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+// This file is part of libigl, a simple c++ geometry processing library.
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+//
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+// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
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+//
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+// This Source Code Form is subject to the terms of the Mozilla Public License
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+// v. 2.0. If a copy of the MPL was not distributed with this file, You can
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+// obtain one at http://mozilla.org/MPL/2.0/.
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+#ifndef MOUSECONTROLLER_H
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+#define MOUSECONTROLLER_H
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+// Needs to be included before others
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+#include <Eigen/StdVector>
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+#include <igl/RotateWidget.h>
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+#include <Eigen/Core>
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+#include <Eigen/Geometry>
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+#include <vector>
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+
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+// Class for control a skeletal FK rig with the mouse.
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+namespace igl
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+{
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+ class MouseController
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+ {
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+ public:
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+ typedef Eigen::VectorXi VectorXb;
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+ // Propogate selection to descendants so that selected bones and their
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+ // subtrees are all selected.
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+ //
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+ // Input:
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+ // S #S list of whether selected
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+ // P #S list of bone parents
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+ // Output:
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+ // T #S list of whether selected
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+ static inline void propogate_to_descendants_if(
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+ const VectorXb & S,
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+ const Eigen::VectorXi & P,
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+ VectorXb & T);
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+ // Create a matrix of colors for the selection and their descendants.
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+ //
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+ // Inputs:
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+ // selection #S list of whether a bone is selected
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+ // selected_color color for selected bones
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+ // unselected_color color for unselected bones
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+ // Outputs:
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+ // C #P by 4 list of colors
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+ static inline void color_if(
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+ const VectorXb & S,
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+ const Eigen::Vector4f & selected_color,
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+ const Eigen::Vector4f & unselected_color,
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+ Eigen::MatrixXf & C);
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+ private:
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+ // m_is_selecting whether currently selecting
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+ // m_selection #m_rotations list of whether a bone is selected
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+ // m_down_x x-coordinate of mouse location at down
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+ // m_down_y y-coordinate 〃
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+ // m_drag_x x-coordinate of mouse location at drag
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+ // m_drag_y y-coordinate 〃
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+ // m_widget rotation widget for selected bone
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+ // m_width width of containing window
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+ // m_height height 〃
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+ // m_rotations list of rotations for each bone
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+ // m_rotations_at_selection list of rotations for each bone at time of
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+ // selection
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+ // m_fk_rotations_at_selection list of rotations for each bone at time of
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+ // selection
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+ // m_root_enabled Whether root is enabled
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+ bool m_is_selecting;
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+ VectorXb m_selection;
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+ int m_down_x,m_down_y,m_drag_x,m_drag_y;
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+ int m_width,m_height;
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+ igl::RotateWidget m_widget;
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+ Eigen::Quaterniond m_widget_rot_at_selection;
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+ typedef std::vector<
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+ Eigen::Quaterniond,
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+ Eigen::aligned_allocator<Eigen::Quaterniond> > RotationList;
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+ RotationList
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+ m_rotations,m_rotations_at_selection,m_fk_rotations_at_selection;
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+ bool m_root_enabled;
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+ public:
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+ MouseController();
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+ // Returns const reference to m_selection
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+ const inline VectorXb & selection() const{return m_selection;};
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+ // 〃 m_is_selecting
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+ const inline bool & is_selecting() const{return m_is_selecting;}
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+ // 〃 m_rotations
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+ const inline RotationList & rotations() const{return m_rotations;}
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+ // Returns non-const reference to m_root_enabled
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+ inline bool & root_enabled(){ return m_root_enabled;}
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+ inline void reshape(const int w, const int h);
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+ // Process down, drag, up mouse events
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+ //
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+ // Inputs:
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+ // x x-coordinate of mouse click with respect to container
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+ // y y-coordinate 〃
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+ // Returns true if accepted (action taken).
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+ inline bool down(const int x, const int y);
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+ inline bool drag(const int x, const int y);
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+ inline bool up(const int x, const int y);
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+ // Draw selection box and widget
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+ inline void draw() const;
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+ // Set `m_selection` based on the last drag selection and initialize
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+ // widget.
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+ //
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+ // Inputs:
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+ // C #C by dim list of joint positions at rest
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+ // BE #BE by 2 list of bone indices at rest
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+ // P #P list of bone parents
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+ inline void set_selection_from_last_drag(
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+ const Eigen::MatrixXd & C,
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+ const Eigen::MatrixXi & BE,
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+ const Eigen::VectorXi & P,
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+ const Eigen::VectorXi & RP);
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+ // Set from explicit selection
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+ inline void set_selection(
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+ const Eigen::VectorXi & S,
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+ const Eigen::MatrixXd & C,
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+ const Eigen::MatrixXi & BE,
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+ const Eigen::VectorXi & P,
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+ const Eigen::VectorXi & RP);
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+ // Set size of skeleton
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+ //
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+ // Inputs:
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+ // n number of bones
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+ inline void set_size(const int n);
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+ // Resets m_rotation elements to identity
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+ inline void reset_rotations();
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+ // Sets all entries in m_selection to false
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+ inline void clear_selection();
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+ // Returns true iff some element in m_selection is true
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+ inline bool any_selection() const;
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+ public:
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+ EIGEN_MAKE_ALIGNED_OPERATOR_NEW
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+ };
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+}
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+
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+// Implementation
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+#include <igl/line_segment_in_rectangle.h>
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+#include <igl/draw_rectangular_marquee.h>
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+#include <igl/project.h>
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+#include <igl/forward_kinematics.h>
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+#include <igl/matlab_format.h>
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+#include <igl/any_of.h>
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+#include <iostream>
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+#include <algorithm>
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+#include <functional>
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+
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+inline void igl::MouseController::propogate_to_descendants_if(
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+ const VectorXb & S,
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+ const Eigen::VectorXi & P,
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+ VectorXb & T)
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+{
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+ using namespace std;
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+ const int n = S.rows();
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+ assert(P.rows() == n);
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+ // dynamic programming
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+ T = S;
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+ vector<bool> seen(n,false);
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+ // Recursively look up chain and see if ancestor is selected
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+ const function<bool(int)> look_up = [&](int e) -> bool
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+ {
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+ if(e==-1)
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+ {
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+ return false;
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+ }
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+ if(!seen[e])
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+ {
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+ seen[e] = true;
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+ T(e) |= look_up(P(e));
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+ }
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+ return T(e);
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+ };
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+ for(int e = 0;e<n;e++)
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+ {
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+ if(!seen[e])
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+ {
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+ T(e) = look_up(e);
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+ }
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+ }
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+}
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+
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+inline void igl::MouseController::color_if(
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+ const VectorXb & S,
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+ const Eigen::Vector4f & selected_color,
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+ const Eigen::Vector4f & unselected_color,
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+ Eigen::MatrixXf & C)
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+{
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+ C.resize(S.rows(),4);
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+ for(int e=0;e<S.rows();e++)
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+ {
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+ C.row(e) = S(e)?selected_color:unselected_color;
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+ }
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+}
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+
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+inline igl::MouseController::MouseController():
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+ m_is_selecting(false),
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+ m_selection(),
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+ m_down_x(-1),m_down_y(-1),m_drag_x(-1),m_drag_y(-1),
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+ m_width(-1),m_height(-1),
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+ m_widget(),
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+ m_widget_rot_at_selection(),
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+ m_rotations(),
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+ m_rotations_at_selection(),
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+ m_root_enabled(true)
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+{
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+}
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+
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+inline void igl::MouseController::reshape(const int w, const int h)
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+{
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+ m_width = w;
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+ m_height = h;
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+}
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+
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+inline bool igl::MouseController::down(const int x, const int y)
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+{
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+ using namespace std;
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+ using namespace igl;
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+ m_down_x = m_drag_x =x;
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+ m_down_y = m_drag_y =y;
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+ const bool widget_down = any_selection() && m_widget.down(x,m_height-y);
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+ if(!widget_down)
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+ {
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+ m_is_selecting = true;
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+ }
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+ return m_is_selecting || widget_down;
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+}
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+
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+inline bool igl::MouseController::drag(const int x, const int y)
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+{
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+ using namespace std;
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+ using namespace Eigen;
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+ m_drag_x = x;
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+ m_drag_y = y;
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+ if(m_is_selecting)
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+ {
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+ return m_is_selecting;
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+ }else
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+ {
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+ if(!m_widget.drag(x,m_height-y))
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+ {
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+ return false;
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+ }
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+ assert(any_selection());
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+ assert(m_selection.size() == (int)m_rotations.size());
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+ for(int e = 0;e<m_selection.size();e++)
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+ {
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+ if(m_selection(e))
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+ {
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+ // Let:
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+ // w.θr = w.θ ⋅ w.θ₀*
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+ // w.θr takes (absolute) frame of w.θ₀ to w.θ:
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+ // w.θ = w.θr ⋅ w.θ₀
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+ // Define:
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+ // w.θ₀ = θfk ⋅ θx,
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+ // the absolute rotation of the x axis to the deformed bone at
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+ // selection. Likewise,
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+ // w.θ = θfk' ⋅ θx,
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+ // the current absolute rotation of the x axis to the deformed bone.
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+ // Define recursively:
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+ // θfk = θfk(p) ⋅ Θr,
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+ // then because we're only changeing this relative rotation
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+ // θfk' = θfk(p) ⋅ Θr ⋅ θr* ⋅ θr'
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+ // θfk' = θfk ⋅ θr* ⋅ θr'
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+ // w.θ ⋅ θx* = θfk ⋅ θr* ⋅ θr'
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+ // θr ⋅ θfk* ⋅ w.θ ⋅ θx* = θr'
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+ // θr ⋅ θfk* ⋅ w.θr ⋅ w.θ₀ ⋅ θx* = θr'
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+ // θr ⋅ θfk* ⋅ w.θr ⋅ θfk ⋅θx ⋅ θx* = θr'
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+ // θr ⋅ θfk* ⋅ w.θr ⋅ θfk = θr'
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+ // which I guess is the right multiply change after being changed to
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+ // the bases of θfk, the rotation of the bone relative to its rest
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+ // frame.
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+ //
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+ const Quaterniond & frame = m_fk_rotations_at_selection[e];
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+ m_rotations[e] =
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+ m_rotations_at_selection[e] *
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+ frame.conjugate() *
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+ (m_widget.rot*m_widget_rot_at_selection.conjugate()) *
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+ frame;
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+ }
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+ }
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+ return true;
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+ }
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+}
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+
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+inline bool igl::MouseController::up(const int x, const int y)
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+{
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+ m_is_selecting = false;
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+ m_widget.up(x,m_height-y);
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+ return false;
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+}
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+
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+inline void igl::MouseController::draw() const
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+{
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+ using namespace igl;
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+ if(any_selection())
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+ {
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+ m_widget.draw();
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+ }
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+ if(m_is_selecting)
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+ {
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+ // Remember settings
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+ GLboolean dt;
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+ glGetBooleanv(GL_DEPTH_TEST,&dt);
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+ int old_vp[4];
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+ glGetIntegerv(GL_VIEWPORT,old_vp);
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+
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+ // True screen space
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+ glViewport(0,0,m_width,m_height);
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+ glMatrixMode(GL_PROJECTION);
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+ glPushMatrix();
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+ glLoadIdentity();
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+ gluOrtho2D(0,m_width,0,m_height);
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+ glMatrixMode(GL_MODELVIEW);
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+ glPushMatrix();
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+ glLoadIdentity();
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+
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+ glDisable(GL_DEPTH_TEST);
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+ draw_rectangular_marquee(
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+ m_down_x,
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+ m_height-m_down_y,
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+ m_drag_x,
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+ m_height-m_drag_y);
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+
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+ // Restore settings
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+ glMatrixMode(GL_PROJECTION);
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+ glPopMatrix();
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+ glMatrixMode(GL_MODELVIEW);
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+ glPopMatrix();
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+ glViewport(old_vp[0],old_vp[1],old_vp[2],old_vp[3]);
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+ dt?glEnable(GL_DEPTH_TEST):glDisable(GL_DEPTH_TEST);
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+
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+ }
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+}
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+
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+inline void igl::MouseController::set_selection_from_last_drag(
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+ const Eigen::MatrixXd & C,
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+ const Eigen::MatrixXi & BE,
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+ const Eigen::VectorXi & P,
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+ const Eigen::VectorXi & RP)
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+{
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+ using namespace Eigen;
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+ using namespace std;
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+ using namespace igl;
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+ m_rotations_at_selection = m_rotations;
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+ assert(BE.rows() == P.rows());
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+ m_selection = VectorXb::Zero(BE.rows());
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+ // m_rotation[e] is the relative rotation stored at bone e (as seen by the
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+ // joint traveling with its parent)
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+ // vQ[e] is the absolute rotation of a bone at rest to its current position:
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+ // vQ[e] = vQ[p(e)] * m_rotation[e]
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+ vector<Quaterniond,aligned_allocator<Quaterniond> > vQ;
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+ vector<Vector3d> vT;
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+ forward_kinematics(C,BE,P,m_rotations,vQ,vT);
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|
|
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+ // Loop over deformed bones
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|
|
|
+ for(int e = 0;e<BE.rows();e++)
|
|
|
|
+ {
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|
|
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+ Affine3d a = Affine3d::Identity();
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|
|
|
+ a.translate(vT[e]);
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|
|
+ a.rotate(vQ[e]);
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|
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+ Vector3d s = a * (Vector3d)C.row(BE(e,0));
|
|
|
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+ Vector3d d = a * (Vector3d)C.row(BE(e,1));
|
|
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+ Vector3d projs = project(s);
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|
|
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+ Vector3d projd = project(d);
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|
|
|
+ m_selection(e) = line_segment_in_rectangle(
|
|
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|
+ projs.head(2),projd.head(2),
|
|
|
|
+ Vector2d(m_down_x,m_height-m_down_y),
|
|
|
|
+ Vector2d(m_drag_x,m_height-m_drag_y));
|
|
|
|
+ }
|
|
|
|
+ return set_selection(m_selection,C,BE,P,RP);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+inline void igl::MouseController::set_selection(
|
|
|
|
+ const Eigen::VectorXi & S,
|
|
|
|
+ const Eigen::MatrixXd & C,
|
|
|
|
+ const Eigen::MatrixXi & BE,
|
|
|
|
+ const Eigen::VectorXi & P,
|
|
|
|
+ const Eigen::VectorXi & RP)
|
|
|
|
+{
|
|
|
|
+ using namespace igl;
|
|
|
|
+ using namespace Eigen;
|
|
|
|
+ using namespace std;
|
|
|
|
+ vector<Quaterniond,aligned_allocator<Quaterniond> > & vQ =
|
|
|
|
+ m_fk_rotations_at_selection;
|
|
|
|
+ vector<Vector3d> vT;
|
|
|
|
+ forward_kinematics(C,BE,P,m_rotations,vQ,vT);
|
|
|
|
+ if(&m_selection != &S)
|
|
|
|
+ {
|
|
|
|
+ m_selection = S;
|
|
|
|
+ }
|
|
|
|
+ assert(m_selection.rows() == BE.rows());
|
|
|
|
+ assert(BE.rows() == P.rows());
|
|
|
|
+ assert(BE.rows() == RP.rows());
|
|
|
|
+ // Zero-out S up a path of ones from e
|
|
|
|
+ auto propagate = [&](const int e, const VectorXb & S, VectorXb & N)
|
|
|
|
+ {
|
|
|
|
+ if(S(e))
|
|
|
|
+ {
|
|
|
|
+ int f = e;
|
|
|
|
+ while(true)
|
|
|
|
+ {
|
|
|
|
+ int p = P(f);
|
|
|
|
+ if(p==-1||!S(p))
|
|
|
|
+ {
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ N(f) = false;
|
|
|
|
+ f = p;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ };
|
|
|
|
+ VectorXb prev_selection = m_selection;
|
|
|
|
+ // Combine upward, group rigid parts, repeat
|
|
|
|
+ while(true)
|
|
|
|
+ {
|
|
|
|
+ // Spread selection accross rigid pieces
|
|
|
|
+ VectorXb SRP(VectorXb::Zero(RP.maxCoeff()+1));
|
|
|
|
+ for(int e = 0;e<BE.rows();e++)
|
|
|
|
+ {
|
|
|
|
+ SRP(RP(e)) |= m_selection(e);
|
|
|
|
+ }
|
|
|
|
+ for(int e = 0;e<BE.rows();e++)
|
|
|
|
+ {
|
|
|
|
+ m_selection(e) = SRP(RP(e));
|
|
|
|
+ }
|
|
|
|
+ // Clear selections below m_selection ancestors
|
|
|
|
+ VectorXb new_selection = m_selection;
|
|
|
|
+ for(int e = 0;e<P.rows();e++)
|
|
|
|
+ {
|
|
|
|
+ propagate(e,m_selection,new_selection);
|
|
|
|
+ }
|
|
|
|
+ m_selection = new_selection;
|
|
|
|
+ if(m_selection==prev_selection)
|
|
|
|
+ {
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ prev_selection = m_selection;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Now selection should contain just bone roots of m_selection subtrees
|
|
|
|
+ if(any_of(m_selection))
|
|
|
|
+ {
|
|
|
|
+ // Taking average
|
|
|
|
+ m_widget.pos.setConstant(0);
|
|
|
|
+ m_widget_rot_at_selection.coeffs().setConstant(0);
|
|
|
|
+ m_widget.rot.coeffs().array().setConstant(0);
|
|
|
|
+ Quaterniond cur_rot(0,0,0,0);
|
|
|
|
+ int num_selection = 0;
|
|
|
|
+ // Compute average widget for selection
|
|
|
|
+ for(int e = 0;e<BE.rows();e++)
|
|
|
|
+ {
|
|
|
|
+ if(m_selection(e))
|
|
|
|
+ {
|
|
|
|
+ Vector3d s = C.row(BE(e,0));
|
|
|
|
+ Vector3d d = C.row(BE(e,1));
|
|
|
|
+ auto b = (d-s).transpose().eval();
|
|
|
|
+ {
|
|
|
|
+ Affine3d a = Affine3d::Identity();
|
|
|
|
+ a.translate(vT[e]);
|
|
|
|
+ a.rotate(vQ[e]);
|
|
|
|
+ m_widget.pos += a*s;
|
|
|
|
+ }
|
|
|
|
+ // Rotation of x axis to this bone
|
|
|
|
+ Quaterniond rot_at_bind;
|
|
|
|
+ rot_at_bind.setFromTwoVectors(Vector3d(1,0,0),b);
|
|
|
|
+ const Quaterniond abs_rot = vQ[e] * rot_at_bind;
|
|
|
|
+ m_widget_rot_at_selection.coeffs() += abs_rot.coeffs();
|
|
|
|
+ num_selection++;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ // Take average
|
|
|
|
+ m_widget.pos.array() /= (double)num_selection;
|
|
|
|
+ m_widget_rot_at_selection.coeffs().array() /= (double)num_selection;
|
|
|
|
+ m_widget_rot_at_selection.normalize();
|
|
|
|
+ m_widget.rot = m_widget_rot_at_selection;
|
|
|
|
+ }
|
|
|
|
+ m_widget.m_is_enabled = true;
|
|
|
|
+ for(int s = 0;s<m_selection.rows();s++)
|
|
|
|
+ {
|
|
|
|
+ // a root is selected then disable.
|
|
|
|
+ if(!m_root_enabled && m_selection(s) && P(s) == -1)
|
|
|
|
+ {
|
|
|
|
+ m_widget.m_is_enabled = false;
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+inline void igl::MouseController::set_size(const int n)
|
|
|
|
+{
|
|
|
|
+ using namespace Eigen;
|
|
|
|
+ clear_selection();
|
|
|
|
+ m_rotations.clear();
|
|
|
|
+ m_rotations.resize(n,Quaterniond::Identity());
|
|
|
|
+ m_selection = VectorXb::Zero(n);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+inline void igl::MouseController::reset_rotations()
|
|
|
|
+{
|
|
|
|
+ using namespace Eigen;
|
|
|
|
+ using namespace std;
|
|
|
|
+ fill(m_rotations.begin(),m_rotations.end(),Quaterniond::Identity());
|
|
|
|
+ // cop out. just clear selection
|
|
|
|
+ clear_selection();
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+inline void igl::MouseController::clear_selection()
|
|
|
|
+{
|
|
|
|
+ m_selection.setConstant(false);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+inline bool igl::MouseController::any_selection() const
|
|
|
|
+{
|
|
|
|
+ return igl::any_of(m_selection);
|
|
|
|
+}
|
|
|
|
+
|
|
|
|
+#endif
|