// TnzCore includes
#include "tstream.h"
// TnzExt includes
#include "ext/plasticskeletondeformation.h"
// STL includes
#include <set>
// tcg includes
#include "tcg/tcg_misc.h"
#include "tcg/tcg_pool.h"
#include "ext/plasticskeleton.h"
PERSIST_IDENTIFIER(PlasticSkeletonVertex, "PlasticSkeletonVertex")
PERSIST_IDENTIFIER(PlasticSkeleton, "PlasticSkeleton")
DEFINE_CLASS_CODE(PlasticSkeleton, 122)
//************************************************************************************
// PlasticSkeletonVertex implementation
//************************************************************************************
PlasticSkeletonVertex::PlasticSkeletonVertex()
: tcg::Vertex<TPointD>()
, m_number(-1)
, m_parent(-1)
, m_minAngle(-(std::numeric_limits<double>::max)())
, m_maxAngle((std::numeric_limits<double>::max)())
, m_interpolate(true) {}
//-------------------------------------------------------------------------------
PlasticSkeletonVertex::PlasticSkeletonVertex(const TPointD &pos)
: tcg::Vertex<TPointD>(pos)
, m_number(-1)
, m_parent(-1)
, m_minAngle(-(std::numeric_limits<double>::max)())
, m_maxAngle((std::numeric_limits<double>::max)())
, m_interpolate(true) {}
//-------------------------------------------------------------------------------
PlasticSkeletonVertex::operator PlasticHandle() const {
PlasticHandle result(P());
result.m_interpolate = m_interpolate;
return result;
}
//-------------------------------------------------------------------------------
void PlasticSkeletonVertex::saveData(TOStream &os) {
os.child("name") << m_name;
os.child("number") << m_number;
os.child("pos") << this->P().x << this->P().y;
os.child("interpolate") << (int)this->m_interpolate;
if (m_minAngle != -(std::numeric_limits<double>::max)())
os.child("minAngle") << m_minAngle;
if (m_maxAngle != (std::numeric_limits<double>::max)())
os.child("maxAngle") << m_maxAngle;
}
//-------------------------------------------------------------------------------
void PlasticSkeletonVertex::loadData(TIStream &is) {
int val;
std::string tagName;
while (is.openChild(tagName)) {
if (tagName == "name")
is >> m_name, is.matchEndTag();
else if (tagName == "number")
is >> m_number, is.matchEndTag();
else if (tagName == "pos")
is >> this->P().x >> this->P().y, is.matchEndTag();
else if (tagName == "interpolate")
is >> val, m_interpolate = (bool)val, is.matchEndTag();
else if (tagName == "minAngle")
is >> m_minAngle, is.matchEndTag();
else if (tagName == "maxAngle")
is >> m_maxAngle, is.matchEndTag();
else
is.skipCurrentTag();
}
}
//************************************************************************************
// PlasticSkeleton::Imp definition
//************************************************************************************
class PlasticSkeleton::Imp {
public:
std::set<PlasticSkeletonDeformation *> m_deformations; //!< Registered
//! deformations for
//! this skeleton (not
//! owned)
tcg::indices_pool<int>
m_numbersPool; //!< Vertex numbers pool (used for naming vertices only)
public:
Imp() {}
Imp(const Imp &other);
Imp &operator=(const Imp &other);
Imp(Imp &&other);
Imp &operator=(Imp &&other);
};
//===============================================================================
PlasticSkeleton::Imp::Imp(const Imp &other)
: m_numbersPool(other.m_numbersPool) {}
//-------------------------------------------------------------------------------
PlasticSkeleton::Imp &PlasticSkeleton::Imp::operator=(const Imp &other) {
m_numbersPool = other.m_numbersPool;
return *this;
}
//-------------------------------------------------------------------------------
PlasticSkeleton::Imp::Imp(Imp &&other)
: m_numbersPool(std::move(other.m_numbersPool)) {}
//-------------------------------------------------------------------------------
PlasticSkeleton::Imp &PlasticSkeleton::Imp::operator=(Imp &&other) {
m_numbersPool = std::move(other.m_numbersPool);
return *this;
}
//************************************************************************************
// PlasticSkeleton implementation
//************************************************************************************
PlasticSkeleton::PlasticSkeleton() : m_imp(new Imp) {}
//------------------------------------------------------------------
PlasticSkeleton::~PlasticSkeleton() {}
//------------------------------------------------------------------
PlasticSkeleton::PlasticSkeleton(const PlasticSkeleton &other)
: mesh_type(other), m_imp(new Imp(*other.m_imp)) {}
//------------------------------------------------------------------
PlasticSkeleton &PlasticSkeleton::operator=(const PlasticSkeleton &other) {
assert(m_imp->m_deformations.empty());
mesh_type::operator=(other);
*m_imp = *other.m_imp;
return *this;
}
//------------------------------------------------------------------
PlasticSkeleton::PlasticSkeleton(PlasticSkeleton &&other)
: mesh_type(std::forward<mesh_type>(other))
, m_imp(new Imp(std::move(*other.m_imp))) {}
//------------------------------------------------------------------
PlasticSkeleton &PlasticSkeleton::operator=(PlasticSkeleton &&other) {
assert(m_imp->m_deformations.empty());
mesh_type::operator=(std::forward<mesh_type>(other));
*m_imp = std::move(*other.m_imp);
return *this;
}
//------------------------------------------------------------------
void PlasticSkeleton::addListener(PlasticSkeletonDeformation *deformation) {
m_imp->m_deformations.insert(deformation);
}
//------------------------------------------------------------------
void PlasticSkeleton::removeListener(PlasticSkeletonDeformation *deformation) {
m_imp->m_deformations.erase(deformation);
}
//------------------------------------------------------------------
bool PlasticSkeleton::setVertexName(int v, const QString &newName) {
assert(!newName.isEmpty());
if (m_vertices[v].m_name == newName) return true;
// Traverse the vertices list - if the same name already exists, return false
tcg::list<vertex_type>::iterator vt, vEnd(m_vertices.end());
for (vt = m_vertices.begin(); vt != vEnd; ++vt)
if (vt.m_idx != v &&
vt->m_name == newName) // v should be skipped in the check
return false;
// Notify deformations before changing the name
std::set<PlasticSkeletonDeformation *>::iterator dt,
dEnd(m_imp->m_deformations.end());
for (dt = m_imp->m_deformations.begin(); dt != dEnd; ++dt)
(*dt)->vertexNameChange(this, v, newName);
m_vertices[v].m_name = newName;
return true;
}
//------------------------------------------------------------------
void PlasticSkeleton::moveVertex(int v, const TPointD &pos) {
mesh_type::vertex(v).P() = pos; // Apply new position
}
//------------------------------------------------------------------
int PlasticSkeleton::addVertex(const PlasticSkeletonVertex &vx, int parent) {
// Add the vertex
int v = mesh_type::addVertex(vx);
// Retrieve a vertex index
PlasticSkeletonVertex &vx_ = vertex(v);
vx_.m_number = m_imp->m_numbersPool.acquire();
// Assign a name to the vertex in case none was given
QString name(vx.name());
if (name.isEmpty())
name = (v == 0) ? QString("Root")
: "Vertex " +
QString::number(vx_.m_number).rightJustified(3, '_');
// Ensure the name is unique
while (!setVertexName(v, name)) name += "_";
if (parent >= 0) {
// Link it to the parent
mesh_type::addEdge(
edge_type(parent, v)); // Observe that parent is always v0
vx_.m_parent = parent;
assert(parent != v);
}
// Notify deformations
std::set<PlasticSkeletonDeformation *>::iterator dt,
dEnd(m_imp->m_deformations.end());
for (dt = m_imp->m_deformations.begin(); dt != dEnd; ++dt)
(*dt)->addVertex(this, v);
return v;
}
//-------------------------------------------------------------------------------
int PlasticSkeleton::insertVertex(const PlasticSkeletonVertex &vx, int parent,
const std::vector<int> &children) {
assert(parent >= 0);
if (children.empty()) return addVertex(vx, parent);
// Add the vertex
int v = mesh_type::addVertex(vx);
// Retrieve a vertex index
PlasticSkeletonVertex &vx_ = vertex(v);
vx_.m_number = m_imp->m_numbersPool.acquire();
// Assign a name to the vertex in case none was given
QString name(vx.name());
if (name.isEmpty())
name = "Vertex " + QString::number(vx_.m_number).rightJustified(3, '_');
// Ensure the name is unique
while (!setVertexName(v, name)) name += "_";
// Link it to the parent
{
PlasticSkeletonVertex &vx_ = vertex(v);
mesh_type::addEdge(
edge_type(parent, v)); // Observe that parent is always v0
vx_.m_parent = parent;
assert(parent != v);
}
// Link it to children
int c, cCount = int(children.size());
for (c = 0; c != cCount; ++c) {
int vChild = children[c];
PlasticSkeletonVertex &vxChild = vertex(vChild);
assert(vxChild.parent() == parent);
// Remove the edge and substitute it with a new one
int e = edgeInciding(parent, vChild);
mesh_type::removeEdge(e);
mesh_type::addEdge(edge_type(v, vChild));
vxChild.m_parent = v;
assert(v != vChild);
}
// Notify deformations
std::set<PlasticSkeletonDeformation *>::iterator dt,
dEnd(m_imp->m_deformations.end());
for (dt = m_imp->m_deformations.begin(); dt != dEnd; ++dt)
(*dt)->insertVertex(this, v);
return v;
}
//-------------------------------------------------------------------------------
int PlasticSkeleton::insertVertex(const PlasticSkeletonVertex &vx, int e) {
const edge_type &ed = edge(e);
return insertVertex(vx, ed.vertex(0), std::vector<int>(1, ed.vertex(1)));
}
//-------------------------------------------------------------------------------
void PlasticSkeleton::removeVertex(int v) {
int vNumber;
{
// Reparent all of v's children to its parent's children, first. This is
// needed
// to ensure that deformations update vertex deformations correctly.
PlasticSkeletonVertex vx(
vertex(v)); // Note the COPY - not referencing. It's best since
// we'll be iterating and erasing vx's edges at the same time
int parent = vx.m_parent;
if (parent < 0) {
// Root case - clear the whole skeleton
clear(); // Should ensure that the next inserted vertex has index 0
return;
}
// Add edges from parent to vx's children
vertex_type::edges_iterator et, eEnd = vx.edgesEnd();
for (et = vx.edgesBegin(); et != eEnd; ++et) {
int vChild = edge(*et).vertex(1);
if (vChild == v) continue;
mesh_type::removeEdge(*et);
mesh_type::addEdge(edge_type(parent, vChild));
vertex(vChild).m_parent = parent;
assert(vChild != parent);
}
vNumber = vx.m_number;
}
// Notify deformations BEFORE removing the vertex, so the vertex deformations
// are still accessible.
std::set<PlasticSkeletonDeformation *>::iterator dt,
dEnd(m_imp->m_deformations.end());
for (dt = m_imp->m_deformations.begin(); dt != dEnd; ++dt)
(*dt)->deleteVertex(this, v);
// Then, erase v. This already ensures that edges connected with v are
// destroyed.
mesh_type::removeVertex(v);
m_imp->m_numbersPool.release(vNumber);
}
//-------------------------------------------------------------------------------
void PlasticSkeleton::clear() {
mesh_type::clear();
m_imp->m_numbersPool.clear();
// Notify deformations
std::set<PlasticSkeletonDeformation *>::iterator dt,
dEnd(m_imp->m_deformations.end());
for (dt = m_imp->m_deformations.begin(); dt != dEnd; ++dt) (*dt)->clear(this);
}
//-------------------------------------------------------------------------------
void PlasticSkeleton::squeeze() {
// Squeeze associated deformations first
int v, e;
// Update indices
tcg::list<vertex_type>::iterator vt, vEnd(m_vertices.end());
for (v = 0, vt = m_vertices.begin(); vt != vEnd; ++vt, ++v) vt->setIndex(v);
tcg::list<edge_type>::iterator et, eEnd(m_edges.end());
for (e = 0, et = m_edges.begin(); et != eEnd; ++et, ++e) et->setIndex(e);
// Update stored indices
for (et = m_edges.begin(); et != eEnd; ++et) {
edge_type &ed = *et;
ed.setVertex(0, vertex(ed.vertex(0)).getIndex());
ed.setVertex(1, vertex(ed.vertex(1)).getIndex());
}
for (vt = m_vertices.begin(); vt != vEnd; ++vt) {
vertex_type &vx = *vt;
if (vt->m_parent >= 0) vt->m_parent = vertex(vt->m_parent).getIndex();
vertex_type::edges_iterator vet, veEnd(vx.edgesEnd());
for (vet = vx.edgesBegin(); vet != veEnd; ++vet)
*vet = edge(*vet).getIndex();
}
// Finally, rebuild the actual containers
if (!m_edges.empty()) {
tcg::list<edge_type> temp(m_edges.begin(), m_edges.end());
std::swap(m_edges, temp);
}
if (!m_vertices.empty()) {
tcg::list<vertex_type> temp(m_vertices.begin(), m_vertices.end());
std::swap(m_vertices, temp);
}
}
//-------------------------------------------------------------------------------
void PlasticSkeleton::saveData(TOStream &os) {
// NOTE: Primitives saved by INDEX iteration is NOT COINCIDENTAL - since
// the lists' internal linking could have been altered to mismatch the
// natural indexing referred to by primitives' data.
if (m_vertices.size() != m_vertices.nodesCount() ||
m_edges.size() != m_edges.nodesCount()) {
// Ensure that there are no holes in the representation
PlasticSkeleton skel(*this);
skel.squeeze();
skel.saveData(os);
return;
}
// Save vertices
os.openChild("V");
{
int vCount = int(m_vertices.size());
os << vCount;
for (int v = 0; v != vCount; ++v) os.child("Vertex") << m_vertices[v];
}
os.closeChild();
// Save edges
os.openChild("E");
{
int eCount = int(m_edges.size());
os << eCount;
for (int e = 0; e != eCount; ++e) {
PlasticSkeleton::edge_type &ed = m_edges[e];
os << ed.vertex(0) << ed.vertex(1);
}
}
os.closeChild();
}
//-------------------------------------------------------------------------------
void PlasticSkeleton::loadData(TIStream &is) {
// Ensure the skeleton is clean
clear();
// Load vertices
std::string str;
int i, size;
while (is.openChild(str)) {
if (str == "V") {
is >> size;
std::vector<int> acquiredVertexNumbers;
acquiredVertexNumbers.reserve(size);
m_vertices.reserve(size);
for (i = 0; i < size; ++i) {
if (is.openChild(str) && (str == "Vertex")) {
vertex_type vx;
is >> vx;
int idx = mesh_type::addVertex(vx);
if (vx.m_number < 0) vertex(idx).m_number = vx.m_number = idx + 1;
acquiredVertexNumbers.push_back(vx.m_number);
is.matchEndTag();
} else
assert(false), is.skipCurrentTag();
}
m_imp->m_numbersPool = tcg::indices_pool<int>(
acquiredVertexNumbers.begin(), acquiredVertexNumbers.end());
is.matchEndTag();
} else if (str == "E") {
is >> size;
m_edges.reserve(size);
int v0, v1;
for (i = 0; i < size; ++i) {
is >> v0 >> v1;
addEdge(edge_type(v0, v1));
vertex(v1).m_parent = v0;
}
is.matchEndTag();
} else
assert(false), is.skipCurrentTag();
}
}
//************************************************************************************
// PlasticSkeleton utility functions
//************************************************************************************
int PlasticSkeleton::closestVertex(const TPointD &pos, double *dist) const {
// Traverse vertices
double d2, minDist2 = (std::numeric_limits<double>::max)();
int v = -1;
tcg::list<vertex_type>::const_iterator vt, vEnd(m_vertices.end());
for (vt = m_vertices.begin(); vt != vEnd; ++vt) {
d2 = tcg::point_ops::dist2(pos, vt->P());
if (d2 < minDist2) minDist2 = d2, v = int(vt.m_idx);
}
if (dist && v >= 0) *dist = sqrt(minDist2);
return v;
}
//-------------------------------------------------------------------------------
int PlasticSkeleton::closestEdge(const TPointD &pos, double *dist) const {
// Traverse edges
double d, minDist = (std::numeric_limits<double>::max)();
int e = -1;
tcg::list<edge_type>::const_iterator et, eEnd(m_edges.end());
for (et = m_edges.begin(); et != eEnd; ++et) {
const TPointD &vp0 = vertex(et->vertex(0)).P(),
&vp1 = vertex(et->vertex(1)).P();
d = tcg::point_ops::segDist(vp0, vp1, pos);
if (d < minDist) minDist = d, e = int(et.m_idx);
}
if (dist && e >= 0) *dist = minDist;
return e;
}
//-------------------------------------------------------------------------------
std::vector<PlasticHandle> PlasticSkeleton::verticesToHandles() const {
std::vector<PlasticHandle> v;
for (auto const &e : m_vertices) {
v.push_back(e);
}
return v;
}