void buildSO(double *so, const TTextureMesh &mesh, const std::vector<PlasticHandle> &handles, int *faceHints) { int v, vCount = mesh.verticesCount(); // Build the interpolant function data const TRectD &bbox = mesh.getBBox(); const double len = tmax(bbox.getLx(), bbox.getLy()), val = 1e-8; const double k = -log(val) / len; // Allocate / initialize arrays float *distances = (float *)malloc(vCount * sizeof(float)); double *wSums = (double *)calloc(vCount, sizeof(double)); memset(so, 0, vCount * sizeof(double)); // Iterate handles - for each, add the corresponding interpolant int h, hCount = handles.size(); for (h = 0; h != hCount; ++h) { const PlasticHandle &handle = handles[h]; if (!buildDistances(distances, mesh, handle.m_pos, faceHints ? &faceHints[h] : 0)) continue; for (v = 0; v != vCount; ++v) { double w = fabs(distances[v]); wSums[v] += w = exp(-k * w) / (1e-3 + w); so[v] += w * handle.m_so; } } // Normalize so values by the wSums for (v = 0; v != vCount; ++v) if (wSums[v] != 0.0) so[v] /= wSums[v]; // Cleanup free(wSums); free(distances); }
bool buildDistances(float *distances, const TTextureMesh &mesh, const TPointD &pos, int *faceHint) { using namespace local; // First off, find the face containing the specified vertex int localF = -1, &f = faceHint ? *faceHint : localF; if (f < 0 || f >= mesh.facesCount() || !mesh.faceContains(f, pos)) f = mesh.faceContaining(pos); if (f < 0) return false; int vCount = mesh.verticesCount(); // Prepare the interpolation builder UCHAR *colorMap = (UCHAR *)calloc(vCount, sizeof(UCHAR)); BFS_DistanceBuilder visitor(distances, colorMap); DistanceGreater gr(distances); std::priority_queue<int, std::vector<int>, DistanceGreater> verticesQueue(gr); int v0, v1, v2; mesh.faceVertices(f, v0, v1, v2); // Prepare BFS data distances[v0] = distances[v1] = distances[v2] = 0.0f; verticesQueue.push(v0), colorMap[v0] = boost::gray_color; verticesQueue.push(v1), colorMap[v1] = boost::gray_color; // Launch BFS algorithm boost::breadth_first_visit((const Graph &)mesh, v2, verticesQueue, visitor, colorMap); free(colorMap); return true; }
static inline bool hasNon1Rigidity(const TTextureMesh &mesh) { int v, vCount = int(mesh.verticesCount()); for (v = 0; v != vCount; ++v) if (mesh.vertex(v).P().rigidity != 1.0) return true; return false; }