dust3d/third_party/libigl/include/igl/embree/bone_heat.h

48 lines
1.4 KiB
C++

// 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