diff options
author | Martin Poirier <theeth@yahoo.com> | 2007-11-29 22:57:40 +0300 |
---|---|---|
committer | Martin Poirier <theeth@yahoo.com> | 2007-11-29 22:57:40 +0300 |
commit | 653f064e71e23037fd3ae8d20890de3f4cc7adb9 (patch) | |
tree | 3e868c0d2b4251e8ae9f85422d09fb2ddf62c9b5 | |
parent | 1cb7325c2b84a8574697232bb0f765fe2166e4b3 (diff) |
Moved both filtering operations (external and internal) into a loop, since both can create new cases that the other would filter out.
Finish radial symmetry restoration.
-rw-r--r-- | source/blender/include/reeb.h | 4 | ||||
-rw-r--r-- | source/blender/src/editarmature.c | 193 | ||||
-rw-r--r-- | source/blender/src/reeb.c | 12 |
3 files changed, 165 insertions, 44 deletions
diff --git a/source/blender/include/reeb.h b/source/blender/include/reeb.h index 2fc0220b830..c0d2340bdf8 100644 --- a/source/blender/include/reeb.h +++ b/source/blender/include/reeb.h @@ -101,8 +101,8 @@ struct EmbedBucket * nextBucket(struct ReebArcIterator *iter); /* Filtering */ void filterNullReebGraph(ReebGraph *rg); -void filterExternalReebGraph(ReebGraph *rg, float threshold); -void filterInternalReebGraph(ReebGraph *rg, float threshold); +int filterExternalReebGraph(ReebGraph *rg, float threshold); +int filterInternalReebGraph(ReebGraph *rg, float threshold); /* Post-Build processing */ void repositionNodes(ReebGraph *rg); diff --git a/source/blender/src/editarmature.c b/source/blender/src/editarmature.c index d7c17c1a41e..dfcbb8ecc8f 100644 --- a/source/blender/src/editarmature.c +++ b/source/blender/src/editarmature.c @@ -335,7 +335,7 @@ void editbones_to_armature (ListBase *list, Object *ob) fix_bonelist_roll (&arm->bonebase, list); /* so all users of this armature should get rebuilt */ - for(obt= G.main->object.first; obt; obt= obt->id.next) { + for (obt= G.main->object.first; obt; obt= obt->id.next) { if(obt->data==arm) armature_rebuild_pose(obt, arm); } @@ -3173,7 +3173,6 @@ typedef struct RadialArc void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) { -#if 0 RadialArc *ring = NULL; RadialArc *unit; float limit = G.scene->toolsettings->skgen_symmetry_limit; @@ -3182,7 +3181,7 @@ void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) int i; /* count the number of arcs in the symmetry ring */ - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3197,7 +3196,7 @@ void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) unit = ring; /* fill in the ring */ - for(unit = ring, i = 0; node->arcs[i] != NULL; i++) + for (unit = ring, i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3221,13 +3220,13 @@ void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) } /* sort ring */ - for(i = 0; i < count - 1; i++) + for (i = 0; i < count - 1; i++) { float minAngle = 2; int minIndex = -1; int j; - for(j = i + 1; j < count; j++) + for (j = i + 1; j < count; j++) { float angle = Inpf(ring[i].n, ring[j].n); @@ -3254,7 +3253,7 @@ void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) } } - for(i = 0; i < count && symmetric; i++) + for (i = 0; i < count && symmetric; i++) { ReebNode *node1, *node2; float tangent[3]; @@ -3281,18 +3280,122 @@ void reestablishRadialSymmetry(ReebNode *node, int depth, float axis[3]) if (symmetric) { - printf("DO MORE STUFF\n"); + /* 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); -#endif - printf("radial symmetry not done yet\n"); } void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3]) { - ReebArcIterator iter1, iter2; - EmbedBucket *bucket1 = NULL, *bucket2 = NULL; ReebArc *arc1 = NULL; ReebArc *arc2 = NULL; ReebNode *node1, *node2; @@ -3300,7 +3403,7 @@ void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3]) float nor[3], vec[3], p[3]; int i; - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3346,6 +3449,8 @@ void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3]) * */ if (arc1->bcount > 0 && arc2->bcount > 0) { + ReebArcIterator iter1, iter2; + EmbedBucket *bucket1 = NULL, *bucket2 = NULL; initArcIterator(&iter1, arc1, node); initArcIterator(&iter2, arc2, node); @@ -3365,7 +3470,7 @@ void reestablishAxialSymmetry(ReebNode *node, int depth, float axis[3]) } - for( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2)) + for ( ;bucket1 && bucket2; bucket1 = nextBucket(&iter1), bucket2 = nextBucket(&iter2)) { bucket1->nv += bucket2->nv; /* add counts */ @@ -3395,7 +3500,7 @@ void markdownSecondarySymmetry(ReebNode *node, int depth, int level) /* count the number of branches in this symmetry group * and determinte the axis of symmetry * */ - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3426,7 +3531,7 @@ void markdownSecondarySymmetry(ReebNode *node, int depth, int level) } /* markdown secondary symetries */ - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3445,7 +3550,7 @@ void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level) node = OTHER_NODE(arc, node); - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3460,7 +3565,7 @@ void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level) arc = NULL; - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { int issymmetryAxis = 0; ReebArc *connectedArc = node->arcs[i]; @@ -3473,7 +3578,7 @@ void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level) /* true by default */ issymmetryAxis = 1; - for(j = 0; node->arcs[j] != NULL && issymmetryAxis == 1; j++) + for (j = 0; node->arcs[j] != NULL && issymmetryAxis == 1; j++) { ReebArc *otherArc = node->arcs[j]; @@ -3511,7 +3616,7 @@ void markdownSymmetryArc(ReebArc *arc, ReebNode *node, int level) /* secondary symmetry */ - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { ReebArc *connectedArc = node->arcs[i]; @@ -3532,13 +3637,13 @@ void markdownSymmetry(ReebGraph *rg) int cyclic = isGraphCyclic(rg); /* mark down all arcs as non-symetric */ - for(arc = rg->arcs.first; arc; arc = arc->next) + 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) + for (node = rg->nodes.first; node; node = node->next) { node->flags = 0; } @@ -3554,7 +3659,7 @@ void markdownSymmetry(ReebGraph *rg) markdownSymmetryArc(arc, node, 1); /* mark down non-symetric arcs */ - for(arc = rg->arcs.first; arc; arc = arc->next) + for (arc = rg->arcs.first; arc; arc = arc->next) { if (arc->flags < 0) { @@ -3596,7 +3701,7 @@ EditBone * subdivideByAngle(ReebArc *arc, ReebNode *head, ReebNode *tail) root = parent; - for(initArcIterator(&iter, arc, head), previous = nextBucket(&iter), current = nextBucket(&iter); + for (initArcIterator(&iter, arc, head), previous = nextBucket(&iter), current = nextBucket(&iter); current; previous = current, current = nextBucket(&iter)) { @@ -3651,7 +3756,7 @@ float calcCorrelation(ReebArc *arc, int start, int end, float v0[3], float n[3]) float s_xyz = 0.0f; /* First pass, calculate average */ - for(initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter); + for (initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter); bucket; bucket = nextBucket(&iter)) { @@ -3666,7 +3771,7 @@ float calcCorrelation(ReebArc *arc, int start, int end, float v0[3], float n[3]) avg_t /= len; /* Second pass, calculate s_xyz and s_t */ - for(initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter); + for (initArcIterator2(&iter, arc, start, end), bucket = nextBucket(&iter); bucket; bucket = nextBucket(&iter)) { @@ -3719,7 +3824,7 @@ EditBone * subdivideByCorrelation(ReebArc *arc, ReebNode *head, ReebNode *tail) parent = add_editbone("Bone"); VECCOPY(parent->head, head->p); - for(previous = nextBucket(&iter), bucket = nextBucket(&iter); + for (previous = nextBucket(&iter), bucket = nextBucket(&iter); bucket; previous = bucket, bucket = nextBucket(&iter)) { @@ -3759,7 +3864,7 @@ float arcLengthRatio(ReebArc *arc) if (arc->bcount > 0) { /* Add the embedding */ - for( i = 1; i < arc->bcount; i++) + for ( i = 1; i < arc->bcount; i++) { embedLength += VecLenf(arc->buckets[i - 1].p, arc->buckets[i].p); } @@ -3966,7 +4071,7 @@ void generateSkeletonFromReebGraph(ReebGraph *rg) } /* Loop over subdivision methods */ - for(i = 0; lastBone == NULL && i < SKGEN_SUB_TOTAL; i++) + for (i = 0; lastBone == NULL && i < SKGEN_SUB_TOTAL; i++) { switch(G.scene->toolsettings->skgen_subdivisions[i]) { @@ -3998,12 +4103,12 @@ void generateSkeletonFromReebGraph(ReebGraph *rg) } /* Second pass, setup parent relationship between arcs */ - for(node = rg->nodes.first; node; node = node->next) + for (node = rg->nodes.first; node; node = node->next) { ReebArc *incomingArc = NULL; int i; - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { arc = node->arcs[i]; @@ -4029,7 +4134,7 @@ void generateSkeletonFromReebGraph(ReebGraph *rg) EditBone *parentBone = BLI_ghash_lookup(arcBoneMap, incomingArc); /* Look for outgoing arcs and parent their bones */ - for(i = 0; node->arcs[i] != NULL; i++) + for (i = 0; node->arcs[i] != NULL; i++) { arc = node->arcs[i]; @@ -4087,16 +4192,24 @@ void generateSkeleton(void) verifyBuckets(rg); - if (G.scene->toolsettings->skgen_options & SKGEN_FILTER_EXTERNAL) - { - 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 = 1; + /* filter until there's nothing more to do */ + while (i == 1) { - filterInternalReebGraph(rg, G.scene->toolsettings->skgen_threshold_internal * G.scene->toolsettings->skgen_resolution); + 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); diff --git a/source/blender/src/reeb.c b/source/blender/src/reeb.c index cf826b22e76..cac79f0b0a6 100644 --- a/source/blender/src/reeb.c +++ b/source/blender/src/reeb.c @@ -639,9 +639,10 @@ void filterNullReebGraph(ReebGraph *rg) } } -void filterInternalReebGraph(ReebGraph *rg, float threshold) +int filterInternalReebGraph(ReebGraph *rg, float threshold) { ReebArc *arc = NULL, *nextArc = NULL; + int value = 0; BLI_sortlist(&rg->arcs, compareArcs); @@ -677,15 +678,19 @@ void filterInternalReebGraph(ReebGraph *rg, float threshold) freeArc(arc); BLI_freelinkN(&rg->nodes, removedNode); + value = 1; } arc = nextArc; } + + return value; } -void filterExternalReebGraph(ReebGraph *rg, float threshold) +int filterExternalReebGraph(ReebGraph *rg, float threshold) { ReebArc *arc = NULL, *nextArc = NULL; + int value = 0; BLI_sortlist(&rg->arcs, compareArcs); @@ -748,10 +753,13 @@ void filterExternalReebGraph(ReebGraph *rg, float threshold) freeArc(arc); BLI_freelinkN(&rg->nodes, removedNode); + value = 1; } arc = nextArc; } + + return value; } /************************************** WEIGHT SPREADING ***********************************************/ |