add vcglib
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@@ -0,0 +1,31 @@
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cmake_minimum_required(VERSION 3.13)
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project(trimesh_texture)
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find_package(
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Qt5
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COMPONENTS OpenGL Svg)
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if (TARGET Qt5::OpenGL AND TARGET Qt5::Svg)
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if (VCG_HEADER_ONLY)
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set(SOURCES
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trimesh_texture.cpp
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${VCG_INCLUDE_DIRS}/wrap/ply/plylib.cpp
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${VCG_INCLUDE_DIRS}/wrap/qt/Outline2ToQImage.cpp
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${VCG_INCLUDE_DIRS}/wrap/qt/outline2_rasterizer.cpp)
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endif()
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add_executable(trimesh_texture
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${SOURCES})
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target_link_libraries(
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trimesh_texture
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PUBLIC
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vcglib
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Qt5::OpenGL
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Qt5::Svg
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)
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else()
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message(
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STATUS "VCG examples - Skipping trimesh_texture example")
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endif()
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@@ -0,0 +1,136 @@
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/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004-2016 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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#include<vcg/complex/complex.h>
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// input output
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#include <wrap/io_trimesh/import_ply.h>
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#include <wrap/io_trimesh/export_ply.h>
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#include<vcg/complex/algorithms/outline_support.h>
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#include <vcg/space/outline2_packer.h>
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#include <wrap/qt/outline2_rasterizer.h>
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#include <vcg/space/rasterized_outline2_packer.h>
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#include <wrap/qt/Outline2ToQImage.h>
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/*! \file trimesh_texture.cpp
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\ingroup code_sample
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\brief a small example about packing texture regions
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It takes a sample mesh as input, computes the connected
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components of its parametrization and pack them again using two different strategies
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*/
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using namespace vcg;
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class MyEdge;
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class MyFace;
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class MyVertex;
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struct MyUsedTypes : public UsedTypes< Use<MyVertex>::AsVertexType, Use<MyFace>::AsFaceType>{};
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class MyVertex : public Vertex< MyUsedTypes, vertex::Coord3f, vertex::BitFlags >{};
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::FFAdj, face::WedgeTexCoord2f, face::Mark, face::BitFlags > {};
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class MyMesh : public tri::TriMesh< std::vector<MyVertex>, std::vector<MyFace > >{};
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int main(int ,char ** )
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{
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MyMesh m,tm;
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tri::io::ImporterPLY<MyMesh>::Open(m,"../../meshes/bunny10k_textured.ply");
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// 1) Build a mesh with tex coords as coords.
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for( auto &&f : m.face)
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{
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tri::Allocator<MyMesh>::AddFace(tm,
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Point3f(f.WT(0).U(),f.WT(0).V(),0),
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Point3f(f.WT(1).U(),f.WT(1).V(),0),
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Point3f(f.WT(2).U(),f.WT(2).V(),0));
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}
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// 2) compute connected components (e.g. texture regions in an atlas)
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tri::Clean<MyMesh>::RemoveDuplicateVertex(tm);
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tri::UpdateTopology<MyMesh>::FaceFace(tm);
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std::vector<std::pair<int,MyMesh::FacePointer> > fpVec;
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tri::Clean<MyMesh>::ConnectedComponents(tm,fpVec);
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printf("Mesh has %lu texture components\n",fpVec.size());
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tri::io::ExporterPLY<MyMesh>::Save(tm,"out.ply");
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std::vector< std::vector<Point2f> > outline2Vec;
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// build the 2D outlines of each regions
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for(size_t i=0; i<fpVec.size();++i)
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{
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tri::UpdateSelection<MyMesh>::FaceClear(tm);
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fpVec[i].second->SetS();
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tri::UpdateSelection<MyMesh>::FaceConnectedFF(tm);
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tri::UpdateSelection<MyMesh>::VertexClear(tm);
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tri::UpdateSelection<MyMesh>::VertexFromFaceLoose(tm);
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MyMesh comp;
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tri::Append<MyMesh,MyMesh>::Mesh(comp, tm, true);
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std::vector< std::vector<Point3f> > outline3Vec;
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tri::OutlineUtil<float>::ConvertMeshBoundaryToOutline3Vec(comp, outline3Vec);
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std::vector< std::vector<Point2f> > compOutline2Vec;
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tri::OutlineUtil<float>::ConvertOutline3VecToOutline2Vec(outline3Vec,compOutline2Vec);
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int largestInd=tri::OutlineUtil<float>::LargestOutline2(compOutline2Vec);
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if(tri::OutlineUtil<float>::Outline2Area(compOutline2Vec[largestInd])<0)
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tri::OutlineUtil<float>::ReverseOutline2(compOutline2Vec[largestInd]);
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outline2Vec.push_back(compOutline2Vec[largestInd]);
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}
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printf("Mesh has %lu texture components\n",outline2Vec.size());
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Outline2Dumper::Param pp;
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Similarity2f sim;
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sim.sca=1024.0f;
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std::vector<Similarity2f> trVec(outline2Vec.size(),sim);
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printf("Mesh has %lu texture components\n",outline2Vec.size());
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// Dump the original parametrization as a png
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Outline2Dumper::dumpOutline2VecPNG("PrePack.png",outline2Vec,trVec,pp);
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// Pack using Axis Aligned Rect
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const Point2i containerSize(1024,1024);
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Point2f finalSize(1024,1024);
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PolyPacker<float>::PackAsAxisAlignedRect(outline2Vec,containerSize,trVec,finalSize);
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Outline2Dumper::dumpOutline2VecPNG("PostPack.png",outline2Vec,trVec,pp);
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// Pack using Oriented Rect
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RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Parameters packingParam;
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packingParam.costFunction = RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Parameters::LowestHorizon;
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packingParam.doubleHorizon = true;
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packingParam.innerHorizon = true;
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packingParam.permutations = false;
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packingParam.rotationNum = 16; //number of rasterizations in 90°
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packingParam.gutterWidth = 2;
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RasterizedOutline2Packer<float, QtOutline2Rasterizer>::Pack(outline2Vec,containerSize,trVec,packingParam);
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Outline2Dumper::dumpOutline2VecPNG("PostPackRR.png",outline2Vec,trVec,pp);
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return 0;
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}
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@@ -0,0 +1,7 @@
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include(../common.pri)
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QT += opengl svg
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TARGET = trimesh_texture
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SOURCES += trimesh_texture.cpp \
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../../../../vcglib/wrap/qt/Outline2ToQImage.cpp \
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../../../../vcglib/wrap/qt/outline2_rasterizer.cpp \
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../../../wrap/ply/plylib.cpp
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