dust3d/third_party/libigl/include/igl/lbs_matrix.h

95 lines
3.7 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_LBS_MATRIX_H
#define IGL_LBS_MATRIX_H
#include "igl_inline.h"
#include <Eigen/Dense>
#include <Eigen/Sparse>
namespace igl
{
// LBS_MATRIX Linear blend skinning can be expressed by V' = M * T where V' is
// a #V by dim matrix of deformed vertex positions (one vertex per row), M is a
// #V by (dim+1)*#T (composed of weights and rest positions) and T is a
// #T*(dim+1) by dim matrix of #T stacked transposed transformation matrices.
// See equations (1) and (2) in "Fast Automatic Skinning Transformations"
// [Jacobson et al 2012]
//
// Inputs:
// V #V by dim list of rest positions
// W #V+ by #T list of weights
// Outputs:
// M #V by #T*(dim+1)
//
// In MATLAB:
// kron(ones(1,size(W,2)),[V ones(size(V,1),1)]).*kron(W,ones(1,size(V,2)+1))
IGL_INLINE void lbs_matrix(
const Eigen::MatrixXd & V,
const Eigen::MatrixXd & W,
Eigen::MatrixXd & M);
// LBS_MATRIX construct a matrix that when multiplied against a column of
// affine transformation entries computes new coordinates of the vertices
//
// I'm not sure it makes since that the result is stored as a sparse matrix.
// The number of non-zeros per row *is* dependent on the number of mesh
// vertices and handles.
//
// Inputs:
// V #V by dim list of vertex rest positions
// W #V by #handles list of correspondence weights
// Output:
// M #V * dim by #handles * dim * (dim+1) matrix such that
// new_V(:) = LBS(V,W,A) = reshape(M * A,size(V)), where A is a column
// vectors formed by the entries in each handle's dim by dim+1
// transformation matrix. Specifcally, A =
// reshape(permute(Astack,[3 1 2]),n*dim*(dim+1),1)
// or A = [Lxx;Lyx;Lxy;Lyy;tx;ty], and likewise for other dim
// if Astack(:,:,i) is the dim by (dim+1) transformation at handle i
IGL_INLINE void lbs_matrix_column(
const Eigen::MatrixXd & V,
const Eigen::MatrixXd & W,
Eigen::SparseMatrix<double>& M);
IGL_INLINE void lbs_matrix_column(
const Eigen::MatrixXd & V,
const Eigen::MatrixXd & W,
Eigen::MatrixXd & M);
// Same as LBS_MATRIX above but instead of giving W as a full matrix of weights
// (each vertex has #handles weights), a constant number of weights are given
// for each vertex.
//
// Inputs:
// V #V by dim list of vertex rest positions
// W #V by k list of k correspondence weights per vertex
// WI #V by k list of k correspondence weight indices per vertex. Such that
// W(j,WI(i)) gives the ith most significant correspondence weight on vertex j
// Output:
// M #V * dim by #handles * dim * (dim+1) matrix such that
// new_V(:) = LBS(V,W,A) = reshape(M * A,size(V)), where A is a column
// vectors formed by the entries in each handle's dim by dim+1
// transformation matrix. Specifcally, A =
// reshape(permute(Astack,[3 1 2]),n*dim*(dim+1),1)
// or A = [Lxx;Lyx;Lxy;Lyy;tx;ty], and likewise for other dim
// if Astack(:,:,i) is the dim by (dim+1) transformation at handle i
//
IGL_INLINE void lbs_matrix_column(
const Eigen::MatrixXd & V,
const Eigen::MatrixXd & W,
const Eigen::MatrixXi & WI,
Eigen::SparseMatrix<double>& M);
IGL_INLINE void lbs_matrix_column(
const Eigen::MatrixXd & V,
const Eigen::MatrixXd & W,
const Eigen::MatrixXi & WI,
Eigen::MatrixXd & M);
}
#ifndef IGL_STATIC_LIBRARY
#include "lbs_matrix.cpp"
#endif
#endif