New improvement on UV unwrapping
Automatically try rotating each island on 5, 15, 20, 25, 30, 35, 40, 45 degrees, and choose the best rotation.master
parent
96f676cae0
commit
b840482050
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@ -9,10 +9,13 @@
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#include <simpleuv/triangulate.h>
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#include <simpleuv/triangulate.h>
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#include <QDebug>
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#include <QDebug>
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#include <QVector3D>
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#include <QVector3D>
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#include <QMatrix4x4>
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namespace simpleuv
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namespace simpleuv
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{
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{
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const std::vector<float> UvUnwrapper::m_rotateDegrees = {5, 15, 20, 25, 30, 35, 40, 45};
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void UvUnwrapper::setMesh(const Mesh &mesh)
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void UvUnwrapper::setMesh(const Mesh &mesh)
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{
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{
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m_mesh = mesh;
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m_mesh = mesh;
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@ -370,6 +373,52 @@ void UvUnwrapper::calculateSizeAndRemoveInvalidCharts()
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QVector2D(item.coords[1].uv[0], item.coords[1].uv[1]),
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QVector2D(item.coords[1].uv[0], item.coords[1].uv[1]),
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QVector2D(item.coords[2].uv[0], item.coords[2].uv[1]));
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QVector2D(item.coords[2].uv[0], item.coords[2].uv[1]));
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}
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}
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if (m_enableRotation) {
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QVector3D center(size.first * 0.5, size.second * 0.5, 0);
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float minRectArea = size.first * size.second;
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float minRectLeft = 0;
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float minRectTop = 0;
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bool rotated = false;
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float choosenDegree = 0;
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for (const auto °ree: m_rotateDegrees) {
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QMatrix4x4 matrix;
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matrix.rotate(degree, 0, 0, 1);
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std::vector<FaceTextureCoords> rotatedUvs;
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for (auto &item: chart.second) {
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FaceTextureCoords rotatedCoords;
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for (int i = 0; i < 3; ++i) {
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QVector3D point(item.coords[i].uv[0], item.coords[i].uv[1], 0);
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point -= center;
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point = matrix * point;
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rotatedCoords.coords[i].uv[0] = point.x();
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rotatedCoords.coords[i].uv[1] = point.y();
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}
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rotatedUvs.push_back(rotatedCoords);
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}
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left = top = right = bottom = 0;
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calculateFaceTextureBoundingBox(rotatedUvs, left, top, right, bottom);
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std::pair<float, float> newSize = {right - left, bottom - top};
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float newRectArea = newSize.first * newSize.second;
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if (newRectArea < minRectArea) {
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minRectArea = newRectArea;
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size = newSize;
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minRectLeft = left;
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minRectTop = top;
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choosenDegree = degree;
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rotated = true;
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chart.second = rotatedUvs;
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}
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}
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if (rotated) {
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//qDebug() << "Choosen degree:" << choosenDegree;
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for (auto &item: chart.second) {
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for (int i = 0; i < 3; ++i) {
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item.coords[i].uv[0] -= minRectLeft;
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item.coords[i].uv[1] -= minRectTop;
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}
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}
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}
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}
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//qDebug() << "left:" << left << "top:" << top << "right:" << right << "bottom:" << bottom;
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//qDebug() << "left:" << left << "top:" << top << "right:" << right << "bottom:" << bottom;
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//qDebug() << "width:" << size.first << "height:" << size.second;
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//qDebug() << "width:" << size.first << "height:" << size.second;
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float ratioOfSurfaceAreaAndUvArea = uvArea > 0 ? surfaceArea / uvArea : 1.0;
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float ratioOfSurfaceAreaAndUvArea = uvArea > 0 ? surfaceArea / uvArea : 1.0;
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@ -57,10 +57,12 @@ private:
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std::vector<QRectF> m_chartRects;
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std::vector<QRectF> m_chartRects;
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std::vector<int> m_chartSourcePartitions;
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std::vector<int> m_chartSourcePartitions;
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bool m_segmentByNormal = true;
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bool m_segmentByNormal = true;
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float m_segmentDotProductThreshold = -0.5; //120 degrees
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float m_segmentDotProductThreshold = 0.0; //90 degrees
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float m_texelSizePerUnit = 1.0;
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float m_texelSizePerUnit = 1.0;
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float m_resultTextureSize = 0;
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float m_resultTextureSize = 0;
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bool m_segmentPreferMorePieces = true;
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bool m_segmentPreferMorePieces = true;
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bool m_enableRotation = true;
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static const std::vector<float> m_rotateDegrees;
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};
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};
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}
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}
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