#include "Callbacks.hpp"
#include "libslic3r/Point.hpp"
#include "TriMesh.hpp"
#include "opencv2/core.hpp"
#include <cstddef>
#include <array>
#include <functional>
#include <opencv2/core/mat.hpp>
#include <string>
#include <vector>
Go to the source code of this file.
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| namespace | cv |
| namespace | Slic3r |
| | |/ Copyright (c) Prusa Research 2020 - 2023 Enrico Turri @enricoturri1966 |/ |/ PrusaSlicer is released under the terms of the AGPLv3 or higher |/
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| namespace | Slic3r::tex2color |
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| bool | Slic3r::tex2color::TextureToColor (const TriMesh &texture_mesh, const std::vector< std::vector< Vec2f > > &uv_coords, const cv::Mat &texture, TriMesh &color_mesh, std::vector< std::array< std::size_t, 3 > > &face_colors, const TextureToColorSettings &settings=TextureToColorSettings(), AlgoProgressCallback progress_callback=nullptr, AlgoCancelCallback cancel_callback=nullptr) |
| | 将纹理贴图转换为网格面片颜色, 并通过聚类和光顺生成可用于多色打印的着色网格
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| bool | Slic3r::tex2color::ClusterAndSmooth (const TriMesh &mesh, const std::vector< std::array< std::size_t, 3 > > &input_face_colors, TriMesh &out_mesh, std::vector< std::array< std::size_t, 3 > > &out_face_colors, const TextureToColorSettings &settings=TextureToColorSettings(), AlgoProgressCallback progress_callback=nullptr, AlgoCancelCallback cancel_callback=nullptr, const std::vector< std::array< float, 4 > > &vertex_colors={}) |
| | Turn pre-computed per-face colors into a clustered color mesh (no texture/UV).
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◆ Slic3r::tex2color::TextureToColorSettings
| struct Slic3r::tex2color::TextureToColorSettings |
| Class Members |
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size_t |
max_cluster_k = 32 |
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double |
max_color_distance = 25.0 |
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MeshRepairCallback |
mesh_repair_callback |
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MeshRepairDecision |
mesh_repair_decision = MeshRepairDecision::ImportWithoutRepair |
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bool * |
mesh_repair_decision_required = nullptr |
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size_t |
oversampling_iters = 0 |
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size_t |
oversampling_max_face_count = 1000000 |
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size_t |
oversampling_min_face_count = 10000 |
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double |
smooth_weight = 0.5 |
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size_t |
target_colors_num = 4 |
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