参数和逻辑微调
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@@ -16623,6 +16623,8 @@ bool MeshTexture::RasterizeVirtualFaces(
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// 计算重心坐标
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float b0, b1, b2;
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bool inside = ComputeBarycentric(u, v_coord, uv[0], uv[1], uv[2], b0, b1, b2);
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if (!inside)
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continue;
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// // 统一用宽松容差判断
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// const float EPS_BARY = 1e-2f;
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@@ -16733,7 +16735,7 @@ bool MeshTexture::RasterizeVirtualFaces(
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}
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// 再与 mainFloat 混合(低频占主导,主视图补充细节)
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// cv::Mat finalPatch = filledLowFreq * 0.7f + mainFloat * 0.3f;
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cv::Mat finalPatch = filledLowFreq * 0.7f + mainFloat * 0.3f;
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// cv::Mat finalPatch = filledLowFreq * 0.85f + highFreq * 0.15f;
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// 对高频做 soft clamp,防止个别极端值拉白发白
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@@ -16741,7 +16743,7 @@ bool MeshTexture::RasterizeVirtualFaces(
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cv::max(highFreq, -0.2f, highFreqClamped);
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cv::min(highFreqClamped, 0.2f, highFreqClamped);
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cv::Mat finalPatch = filledLowFreq * 0.8f + highFreqClamped * 0.2f;
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// cv::Mat finalPatch = filledLowFreq * 0.8f + highFreqClamped * 0.2f;
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// cv::Mat finalPatch = mainFloat;
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// cv::Mat finalPatch = lowFreqPatch;
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@@ -16761,9 +16763,11 @@ bool MeshTexture::RasterizeVirtualFaces(
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for (int x = 0; x < patchW; ++x) {
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cv::Vec3b color = finalPatch8U.at<cv::Vec3b>(y, x);
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float mx = mapX.at<float>(y, x);
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float my = mapY.at<float>(y, x);
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if (mx < 0 || my < 0) continue; // 真正的空洞才跳过
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// float mx = mapX.at<float>(y, x);
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// float my = mapY.at<float>(y, x);
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// if (mx < 0 || my < 0) continue; // 真正的空洞才跳过
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if (color[0] == 0 && color[1] == 0 && color[2] == 0) continue;
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int atlasX = x + minX, atlasY = y + minY;
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if (atlasX<0||atlasX>=textureSize||atlasY<0||atlasY>=textureSize) continue;
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