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79 lines
3.4 KiB
79 lines
3.4 KiB
/**************************************************************************** |
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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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#include <wrap/io_trimesh/export_obj.h> |
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#include <vcg/complex/algorithms/update/texture.h> |
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#include <vcg/complex/algorithms/create/platonic.h> |
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/*! \file trimesh_texture_clean.cpp |
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\ingroup code_sample |
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\brief a small example about removing fake texture seams eventually generated by rounding error in a texture param |
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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::VFAdj, vertex::Normal3f, vertex::BitFlags >{}; |
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class MyFace : public Face < MyUsedTypes, face::VertexRef, face::VFAdj, 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; |
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int mask = tri::io::Mask::IOM_WEDGTEXCOORD; |
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// generate a simple 2D grid |
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Grid(m,20,20,1,1); |
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// assign it a simple planar parametrization |
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tri::UpdateTexture<MyMesh>::WedgeTexFromPlane(m,Point3f(1.0f,0,0),Point3f(0,1.0f,0),true); |
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_0.obj",mask); |
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// randomly perturb a few coord textures introducing fake seams |
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for(MyFace &f : m.face) |
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{ |
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for(int i=0;i<3;++i) |
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if(rand()%20==0) |
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{ |
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f.WT(i).U()+=0.0000001; |
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f.WT(i).V()-=0.0000001; |
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} |
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} |
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_1.obj",mask); |
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// Merge texture coords that very close |
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tri::UpdateTopology<MyMesh>::VertexFace(m); |
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tri::UpdateTexture<MyMesh>::WedgeTexMergeClose(m); |
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tri::io::ExporterOBJ<MyMesh>::Save(m,"grid_2.obj",mask); |
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return 0; |
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} |
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