176 lines
7.3 KiB
C++
176 lines
7.3 KiB
C++
////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Paella
|
|
// Copyright (C) 2015 - Thomas FORGIONE, Emilie JALRAS, Marion LENFANT, Thierry MALON, Amandine PAILLOUX
|
|
// Authors :
|
|
// Thomas FORGIONE
|
|
// Emilie JALRAS
|
|
// Marion LENFANT
|
|
// Thierry MALON
|
|
// Amandine PAILLOUX
|
|
//
|
|
// This file is part of the project Paella
|
|
// This software is provided 'as-is', without any express or implied warranty.
|
|
// In no event will the authors be held liable for any damages arising from the use of this software.
|
|
//
|
|
// Permission is granted to anyone to use this software for any purpose,
|
|
// including commercial applications, and to alter it and redistribute it freely,
|
|
// subject to the following restrictions:
|
|
//
|
|
// 1. The origin of this software must not be misrepresented;
|
|
// you must not claim that you wrote the original software.
|
|
// If you use this software in a product, an acknowledgment
|
|
// in the product documentation would be appreciated but is not required.
|
|
//
|
|
// 2. Altered source versions must be plainly marked as such,
|
|
// and must not be misrepresented as being the original software.
|
|
//
|
|
// 3. This notice may not be removed or altered from any source distribution.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
#ifndef ANIMATEDMESH_HPP
|
|
#define ANIMATEDMESH_HPP
|
|
|
|
#include <vector>
|
|
#include <unordered_map>
|
|
#include <memory>
|
|
|
|
#include <Geometry/Tree.hpp>
|
|
#include <Geometry/Mesh.hpp>
|
|
#include <Geometry/Point.hpp>
|
|
#include <Geometry/MathFunctions.hpp>
|
|
#include <Geometry/Rotation.hpp>
|
|
|
|
#include <Meshing/Skeleton3D.hpp>
|
|
|
|
#include <GL/gl.h>
|
|
|
|
namespace pae
|
|
{
|
|
|
|
///////////////////////////////////////////////////////////
|
|
/// \ingroup animation
|
|
/// \brief Class representing an animated mesh
|
|
///////////////////////////////////////////////////////////
|
|
class AnimatedMesh
|
|
{
|
|
public:
|
|
///////////////////////////////////////////////////////////
|
|
/// \brief Usual constructor
|
|
/// \param skeleton Skeleton to animate
|
|
///
|
|
/// Create an animated mesh from the skeletton. It opens
|
|
/// a GUI to create patellas with the left clic, and choose a root for
|
|
/// the trees. The right click must be on an extremity of the mesh.
|
|
///////////////////////////////////////////////////////////
|
|
AnimatedMesh(Skeleton3D const& skeleton);
|
|
|
|
///////////////////////////////////////////////////////////
|
|
/// \brief OpenGL render function
|
|
///
|
|
/// Draw the animated mesh with OpenGL
|
|
///////////////////////////////////////////////////////////
|
|
void draw() const;
|
|
|
|
geo::Tree<geo::Rotation> rotations; ///< Tree of rotations
|
|
|
|
std::vector<geo::Path> paths; ///< Vector of paths to access elements in the order
|
|
|
|
private:
|
|
/////////////////////////////////////////////////////////////////////
|
|
///
|
|
/// \brief find the nearest segment of each point
|
|
///
|
|
/// \param segments takes a vector for the different splines, containing vectors corresponding to the different segments
|
|
/// \param mesh the mesh
|
|
///
|
|
/// \return the associated segment for each point
|
|
///
|
|
/////////////////////////////////////////////////////////////////////
|
|
void associateBranches(std::vector<geo::Segment<float,3>> const& segments, geo::Mesh& mesh);
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
///
|
|
/// \brief find a point nearest segment
|
|
///
|
|
/// \param segments list of skeleton's segments
|
|
/// \param p point to project
|
|
///
|
|
/// \return nearest segment index
|
|
///
|
|
//////////////////////////////////////////////////////////////////////
|
|
unsigned int findNearestSegment(std::vector<geo::Segment<float,3>> const& segments, geo::Point<float> const& p);
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
///
|
|
/// \brief find the faces associated to each segment
|
|
///
|
|
/// \param associatedSegments the associated segment for each point
|
|
/// \param mesh the mesh
|
|
/// \param nbSegments number of segments
|
|
///
|
|
/// \return faces associated to each segment
|
|
///
|
|
//////////////////////////////////////////////////////////////////////
|
|
void findFaces(std::vector<unsigned int> const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments);
|
|
|
|
|
|
std::vector<geo::Segment<float,3>> segments; ///< segments of the skeleton
|
|
std::vector<geo::Vector3<float>> vertices; ///< Vertices of the mesh
|
|
std::vector<unsigned int> associatedSegment; ///< Each element of this vector is the indexes of the associated segment
|
|
std::vector<std::vector<geo::Vector3<unsigned int>>> facesPerSegment; ///< Each vector contains the faces of one segment
|
|
|
|
geo::Tree<int> structure; ///< Tree containing the indices of the vertices. The root is -1
|
|
geo::Tree<geo::Vector3<float>> roots; ///< Tree containing the vertices corresponding to the centers of the rotations
|
|
|
|
geo::Tree<std::vector<geo::Vector3<unsigned int>>> structuredFaces; ///< Faces structured as a tree
|
|
std::unordered_map<unsigned int, geo::Path> otherVertices; ///< map providing path to access to vertices in the trees (usefull to find the rotations)
|
|
geo::Tree<std::array<float,3>> colors; ///< Tree containg the colors of vertices
|
|
|
|
};
|
|
|
|
geo::Tree<int>& genStructure(std::vector<geo::Segment<float,3>> const& segments, geo::Tree<geo::Vector3<float>> const& tree, geo::Tree<int>& ret);
|
|
geo::Tree<geo::Vector3<float>>& genStructure(std::vector<geo::Segment<float,3>> const& segments, geo::Tree<geo::Vector3<float>> const& tree, geo::Tree<geo::Vector3<float>>& ret);
|
|
|
|
geo::Tree<std::vector<geo::Vector3<unsigned int>>>&
|
|
genStructuredFaces(
|
|
std::vector<std::vector<geo::Vector3<unsigned int>>> const& facesPerSegment,
|
|
geo::Tree<int> const& structure,
|
|
geo::Tree<std::vector<geo::Vector3<unsigned int>>>& faces
|
|
);
|
|
|
|
std::unordered_map<unsigned int, geo::Path>&
|
|
genOtherVertices(
|
|
std::vector<geo::Vector3<float>> const& vertices,
|
|
std::vector<geo::Vector3<unsigned int>> const& otherFaces,
|
|
std::vector<unsigned int> associatedSegment,
|
|
geo::Tree<int> const& structure,
|
|
std::unordered_map<unsigned int, geo::Path>& ret,
|
|
geo::Path path = {}
|
|
);
|
|
|
|
geo::Tree<std::array<float,3>>&
|
|
genColors(
|
|
geo::Tree<int> const& structure,
|
|
geo::Tree<std::array<float,3>>& colors);
|
|
|
|
geo::Tree<geo::Rotation>&
|
|
genRotations(
|
|
geo::Tree<geo::Vector3<float>> const& extremities,
|
|
geo::Tree<geo::Rotation>& ret
|
|
);
|
|
|
|
std::vector<geo::Path>&
|
|
genPaths(
|
|
geo::Tree<int> const& structure,
|
|
std::vector<geo::Path>& paths,
|
|
geo::Path currentPath = {});
|
|
|
|
|
|
void drawTree(std::vector<geo::Vector3<float>> const& vertices, geo::Tree<std::vector<geo::Vector3<unsigned int>>> const& faces, geo::Tree<std::array<float,3>> const& colors, geo::Tree<geo::Vector3<float>> const& extremities, geo::Tree<geo::Rotation> const& rotations);
|
|
|
|
void drawOthers(std::vector<geo::Vector3<float>> const& vertices, std::unordered_map<unsigned int, geo::Path> const& other_vertices, std::vector<geo::Vector3<unsigned int>> const& faces, geo::Tree<std::array<float,3>> const& colors, geo::Tree<geo::Rotation> const& rotations);
|
|
|
|
} // namespace pae
|
|
|
|
#endif // ANIMATEDMESH_HPP
|