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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_EMBREE_BONE_HEAT_H
- #define IGL_EMBREE_BONE_HEAT_H
- #include "../igl_inline.h"
- #include <Eigen/Core>
- namespace igl
- {
- namespace embree
- {
- // BONE_HEAT Compute skinning weights W given a surface mesh (V,F) and an
- // internal skeleton (C,BE) according to "Automatic Rigging" [Baran and
- // Popovic 2007].
- //
- // Inputs:
- // V #V by 3 list of mesh vertex positions
- // F #F by 3 list of mesh corner indices into V
- // C #C by 3 list of joint locations
- // P #P list of point handle indices into C
- // BE #BE by 2 list of bone edge indices into C
- // CE #CE by 2 list of cage edge indices into **P**
- // Outputs:
- // W #V by #P+#BE matrix of weights.
- // Returns true only on success.
- //
- IGL_INLINE bool bone_heat(
- const Eigen::MatrixXd & V,
- const Eigen::MatrixXi & F,
- const Eigen::MatrixXd & C,
- const Eigen::VectorXi & P,
- const Eigen::MatrixXi & BE,
- const Eigen::MatrixXi & CE,
- Eigen::MatrixXd & W);
- }
- };
- #ifndef IGL_STATIC_LIBRARY
- # include "bone_heat.cpp"
- #endif
- #endif
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