Merge branch 'master' of https://github.com/tforgione/Paella
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\subsection{Animation}
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The objective of this part is to animate the mesh we previously generated
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around the skeleton. We have as an input semgents of the skeleton, and its
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around the skeleton. We have as an input segments of the skeleton, and its
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mesh. The idea is to deform the segments of the skeleton, and to
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automatically have the impact of this deformation on the vertices of the
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mesh.
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To manage to do this, we structured everything in trees. The tree for a
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person will be the following for example (to simplify, we will take the
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hypothesis that this human as no knees).
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hypothesis that this human has no knees).
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\begin{figure}[H]
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\centering
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For this purpose, we created a hashtable between vertex numbers and
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paths in trees so that we are able to find the transformation for these
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vertices.
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\subsubsection{Graphical User Interface}
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In order to be able to manipulate the animated mesh easily, two graphical interfaces were made :
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\begin{enumerate}
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\item the first one allows the user to add rotation points to the
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skeleton (by default, only the junction points are considered
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as rotation points, and there are no knees and elbows for
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example).
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\item the second one has the OpenGL rendering and a menu controlled
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with the keyboard, allowing the user to select rotation points
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and to change the value of the angles.
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\end{enumerate}
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