool MeshTexture::CreateVirtualFacesForExistingUV(VirtualFaceMap& virtualFaceMap) {
DEBUG_EXTRA("Creating virtual faces for existing UV texture mapping");
// 0. 详细的输入验证
DEBUG_EXTRA("=== Detailed Input Validation ===");
DEBUG_EXTRA("Scene pointer: %p", &scene);
DEBUG_EXTRA("Mesh pointer: %p", &scene.mesh);
// 检查基本数据结构
if (scene.mesh.faces.empty()) {
DEBUG_EXTRA("ERROR: Mesh has no faces!");
return false;
}
if (scene.mesh.vertices.empty()) {
DEBUG_EXTRA("ERROR: Mesh has no vertices!");
return false;
}
// 验证faces数组的大小
size_t numFaces = scene.mesh.faces.size();
size_t numVertices = scene.mesh.vertices.size();
size_t numFaceTexcoords = scene.mesh.faceTexcoords.size();
DEBUG_EXTRA("Number of faces: %zu", numFaces);
DEBUG_EXTRA("Number of vertices: %zu", numVertices);
DEBUG_EXTRA("Number of texture coordinates: %zu", numFaceTexcoords);
// 关键检查:必须有纹理坐标才能使用此方法
if (numFaceTexcoords == 0) {
DEBUG_EXTRA("ERROR: Mesh has no texture coordinates. Cannot create virtual faces for existing UV.");
return false;
}
if (numFaceTexcoords < numFaces * 3) {
DEBUG_EXTRA("ERROR: Not enough UV coordinates! Expected %zu (faces * 3), have %zu",
numFaces * 3, numFaceTexcoords);
return false;
}
// 验证面片索引
DEBUG_EXTRA("Validating face indices...");
for (size_t i = 0; i < std::min(numFaces, static_cast<size_t>(10)); ++i) { // 使用static_cast
const Mesh::Face& face = scene.mesh.faces[i];
bool valid = true;
for (int j = 0; j < 3; ++j) {
if (face[j] >= numVertices) {
DEBUG_EXTRA("ERROR: Face %zu has invalid vertex index %u (max: %zu)",
i, face[j], numVertices - 1);
valid = false;
}
}
if (valid) {
DEBUG_EXTRA("Face %zu: vertices [%u, %u, %u] - OK",
i, face[0], face[1], face[2]);
}
}
// 验证UV坐标索引
if (numFaceTexcoords > 0) {
DEBUG_EXTRA("Validating UV coordinate indices...");
if (numFaceTexcoords < numFaces * 3) {
DEBUG_EXTRA("ERROR: Not enough UV coordinates! Expected %zu, have %zu",
numFaces * 3, numFaceTexcoords);
return false;
}
}
// 1. 确保网格拓扑已计算
DEBUG_EXTRA("Computing mesh topology...");
if (scene.mesh.faceFaces.empty()) {
DEBUG_EXTRA(" Computing incident faces...");
try {
scene.mesh.ListIncidenteFaces();
scene.mesh.ListIncidenteFaceFaces();
DEBUG_EXTRA(" Done computing incident faces");
} catch (const std::exception& e) {
DEBUG_EXTRA(" ERROR computing incident faces: %s", e.what());
return false;
}
}
if (scene.mesh.faceNormals.empty()) {
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;
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 @@ -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 @@ -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 @@ -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());
if (virtualFaceMap.empty()) {
DEBUG_EXTRA("ERROR: No virtual faces created!");
return false;
}
return !virtualFaceMap.empty();
return true;
}
bool MeshTexture::CheckUVContinuity(const std::vector<FIndex>& faceList) {
@ -15336,7 +15603,7 @@ float MeshTexture::TriangleArea( @@ -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,
@ -15420,9 +15687,9 @@ Mesh::Image8U3Arr MeshTexture::GenerateMultiViewTextureAtlasWithVirtualFaces( @@ -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 @@ -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 @@ -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();

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