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Use a model's own UV channel for texture displacement, and keep its colours through a bake (#16394)
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@@ -354,6 +354,24 @@ Model Model::read_from_file(const std::string&
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ObjInfo obj_info;
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ObjParser::MtlData mtl_data;
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result = load_obj(input_file.c_str(), &model, obj_info, message, nullptr, &mtl_data);
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// Keep the model's own UV channel on the volume, whatever the colour import then does with
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// the mesh: it is what TextureProjectionMethod::ModelUV maps a texture-displacement layer
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// through, so a model that arrives with a UV layout is textured on that layout instead of on
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// a fresh unwrap. load_obj() fills obj_info.uvs per face of the mesh it built, in the same
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// order (and only when every face named a known material, hence the size check). V is flipped
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// on the way in, to the convention DecodedHeightTexture samples in - the same flip
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// obj_to_textured_mesh() does for the colour importer.
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if (result && !obj_info.uvs.empty() && !model.objects.empty() && !model.objects.back()->volumes.empty()) {
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ModelVolume &volume = *model.objects.back()->volumes[0];
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const indexed_triangle_set &its = volume.mesh().its;
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if (obj_info.uvs.size() == its.indices.size()) {
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volume.texture_uv.resize(its.indices.size() * 3);
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for (size_t fi = 0; fi < obj_info.uvs.size(); ++fi)
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for (int k = 0; k < 3; ++k)
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volume.texture_uv[fi * 3 + size_t(k)] =
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Vec2f(obj_info.uvs[fi][size_t(k)].x(), 1.f - obj_info.uvs[fi][size_t(k)].y());
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}
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}
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if (result && obj_info.has_uv_png && !obj_info.uvs.empty() && !model.objects.empty()) {
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// Textured OBJ: hand the mesh + materials to the texture-to-color importer
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// instead of the flat per-face colour dialog.
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@@ -2134,6 +2152,10 @@ void ModelVolume::reset_extra_facets()
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// than left referring to a mesh that no longer matches it.
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for (int i = 0; i < int(TEXTURE_DISPLACEMENT_MAX_LAYERS); ++i)
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this->texture_displacement_facet(i).reset();
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// Same reasoning for the model's own UV channel: it is indexed by triangle, so against a mesh
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// this no longer matches it would map the texture by another mesh's triangle numbering. A caller
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// that can carry it across - see transfer_uv_channel() - puts it back after this.
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this->reset_texture_uv();
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}
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std::optional<TriangleSelector::SavedPainting> ModelVolume::save_painting() const
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