#include #include #include #include "uvunwrap.h" void uvUnwrap(const Outcome &outcome, std::vector> &triangleVertexUvs, std::set &seamVertices, std::map> &uvRects) { const auto &choosenVertices = outcome.vertices; const auto &choosenTriangles = outcome.triangles; const auto &choosenTriangleNormals = outcome.triangleNormals; triangleVertexUvs.resize(choosenTriangles.size(), { QVector2D(), QVector2D(), QVector2D() }); if (nullptr == outcome.triangleSourceNodes()) return; const std::vector> &triangleSourceNodes = *outcome.triangleSourceNodes(); simpleuv::Mesh inputMesh; for (const auto &vertex: choosenVertices) { simpleuv::Vertex v; v.xyz[0] = vertex.x(); v.xyz[1] = vertex.y(); v.xyz[2] = vertex.z(); inputMesh.vertices.push_back(v); } std::map partIdToPartitionMap; std::vector partitionPartUuids; for (decltype(choosenTriangles.size()) i = 0; i < choosenTriangles.size(); ++i) { const auto &triangle = choosenTriangles[i]; const auto &sourceNode = triangleSourceNodes[i]; const auto &normal = choosenTriangleNormals[i]; simpleuv::Face f; f.indices[0] = triangle[0]; f.indices[1] = triangle[1]; f.indices[2] = triangle[2]; inputMesh.faces.push_back(f); simpleuv::Vector3 n; n.xyz[0] = normal.x(); n.xyz[1] = normal.y(); n.xyz[2] = normal.z(); inputMesh.faceNormals.push_back(n); auto findPartitionResult = partIdToPartitionMap.find(sourceNode.first); if (findPartitionResult == partIdToPartitionMap.end()) { partitionPartUuids.push_back(sourceNode.first); partIdToPartitionMap.insert({sourceNode.first, (int)partitionPartUuids.size()}); inputMesh.facePartitions.push_back((int)partitionPartUuids.size()); } else { inputMesh.facePartitions.push_back(findPartitionResult->second); } } simpleuv::UvUnwrapper uvUnwrapper; uvUnwrapper.setMesh(inputMesh); uvUnwrapper.unwrap(); qDebug() << "Texture size:" << uvUnwrapper.getTextureSize(); const std::vector &resultFaceUvs = uvUnwrapper.getFaceUvs(); const std::vector &resultChartRects = uvUnwrapper.getChartRects(); const std::vector &resultChartSourcePartitions = uvUnwrapper.getChartSourcePartitions(); std::map vertexUvMap; for (decltype(choosenTriangles.size()) i = 0; i < choosenTriangles.size(); ++i) { const auto &triangle = choosenTriangles[i]; const auto &src = resultFaceUvs[i]; auto &dest = triangleVertexUvs[i]; for (size_t j = 0; j < 3; ++j) { QVector2D uvCoord = QVector2D(src.coords[j].uv[0], src.coords[j].uv[1]); dest[j][0] = uvCoord.x(); dest[j][1] = uvCoord.y(); int vertexIndex = triangle[j]; auto findVertexUvResult = vertexUvMap.find(vertexIndex); if (findVertexUvResult == vertexUvMap.end()) { vertexUvMap.insert({vertexIndex, uvCoord}); } else { if (!qFuzzyCompare(findVertexUvResult->second, uvCoord)) { seamVertices.insert(vertexIndex); } } } } for (size_t i = 0; i < resultChartRects.size(); ++i) { const auto &rect = resultChartRects[i]; const auto &source = resultChartSourcePartitions[i]; if (0 == source || source > (int)partitionPartUuids.size()) { qDebug() << "Invalid UV chart source partition:" << source; continue; } uvRects[partitionPartUuids[source - 1]].push_back({rect.left, rect.top, rect.width, rect.height}); } }