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Update app.py
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app.py
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@@ -3,7 +3,6 @@ import trimesh
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import numpy as np
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from PIL import Image
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import tempfile
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import os
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def visualize_texture(section):
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# Load the original mesh
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@@ -31,23 +30,16 @@ def visualize_texture(section):
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# Get indices for the selected section
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selected_indices = sections[section]
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#
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original_colors = mesh.visual.vertex_colors
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#
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new_uv = np.
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new_uv[selected_indices, :] =
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updated_vertex_colors = np.copy(original_colors)
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#
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for index in selected_indices:
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updated_vertex_colors[index] = blend_factor * new_texture.image[index % new_texture.image.shape[0], index % new_texture.image.shape[1]] + (1 - blend_factor) * original_colors[index]
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# Create a texture visual with blended colors and updated UVs
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color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, vertex_colors=updated_vertex_colors, material=new_texture)
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# Create a new mesh with the visual
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textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False)
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import numpy as np
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from PIL import Image
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import tempfile
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def visualize_texture(section):
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# Load the original mesh
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# Get indices for the selected section
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selected_indices = sections[section]
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# Initialize the UV map with the original values
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original_uv = mesh.visual.uv if mesh.visual.uv is not None else np.random.rand(len(mesh.vertices), 2)
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# Initialize a new UV map and keep the original values for non-selected vertices
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new_uv = np.copy(original_uv)
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new_uv[selected_indices, :] = np.random.rand(len(selected_indices), 2) # Randomized UV for the selected section
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# Create material and apply texture only to the selected section
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material = trimesh.visual.texture.SimpleMaterial(image=im)
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color_visuals = trimesh.visual.TextureVisuals(uv=new_uv, material=material)
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# Create a new mesh with the visual
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textured_mesh = trimesh.Trimesh(vertices=mesh.vertices, faces=mesh.faces, visual=color_visuals, validate=True, process=False)
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