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