Skeleton retargetting - Preliminary commit. Results are encouraging but nothing *that* useful yet

Smarter heuristic noise arc filtering for Reeb graph
This commit is contained in:
Martin Poirier 2008-05-27 13:33:24 +00:00
parent 1345417f27
commit db44a4a1a7
8 changed files with 2990 additions and 664 deletions

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@ -68,6 +68,8 @@ typedef struct EditBone
} EditBone;
void make_boneList(struct ListBase *list, struct ListBase *bones, EditBone *parent);
void editbones_to_armature (struct ListBase *list, struct Object *ob);
void adduplicate_armature(void);
void addvert_armature(void);
@ -142,6 +144,9 @@ void show_all_armature_bones(void);
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
/* from autoarmature */
void BIF_retargetArmature();
#endif

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@ -444,7 +444,8 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la
#define B_SETMCOL_RND 2083
#define B_DRAWBWEIGHTS 2084
#define B_GEN_SKELETON 2090
#define B_GEN_SKELETON 2085
#define B_RETARGET_SKELETON 2086
/* *********************** */
#define B_VGROUPBUTS 2100

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@ -30,6 +30,7 @@
#include "DNA_listBase.h"
struct GHash;
struct EdgeHash;
struct ReebArc;
struct ReebEdge;
@ -55,7 +56,11 @@ typedef struct ReebNode {
int degree;
float weight;
float p[3];
int flags;
int flag;
int symmetry_level;
int symmetry_flag;
float symmetry_axis[3];
} ReebNode;
typedef struct ReebEdge {
@ -63,6 +68,7 @@ typedef struct ReebEdge {
struct ReebArc *arc;
struct ReebNode *v1, *v2;
struct ReebEdge *nextEdge;
int flag;
} ReebEdge;
typedef struct ReebArc {
@ -71,7 +77,13 @@ typedef struct ReebArc {
struct ReebNode *v1, *v2;
struct EmbedBucket *buckets;
int bcount;
int flags;
int flag;
int symmetry_level;
int symmetry_flag;
struct GHash *faces;
float angle;
} ReebArc;
typedef struct ReebArcIterator {
@ -87,21 +99,28 @@ struct EditMesh;
int weightToHarmonic(struct EditMesh *em);
int weightFromDistance(struct EditMesh *em);
int weightFromLoc(struct EditMesh *me, int axis);
void weightToVCol(struct EditMesh *em);
void weightToVCol(struct EditMesh *em, int index);
void arcToVCol(struct ReebGraph *rg, struct EditMesh *em, int index);
void angleToVCol(EditMesh *em, int index);
void renormalizeWeight(struct EditMesh *em, float newmax);
ReebGraph * generateReebGraph(struct EditMesh *me, int subdivisions);
void freeGraph(ReebGraph *rg);
void exportGraph(ReebGraph *rg, int count);
ReebGraph * newReebGraph();
#define OTHER_NODE(arc, node) ((arc->v1 == node) ? arc->v2 : arc->v1)
void initArcIterator(struct ReebArcIterator *iter, struct ReebArc *arc, struct ReebNode *head);
void initArcIterator2(struct ReebArcIterator *iter, struct ReebArc *arc, int start, int end);
void initArcIteratorStart(struct ReebArcIterator *iter, struct ReebArc *arc, struct ReebNode *head, int start);
struct EmbedBucket * nextBucket(struct ReebArcIterator *iter);
struct EmbedBucket * nextNBucket(ReebArcIterator *iter, int n);
struct EmbedBucket * currentBucket(struct ReebArcIterator *iter);
struct EmbedBucket * previousBucket(struct ReebArcIterator *iter);
int iteratorStopped(struct ReebArcIterator *iter);
/* Filtering */
void filterNullReebGraph(ReebGraph *rg);
int filterSmartReebGraph(ReebGraph *rg, float threshold);
int filterExternalReebGraph(ReebGraph *rg, float threshold);
int filterInternalReebGraph(ReebGraph *rg, float threshold);
@ -121,7 +140,32 @@ int countConnectedArcs(ReebGraph *rg, ReebNode *node);
int hasAdjacencyList(ReebGraph *rg);
int isGraphCyclic(ReebGraph *rg);
/* Sanity check */
/*------------ Symmetry handling ------------*/
void markdownSymmetry(ReebGraph *rg);
/* ReebNode symmetry flags */
#define SYM_TOPOLOGICAL 1
#define SYM_PHYSICAL 2
/* the following two are exclusive */
#define SYM_AXIAL 4
#define SYM_RADIAL 8
/* ReebArc symmetry flags
*
* axial symetry sides */
#define SYM_SIDE_POSITIVE 1
#define SYM_SIDE_NEGATIVE 2
/*------------ Sanity check ------------*/
void verifyBuckets(ReebGraph *rg);
void verifyFaces(ReebGraph *rg);
/*********************** PUBLIC *********************************/
ReebGraph *BIF_ReebGraphFromEditMesh(void);
void REEB_freeGraph(ReebGraph *rg);
void REEB_exportGraph(ReebGraph *rg, int count);
#endif /*REEB_H_*/

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@ -433,6 +433,8 @@ typedef struct ToolSettings {
float skgen_angle_limit;
float skgen_correlation_limit;
float skgen_symmetry_limit;
float skgen_retarget_angle_weight;
float skgen_retarget_length_weight;
short skgen_options;
char skgen_postpro;
char skgen_postpro_passes;
@ -831,6 +833,7 @@ typedef struct Scene {
#define SKGEN_CUT_LENGTH 8
#define SKGEN_CUT_ANGLE 16
#define SKGEN_CUT_CORRELATION 32
#define SKGEN_HARMONIC 64
#define SKGEN_SUB_LENGTH 0
#define SKGEN_SUB_ANGLE 1

File diff suppressed because it is too large Load Diff

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@ -4891,6 +4891,9 @@ void do_meshbuts(unsigned short event)
case B_GEN_SKELETON:
generateSkeleton();
break;
case B_RETARGET_SKELETON:
BIF_retargetArmature();
break;
}
/* WATCH IT: previous events only in editmode! */
@ -4989,6 +4992,38 @@ static void skgen_reorder(void *option, void *arg2)
}
}
static void editing_panel_mesh_skgen_retarget(Object *ob, Mesh *me)
{
uiBlock *block;
block= uiNewBlock(&curarea->uiblocks, "editing_panel_mesh_skgen_retarget", UI_EMBOSS, UI_HELV, curarea->win);
uiNewPanelTabbed("Mesh Tools More", "Editing");
if(uiNewPanel(curarea, block, "Skeleton Retargetting", "Editing", 960, 0, 318, 204)==0) return;
uiDefBut(block, BUT, B_RETARGET_SKELETON, "Retarget Skeleton", 1025,170,250,19, 0, 0, 0, 0, 0, "Retarget Selected Armature to this Mesh");
uiBlockBeginAlign(block);
uiDefButS(block, NUM, B_DIFF, "Resolution:", 1025,150,225,19, &G.scene->toolsettings->skgen_resolution,10.0,1000.0, 0, 0, "Specifies the resolution of the graph's embedding");
uiDefButBitS(block, TOG, SKGEN_HARMONIC, B_DIFF, "H", 1250,150, 25,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Apply harmonic smoothing to the weighting");
uiDefButBitS(block, TOG, SKGEN_FILTER_INTERNAL, B_DIFF, "Filter In", 1025,130, 83,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Filter internal small arcs from graph");
uiDefButF(block, NUM, B_DIFF, "T:", 1111,130,164,19, &G.scene->toolsettings->skgen_threshold_internal,0.0, 1.0, 10, 0, "Specify the threshold ratio for filtering internal arcs");
uiDefButBitS(block, TOG, SKGEN_FILTER_EXTERNAL, B_DIFF, "Filter Ex", 1025,110, 83,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Filter external small arcs from graph");
uiDefButF(block, NUM, B_DIFF, "T:", 1111,110,164,19, &G.scene->toolsettings->skgen_threshold_external,0.0, 1.0, 10, 0, "Specify the threshold ratio for filtering external arcs");
uiBlockEndAlign(block);
uiDefButF(block, NUM, B_DIFF, "Angle:", 1025, 60, 125,19, &G.scene->toolsettings->skgen_retarget_angle_weight, 0, 10, 1, 0, "Angle Weight");
uiDefButF(block, NUM, B_DIFF, "Length:", 1150, 60, 125,19, &G.scene->toolsettings->skgen_retarget_length_weight, 0, 10, 1, 0, "Length Weight");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, SKGEN_SYMMETRY, B_DIFF, "Symmetry", 1025, 30,125,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Restore symmetries based on topology");
uiDefButF(block, NUM, B_DIFF, "T:", 1150, 30,125,19, &G.scene->toolsettings->skgen_symmetry_limit,0.0, 1.0, 10, 0, "Specify the threshold distance for considering potential symmetric arcs");
uiDefButC(block, NUM, B_DIFF, "P:", 1025, 10, 62,19, &G.scene->toolsettings->skgen_postpro_passes, 0, 10, 10, 0, "Specify the number of processing passes on the embeddings");
uiDefButC(block, ROW, B_DIFF, "Smooth", 1087, 10, 63,19, &G.scene->toolsettings->skgen_postpro, 5.0, (float)SKGEN_SMOOTH, 0, 0, "Smooth embeddings");
uiDefButC(block, ROW, B_DIFF, "Average", 1150, 10, 62,19, &G.scene->toolsettings->skgen_postpro, 5.0, (float)SKGEN_AVERAGE, 0, 0, "Average embeddings");
uiDefButC(block, ROW, B_DIFF, "Sharpen", 1212, 10, 63,19, &G.scene->toolsettings->skgen_postpro, 5.0, (float)SKGEN_SHARPEN, 0, 0, "Sharpen embeddings");
uiBlockEndAlign(block);
}
static void editing_panel_mesh_skgen(Object *ob, Mesh *me)
{
uiBlock *block;
@ -4996,12 +5031,14 @@ static void editing_panel_mesh_skgen(Object *ob, Mesh *me)
int i;
block= uiNewBlock(&curarea->uiblocks, "editing_panel_mesh_skgen", UI_EMBOSS, UI_HELV, curarea->win);
uiNewPanelTabbed("Mesh Tools More", "Editing");
if(uiNewPanel(curarea, block, "Skeleton Generator", "Editing", 960, 0, 318, 204)==0) return;
uiDefBut(block, BUT, B_GEN_SKELETON, "Generate Skeleton", 1025,170,250,19, 0, 0, 0, 0, 0, "Generate Skeleton from Mesh");
uiBlockBeginAlign(block);
uiDefButS(block, NUM, B_DIFF, "Resolution:", 1025,150,250,19, &G.scene->toolsettings->skgen_resolution,10.0,1000.0, 0, 0, "Specifies the resolution of the graph's embedding");
uiDefButS(block, NUM, B_DIFF, "Resolution:", 1025,150,225,19, &G.scene->toolsettings->skgen_resolution,10.0,1000.0, 0, 0, "Specifies the resolution of the graph's embedding");
uiDefButBitS(block, TOG, SKGEN_HARMONIC, B_DIFF, "H", 1250,150, 25,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Apply harmonic smoothing to the weighting");
uiDefButBitS(block, TOG, SKGEN_FILTER_INTERNAL, B_DIFF, "Filter In", 1025,130, 83,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Filter internal small arcs from graph");
uiDefButF(block, NUM, B_DIFF, "T:", 1111,130,164,19, &G.scene->toolsettings->skgen_threshold_internal,0.0, 1.0, 10, 0, "Specify the threshold ratio for filtering internal arcs");
uiDefButBitS(block, TOG, SKGEN_FILTER_EXTERNAL, B_DIFF, "Filter Ex", 1025,110, 83,19, &G.scene->toolsettings->skgen_options, 0, 0, 0, 0, "Filter external small arcs from graph");
@ -6511,8 +6548,8 @@ void editing_panels()
editing_panel_mesh_tools1(ob, ob->data);
uiNewPanelTabbed("Mesh Tools 1", "Editing");
if (G.rt == 42) /* hidden for now, no time for docs */
editing_panel_mesh_skgen(ob, ob->data);
editing_panel_mesh_skgen(ob, ob->data);
editing_panel_mesh_skgen_retarget(ob, ob->data);
editing_panel_mesh_uvautocalculation();
if (EM_texFaceCheck())

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@ -4142,542 +4142,7 @@ void transform_armature_mirror_update(void)
/*************************************** SKELETON GENERATOR ******************************************/
/*****************************************************************************************************/
/**************************************** SYMMETRY HANDLING ******************************************/
void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level);
void mirrorAlongAxis(float v[3], float center[3], float axis[3])
{
float dv[3], pv[3];
VecSubf(dv, v, center);
Projf(pv, dv, axis);
VecMulf(pv, -2);
VecAddf(v, v, pv);
}
/* Helper structure for radial symmetry */
typedef struct RadialArc
{
ReebArc *arc;
float n[3]; /* normalized vector joining the nodes of the arc */
} RadialArc;
void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3])
{
RadialArc *ring = NULL;
RadialArc *unit;
float limit = G.scene->toolsettings->skgen_symmetry_limit;
int symmetric = 1;
int count = 0;
int i;
/* count the number of arcs in the symmetry ring */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
count++;
}
}
ring = MEM_callocN(sizeof(RadialArc) * count, "radial symmetry ring");
unit = ring;
/* fill in the ring */
for (unit = ring, i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
ReebNode *otherNode = OTHER_NODE(connectedArc, node);
float vec[3];
unit->arc = connectedArc;
/* project the node to node vector on the symmetry plane */
VecSubf(unit->n, otherNode->p, node->p);
Projf(vec, unit->n, axis);
VecSubf(unit->n, unit->n, vec);
Normalize(unit->n);
unit++;
}
}
/* sort ring */
for (i = 0; i < count - 1; i++)
{
float minAngle = 3; /* arbitrary high value, higher than 2, at least */
int minIndex = -1;
int j;
for (j = i + 1; j < count; j++)
{
float angle = Inpf(ring[i].n, ring[j].n);
/* map negative values to 1..2 */
if (angle < 0)
{
angle = 1 - angle;
}
if (angle < minAngle)
{
minIndex = j;
minAngle = angle;
}
}
/* swap if needed */
if (minIndex != i + 1)
{
RadialArc tmp;
tmp = ring[i + 1];
ring[i + 1] = ring[minIndex];
ring[minIndex] = tmp;
}
}
for (i = 0; i < count && symmetric; i++)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
float p[3];
int j = (i + 1) % count; /* next arc in the circular list */
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
VECCOPY(p, node2->p);
mirrorAlongAxis(p, node->p, normal);
/* check if it's within limit before continuing */
if (VecLenf(node1->p, p) > limit)
{
symmetric = 0;
}
}
if (symmetric)
{
/* first pass, merge incrementally */
for (i = 0; i < count - 1; i++)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
int j = i + 1;
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
/* mirror first node and mix with the second */
mirrorAlongAxis(node1->p, node->p, normal);
VecLerpf(node2->p, node2->p, node1->p, 1.0f / (j + 1));
/* Merge buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (ring[i].arc->bcount > 0 && ring[j].arc->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, ring[i].arc, node);
initArcIterator(&iter2, ring[j].arc, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
bucket2->nv += bucket1->nv; /* add counts */
/* mirror on axis */
mirrorAlongAxis(bucket1->p, node->p, normal);
/* add bucket2 in bucket1 */
VecLerpf(bucket2->p, bucket2->p, bucket1->p, (float)bucket1->nv / (float)(bucket2->nv));
}
}
}
/* second pass, mirror back on previous arcs */
for (i = count - 1; i > 0; i--)
{
ReebNode *node1, *node2;
float tangent[3];
float normal[3];
int j = i - 1;
VecAddf(tangent, ring[i].n, ring[j].n);
Crossf(normal, tangent, axis);
node1 = OTHER_NODE(ring[i].arc, node);
node2 = OTHER_NODE(ring[j].arc, node);
/* copy first node than mirror */
VECCOPY(node2->p, node1->p);
mirrorAlongAxis(node2->p, node->p, normal);
/* Copy buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (ring[i].arc->bcount > 0 && ring[j].arc->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, ring[i].arc, node);
initArcIterator(&iter2, ring[j].arc, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
/* copy and mirror back to bucket2 */
bucket2->nv = bucket1->nv;
VECCOPY(bucket2->p, bucket1->p);
mirrorAlongAxis(bucket2->p, node->p, normal);
}
}
}
}
MEM_freeN(ring);
}
void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3])
{
ReebArc *arc1 = NULL;
ReebArc *arc2 = NULL;
ReebNode *node1 = NULL, *node2 = NULL;
float limit = G.scene->toolsettings->skgen_symmetry_limit;
float nor[3], vec[3], p[3];
int i;
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
if (arc1 == NULL)
{
arc1 = connectedArc;
node1 = OTHER_NODE(arc1, node);
}
else
{
arc2 = connectedArc;
node2 = OTHER_NODE(arc2, node);
break; /* Can stop now, the two arcs have been found */
}
}
}
/* shouldn't happen, but just to be sure */
if (node1 == NULL || node2 == NULL)
{
return;
}
VecSubf(p, node1->p, node->p);
Crossf(vec, p, axis);
Crossf(nor, vec, axis);
/* mirror node2 along axis */
VECCOPY(p, node2->p);
mirrorAlongAxis(p, node->p, nor);
/* check if it's within limit before continuing */
if (VecLenf(node1->p, p) <= limit)
{
/* average with node1 */
VecAddf(node1->p, node1->p, p);
VecMulf(node1->p, 0.5f);
/* mirror back on node2 */
VECCOPY(node2->p, node1->p);
mirrorAlongAxis(node2->p, node->p, nor);
/* Merge buckets
* there shouldn't be any null arcs here, but just to be safe
* */
if (arc1->bcount > 0 && arc2->bcount > 0)
{
ReebArcIterator iter1, iter2;
EmbedBucket *bucket1 = NULL, *bucket2 = NULL;
initArcIterator(&iter1, arc1, node);
initArcIterator(&iter2, arc2, node);
bucket1 = nextBucket(&iter1);
bucket2 = nextBucket(&iter2);
/* Make sure they both start at the same value */
while(bucket1 && bucket1->val < bucket2->val)
{
bucket1 = nextBucket(&iter1);
}
while(bucket2 && bucket2->val < bucket1->val)
{
bucket2 = nextBucket(&iter2);
}
for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2))
{
bucket1->nv += bucket2->nv; /* add counts */
/* mirror on axis */
mirrorAlongAxis(bucket2->p, node->p, nor);
/* add bucket2 in bucket1 */
VecLerpf(bucket1->p, bucket1->p, bucket2->p, (float)bucket2->nv / (float)(bucket1->nv));
/* copy and mirror back to bucket2 */
bucket2->nv = bucket1->nv;
VECCOPY(bucket2->p, bucket1->p);
mirrorAlongAxis(bucket2->p, node->p, nor);
}
}
}
}
void markdownSecondarySymmetry(ReebNode *node, int depth, int level)
{
float axis[3] = {0, 0, 0};
int count = 0;
int i;
/* Only reestablish spatial symmetry if needed */
if (G.scene->toolsettings->skgen_options & SKGEN_SYMMETRY)
{
/* count the number of branches in this symmetry group
* and determinte the axis of symmetry
* */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* depth is store as a negative in flag. symmetry level is positive */
if (connectedArc->flags == -depth)
{
count++;
}
/* If arc is on the axis */
else if (connectedArc->flags == level)
{
VecAddf(axis, axis, connectedArc->v1->p);
VecSubf(axis, axis, connectedArc->v2->p);
}
}
Normalize(axis);
/* Split between axial and radial symmetry */
if (count == 2)
{
reestablishAxialSymmetry(node, depth, axis);
}
else
{
reestablishRadialSymmetry(node, depth, axis);
}
}
/* markdown secondary symetries */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
if (connectedArc->flags == -depth)
{
/* markdown symmetry for branches corresponding to the depth */
markdownSymmetryArc(connectedArc, node, level + 1);
}
}
}
void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level)
{
int i;
arc->flags = level;
node = OTHER_NODE(arc, node);
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
if (connectedArc != arc)
{
ReebNode *connectedNode = OTHER_NODE(connectedArc, node);
/* symmetry level is positive value, negative values is subtree depth */
connectedArc->flags = -subtreeDepth(connectedNode, connectedArc);
}
}
arc = NULL;
for (i = 0; node->arcs[i] != NULL; i++)
{
int issymmetryAxis = 0;
ReebArc *connectedArc = node->arcs[i];
/* only arcs not already marked as symetric */
if (connectedArc->flags < 0)
{
int j;
/* true by default */
issymmetryAxis = 1;
for (j = 0; node->arcs[j] != NULL && issymmetryAxis == 1; j++)
{
ReebArc *otherArc = node->arcs[j];
/* different arc, same depth */
if (otherArc != connectedArc && otherArc->flags == connectedArc->flags)
{
/* not on the symmetry axis */
issymmetryAxis = 0;
}
}
}
/* arc could be on the symmetry axis */
if (issymmetryAxis == 1)
{
/* no arc as been marked previously, keep this one */
if (arc == NULL)
{
arc = connectedArc;
}
else
{
/* there can't be more than one symmetry arc */
arc = NULL;
break;
}
}
}
/* go down the arc continuing the symmetry axis */
if (arc)
{
markdownSymmetryArc(arc, node, level);
}
/* secondary symmetry */
for (i = 0; node->arcs[i] != NULL; i++)
{
ReebArc *connectedArc = node->arcs[i];
/* only arcs not already marked as symetric and is not the next arc on the symmetry axis */
if (connectedArc->flags < 0)
{
/* subtree depth is store as a negative value in the flag */
markdownSecondarySymmetry(node, -connectedArc->flags, level);
}
}
}
void markdownSymmetry(ReebGraph *rg)
{
ReebNode *node;
ReebArc *arc;
/* only for Acyclic graphs */
int cyclic = isGraphCyclic(rg);
/* mark down all arcs as non-symetric */
for (arc = rg->arcs.first; arc; arc = arc->next)
{
arc->flags = 0;
}
/* mark down all nodes as not on the symmetry axis */
for (node = rg->nodes.first; node; node = node->next)
{
node->flags = 0;
}
/* node list is sorted, so lowest node is always the head (by design) */
node = rg->nodes.first;
/* only work on acyclic graphs and if only one arc is incident on the first node */
if (cyclic == 0 && countConnectedArcs(rg, node) == 1)
{
arc = node->arcs[0];
markdownSymmetryArc(arc, node, 1);
/* mark down non-symetric arcs */
for (arc = rg->arcs.first; arc; arc = arc->next)
{
if (arc->flags < 0)
{
arc->flags = 0;
}
else
{
/* mark down nodes with the lowest level symmetry axis */
if (arc->v1->flags == 0 || arc->v1->flags > arc->flags)
{
arc->v1->flags = arc->flags;
}
if (arc->v2->flags == 0 || arc->v2->flags > arc->flags)
{
arc->v2->flags = arc->flags;
}
}
}
}
}
/**************************************** SUBDIVISION ALGOS ******************************************/
@ -5002,8 +4467,6 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
{
exit_editmode(EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); // freedata, and undo
}
setcursor_space(SPACE_VIEW3D, CURSOR_WAIT);
dst = add_object(OB_ARMATURE);
base_init_from_view3d(BASACT, G.vd);
@ -5030,35 +4493,35 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
/* Find out the direction of the arc through simple heuristics (in order of priority) :
*
* 1- Arcs on primary symmetry axis (flags == 1) point up (head: high weight -> tail: low weight)
* 1- Arcs on primary symmetry axis (symmetry == 1) point up (head: high weight -> tail: low weight)
* 2- Arcs starting on a primary axis point away from it (head: node on primary axis)
* 3- Arcs point down (head: low weight -> tail: high weight)
*
* Finally, the arc direction is stored in its flags: 1 (low -> high), -1 (high -> low)
* Finally, the arc direction is stored in its flag: 1 (low -> high), -1 (high -> low)
*/
/* if arc is a symmetry axis, internal bones go up the tree */
if (arc->flags == 1 && arc->v2->degree != 1)
if (arc->symmetry_level == 1 && arc->v2->degree != 1)
{
head = arc->v2;
tail = arc->v1;
arc->flags = -1; /* mark arc direction */
arc->flag = -1; /* mark arc direction */
}
/* Bones point AWAY from the symmetry axis */
else if (arc->v1->flags == 1)
else if (arc->v1->symmetry_level == 1)
{
head = arc->v1;
tail = arc->v2;
arc->flags = 1; /* mark arc direction */
arc->flag = 1; /* mark arc direction */
}
else if (arc->v2->flags == 1)
else if (arc->v2->symmetry_level == 1)
{
head = arc->v2;
tail = arc->v1;
arc->flags = -1; /* mark arc direction */
arc->flag = -1; /* mark arc direction */
}
/* otherwise, always go from low weight to high weight */
else
@ -5066,7 +4529,7 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
head = arc->v1;
tail = arc->v2;
arc->flags = 1; /* mark arc direction */
arc->flag = 1; /* mark arc direction */
}
/* Loop over subdivision methods */
@ -5113,7 +4576,7 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
arc = node->arcs[i];
/* if arc is incoming into the node */
if ((arc->v1 == node && arc->flags == -1) || (arc->v2 == node && arc->flags == 1))
if ((arc->v1 == node && arc->flag == -1) || (arc->v2 == node && arc->flag == 1))
{
if (incomingArc == NULL)
{
@ -5139,7 +4602,7 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
arc = node->arcs[i];
/* if arc is outgoing from the node */
if ((arc->v1 == node && arc->flags == 1) || (arc->v2 == node && arc->flags == -1))
if ((arc->v1 == node && arc->flag == 1) || (arc->v2 == node && arc->flag == -1))
{
EditBone *childBone = BLI_ghash_lookup(arcBoneMap, arc);
@ -5157,89 +4620,21 @@ void generateSkeletonFromReebGraph(ReebGraph *rg)
}
BLI_ghash_free(arcBoneMap, NULL, NULL);
setcursor_space(SPACE_VIEW3D, CURSOR_EDIT);
BIF_undo_push("Generate Skeleton");
}
void generateSkeleton(void)
{
EditMesh *em = G.editMesh;
ReebGraph *rg = NULL;
int i;
ReebGraph *reebg;
if (em == NULL)
return;
setcursor_space(SPACE_VIEW3D, CURSOR_WAIT);
if (weightFromDistance(em) == 0)
{
error("No selected vertex\n");
return;
}
renormalizeWeight(em, 1.0f);
weightToHarmonic(em);
#ifdef DEBUG_REEB
weightToVCol(em);
#endif
rg = generateReebGraph(em, G.scene->toolsettings->skgen_resolution);
reebg = BIF_ReebGraphFromEditMesh();
verifyBuckets(rg);
/* Remove arcs without embedding */
filterNullReebGraph(rg);
generateSkeletonFromReebGraph(reebg);
verifyBuckets(rg);
REEB_freeGraph(reebg);
i = 1;
/* filter until there's nothing more to do */
while (i == 1)
{
i = 0; /* no work done yet */
if (G.scene->toolsettings->skgen_options & SKGEN_FILTER_EXTERNAL)
{
i |= filterExternalReebGraph(rg, G.scene->toolsettings->skgen_threshold_external * G.scene->toolsettings->skgen_resolution);
}
verifyBuckets(rg);
if (G.scene->toolsettings->skgen_options & SKGEN_FILTER_INTERNAL)
{
i |= filterInternalReebGraph(rg, G.scene->toolsettings->skgen_threshold_internal * G.scene->toolsettings->skgen_resolution);
}
}
verifyBuckets(rg);
repositionNodes(rg);
verifyBuckets(rg);
/* Filtering might have created degree 2 nodes, so remove them */
removeNormalNodes(rg);
verifyBuckets(rg);
for(i = 0; i < G.scene->toolsettings->skgen_postpro_passes; i++)
{
postprocessGraph(rg, G.scene->toolsettings->skgen_postpro);
}
buildAdjacencyList(rg);
sortNodes(rg);
sortArcs(rg);
generateSkeletonFromReebGraph(rg);
freeGraph(rg);
setcursor_space(SPACE_VIEW3D, CURSOR_EDIT);
}

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