code: import copy
  
  import numpy as np
  
  from .base import Visuals
  from . import color
  
  from .. import util
  from .. import caching
  from .. import grouping
  
  from .material import SimpleMaterial, PBRMaterial, empty_material  # NOQA
  
  
  class TextureVisuals(Visuals):
      def __init__(self,
                   uv=None,
                   material=None,
                   image=None,
                   face_materials=None):
          """
          Store a single material and per-vertex UV coordinates
          for a mesh.
  
          If passed UV coordinates and a single image it will
          create a SimpleMaterial for the image.
  
          Parameters
          --------------
          uv : (n, 2) float
            UV coordinates for the mesh
          material : Material
            Store images and properties
          image : PIL.Image
            Can be passed to automatically create material
          """
  
          # store values we care about enough to hash
          self.vertex_attributes = caching.DataStore()
          # cache calculated values
          self._cache = caching.Cache(self.vertex_attributes.fast_hash)
  
          # should be (n, 2) float
          self.uv = uv
  
          if material is None:
              if image is None:
                  self.material = empty_material()
              else:
                  # if an image is passed create a SimpleMaterial
                  self.material = SimpleMaterial(image=image)
          else:
              # if passed assign
              self.material = material
  
          self.face_materials = face_materials
  
      def _verify_crc(self):
          """
          Dump the cache if anything in self.vertex_attributes has changed.
          """
          self._cache.verify()
  
      @property
      def kind(self):
          """
          Return the type of visual data stored
  
          Returns
          ----------
          kind : str
            What type of visuals are defined
          """
          return 'texture'
  
      @property
      def defined(self):
          """
          Check if any data is stored
  
          Returns
          ----------
          defined : bool
            Are UV coordinates and images set?
          """
          ok = self.material is not None
          return ok
  
      def crc(self):
          """
          Get a CRC of the stored data.
  
          Returns
          --------------
          crc : int
            Hash of items in self.vertex_attributes
          """
          return self.vertex_attributes.crc()
  
      @property
      def uv(self):
          """
          Get the stored UV coordinates.
  
          Returns
          ------------
          uv : (n, 2) float
            Pixel position per- vertex
          """
          return self.vertex_attributes.get('uv', None)
  
      @uv.setter
      def uv(self, values):
          """
          Set the UV coordinates.
  
          Parameters
          --------------
          values : (n, 2) float
            Pixel locations on a texture per- vertex
          """
          if values is None:
              self.vertex_attributes['uv'] = None
          else:
              self.vertex_attributes['uv'] = np.asanyarray(
                  values, dtype=np.float64)
  
      def copy(self, uv=None):
          """
          Return a copy of the current TextureVisuals object.
  
          Returns
          ----------
          copied : TextureVisuals
            Contains the same information in a new object
          """
          if uv is None:
              uv = self.uv
          if uv is not None:
              uv = uv.copy()
          copied = TextureVisuals(
              uv=uv,
              material=self.material.copy(),
              face_materials=copy.copy(self.face_materials))
  
          return copied
  
      def to_color(self):
          """
          Convert textured visuals to a ColorVisuals with vertex
          color calculated from texture.
  
          Returns
          -----------
          vis : trimesh.visuals.ColorVisuals
            Contains vertex color from texture
          """
          # find the color at each UV coordinate
          colors = self.material.to_color(self.uv)
          # create ColorVisuals from result
          vis = color.ColorVisuals(vertex_colors=colors)
          return vis
  
      def face_subset(self, face_index):
          """
          Get a copy of
          """
          if self.uv is not None:
              indices = np.unique(self.mesh.faces[face_index].flatten())
              return self.copy(self.uv[indices])
          else:
              return self.copy()
  
      def update_vertices(self, mask):
          """
          Apply a mask to remove or duplicate vertex properties.
  
          Parameters
          ------------
          mask : (len(vertices),) bool or (n,) int
            Mask which can be used like: `vertex_attribute[mask]`
          """
          # collect updated masked values
          updates = {}
          for key, value in self.vertex_attributes.items():
              # DataStore will convert None to zero-length array
              if len(value) == 0:
                  continue
              try:
                  # store the update
                  updates[key] = value[mask]
              except BaseException:
                  # usual reason is an incorrect size or index
                  util.log.warning('failed to update visual: `{}`'.format(key))
          # clear all values from the vertex attributes
          self.vertex_attributes.clear()
          # apply the updated values
          self.vertex_attributes.update(updates)
  
      def update_faces(self, mask):
          """
          Apply a mask to remove or duplicate face properties,
          not applicable to texture visuals.
          """
          pass
  
      def concatenate(self, others):
          """
          Concatenate this TextureVisuals object with others
          and return the result without modifying this visual.
  
          Parameters
          -----------
          others : (n,) Visuals
            Other visual objects to concatenate
  
          Returns
          -----------
          concatenated : TextureVisuals
            Concatenated visual objects
          """
          util.log.warning('concatenating texture: may result in visual artifacts')
          from .objects import concatenate
          return concatenate(self, others)
  
  
  def unmerge_faces(faces, *args, **kwargs):
      """
      Textured meshes can come with faces referencing vertex
      indices (`v`) and an array the same shape which references
      vertex texture indices (`vt`) and sometimes even normal (`vn`).
  
      Vertex locations with different values of any of these can't
      be considered the "same" vertex, and for our simple data
      model we need to not combine these vertices.
  
      Parameters
      -------------
      faces : (n, d) int
        References vertex indices
      *args : (n, d) int
        Various references of corresponding values
        This is usually UV coordinates or normal indexes
      maintain_faces : bool
        Do not alter original faces and return no-op masks.
  
      Returns
      -------------
      new_faces : (m, d) int
        New faces for masked vertices
      mask_v : (p,) int
        A mask to apply to vertices
      mask_* : (p,) int
        A mask to apply to vt array to get matching UV coordinates
        Returns as many of these as args were passed
      """
      # unfortunately Python2 doesn't let us put named kwargs
      # after an `*args` sequence so we have to do this ugly get
      maintain_faces = kwargs.get('maintain_faces', False)
  
      # don't alter faces
      if maintain_faces:
          # start with not altering faces at all
          result = [faces]
          # find the maximum index referenced by faces
          max_idx = faces.max()
          # add a vertex mask which is just ordered
          result.append(np.arange(max_idx + 1))
  
          # now given the order is fixed do our best on the rest of the order
          for arg in args:
              # create a mask of the attribute-vertex mapping
              # note that these might conflict since we're not unmerging
              masks = np.zeros((3, max_idx + 1), dtype=np.int64)
              # set the mask using the unmodified face indexes
              for i, f, a in zip(range(3), faces.T, arg.T):
                  masks[i][f] = a
              # find the most commonly occurring attribute (i.e. UV coordinate)
              # and use that index note that this is doing a float conversion
              # and then median before converting back to int: could also do this as
              # a column diff and sort but this seemed easier and is fast enough
              result.append(np.median(masks, axis=0).astype(np.int64))
  
          return result
  
      # stack into pairs of (vertex index, texture index)
      stackable = [np.asanyarray(faces).reshape(-1)]
      # append multiple args to the correlated stack
      # this is usually UV coordinates (vt) and normals (vn)
      for arg in args:
          stackable.append(np.asanyarray(arg).reshape(-1))
  
      # unify them into rows of a numpy array
      stack = np.column_stack(stackable)
      # find unique pairs: we're trying to avoid merging
      # vertices that have the same position but different
      # texture coordinates
      unique, inverse = grouping.unique_rows(stack)
  
      # only take the unique pairs
      pairs = stack[unique]
      # try to maintain original vertex order
      order = pairs[:, 0].argsort()
      # apply the order to the pairs
      pairs = pairs[order]
  
      # we re-ordered the vertices to try to maintain
      # the original vertex order as much as possible
      # so to reconstruct the faces we need to remap
      remap = np.zeros(len(order), dtype=np.int64)
      remap[order] = np.arange(len(order))
  
      # the faces are just the inverse with the new order
      new_faces = remap[inverse].reshape((-1, 3))
  
      # the mask for vertices and masks for other args
      result = [new_faces]
      result.extend(pairs.T)
  
      return result
  
  
  def power_resize(image, resample=1, square=False):
      """
      Resize a PIL image so every dimension is a power of two.
  
      Parameters
      ------------
      image : PIL.Image
        Input image
      resample : int
        Passed to Image.resize
      square : bool
        If True, upsize to a square image
  
      Returns
      -------------
      resized : PIL.Image
        Input image resized
      """
      # what is the current resolution of the image in pixels
      size = np.array(image.size, dtype=np.int64)
      # what is the resolution of the image upsized to the nearest
      # power of two on each axis: allow rectangular textures
      new_size = (2 ** np.ceil(np.log2(size))).astype(np.int64)
  
      # make every dimension the largest
      if square:
          new_size = np.ones(2, dtype=np.int64) * new_size.max()
  
      # if we're not powers of two upsize
      if (size != new_size).any():
          return image.resize(new_size, resample=resample)
  
      return image.copy()
  
apis: numpy.ones numpy.log2 numpy.zeros numpy.column_stack numpy.asanyarray numpy.median numpy.arange numpy.array