Add visualisation groups to skins.

PiperOrigin-RevId: 458441645
Change-Id: I14324e8efda5142b2718a5cc9215228c7556dbf7
This commit is contained in:
Alessio Quaglino
2022-07-01 04:56:46 -07:00
committed by Copybara-Service
parent 040deb161f
commit 2d0995b47c
19 changed files with 256 additions and 115 deletions
+106 -95
View File
@@ -1767,9 +1767,18 @@ void mjv_updateCamera(const mjModel* m, mjData* d, mjvCamera* cam, mjvScene* scn
}
// update skins only
// update all skins, here for backward API compatibility
void mjv_updateSkin(const mjModel* m, mjData* d, mjvScene* scn) {
mjvOption opt;
mjv_defaultOption(&opt);
mjv_updateActiveSkin(m, d, scn, &opt);
mju_warning("mjv_updateSkin is deprecated, please use mjv_updateActiveSkin.");
}
// update visible skins only
void mjv_updateActiveSkin(const mjModel* m, mjData* d, mjvScene* scn, const mjvOption* opt) {
// process skins
for (int i=0; i<m->nskin; i++) {
// get info
@@ -1782,111 +1791,113 @@ void mjv_updateSkin(const mjModel* m, mjData* d, mjvScene* scn) {
memset(scn->skinvert + 3*vertadr, 0, 3*vertnum*sizeof(float));
memset(scn->skinnormal + 3*vertadr, 0, 3*vertnum*sizeof(float));
// accumulate positions from all bones
for (int j=m->skin_boneadr[i];
j<m->skin_boneadr[i]+m->skin_bonenum[i];
j++) {
// get bind pose
mjtNum bindpos[3] = {
(mjtNum) m->skin_bonebindpos[3*j],
(mjtNum) m->skin_bonebindpos[3*j+1],
(mjtNum) m->skin_bonebindpos[3*j+2]
};
mjtNum bindquat[4] = {
(mjtNum) m->skin_bonebindquat[4*j],
(mjtNum) m->skin_bonebindquat[4*j+1],
(mjtNum) m->skin_bonebindquat[4*j+2],
(mjtNum) m->skin_bonebindquat[4*j+3]
};
// compute rotation
int bodyid = m->skin_bonebodyid[j];
mjtNum quat[4], quatneg[4], rotate[9];
mju_negQuat(quatneg, bindquat);
mju_mulQuat(quat, d->xquat+4*bodyid, quatneg);
mju_quat2Mat(rotate, quat);
// compute translation
mjtNum translate[3];
mju_rotVecMat(translate, bindpos, rotate);
mju_sub3(translate, d->xpos+3*bodyid, translate);
// process all bone vertices
for (int k=m->skin_bonevertadr[j];
k<m->skin_bonevertadr[j]+m->skin_bonevertnum[j];
k++) {
// vertex id and weight
int vid = m->skin_bonevertid[k];
float vweight = m->skin_bonevertweight[k];
// get original position
mjtNum pos[3] = {
(mjtNum) m->skin_vert[3*(vertadr+vid)],
(mjtNum) m->skin_vert[3*(vertadr+vid)+1],
(mjtNum) m->skin_vert[3*(vertadr+vid)+2],
if (opt->skingroup[m->skin_group[i]]) {
// accumulate positions from all bones
for (int j=m->skin_boneadr[i];
j<m->skin_boneadr[i]+m->skin_bonenum[i];
j++) {
// get bind pose
mjtNum bindpos[3] = {
(mjtNum) m->skin_bonebindpos[3*j],
(mjtNum) m->skin_bonebindpos[3*j+1],
(mjtNum) m->skin_bonebindpos[3*j+2]
};
mjtNum bindquat[4] = {
(mjtNum) m->skin_bonebindquat[4*j],
(mjtNum) m->skin_bonebindquat[4*j+1],
(mjtNum) m->skin_bonebindquat[4*j+2],
(mjtNum) m->skin_bonebindquat[4*j+3]
};
// transform
mjtNum pos1[3];
mju_rotVecMat(pos1, pos, rotate);
mju_addTo3(pos1, translate);
// compute rotation
int bodyid = m->skin_bonebodyid[j];
mjtNum quat[4], quatneg[4], rotate[9];
mju_negQuat(quatneg, bindquat);
mju_mulQuat(quat, d->xquat+4*bodyid, quatneg);
mju_quat2Mat(rotate, quat);
// accumulate position
scn->skinvert[3*(vertadr+vid)] += vweight*(float)pos1[0];
scn->skinvert[3*(vertadr+vid)+1] += vweight*(float)pos1[1];
scn->skinvert[3*(vertadr+vid)+2] += vweight*(float)pos1[2];
}
}
// compute translation
mjtNum translate[3];
mju_rotVecMat(translate, bindpos, rotate);
mju_sub3(translate, d->xpos+3*bodyid, translate);
// compute vertex normals from face normals
for (int k=faceadr; k<faceadr+facenum; k++) {
// get face vertex indices
int vid[3] = {
m->skin_face[3*k],
m->skin_face[3*k+1],
m->skin_face[3*k+2]
};
// process all bone vertices
for (int k=m->skin_bonevertadr[j];
k<m->skin_bonevertadr[j]+m->skin_bonevertnum[j];
k++) {
// vertex id and weight
int vid = m->skin_bonevertid[k];
float vweight = m->skin_bonevertweight[k];
// get triangle edges
mjtNum vec01[3], vec02[3];
for (int r=0; r<3; r++) {
vec01[r] = scn->skinvert[3*(vertadr+vid[1])+r] - scn->skinvert[3*(vertadr+vid[0])+r];
vec02[r] = scn->skinvert[3*(vertadr+vid[2])+r] - scn->skinvert[3*(vertadr+vid[0])+r];
}
// get original position
mjtNum pos[3] = {
(mjtNum) m->skin_vert[3*(vertadr+vid)],
(mjtNum) m->skin_vert[3*(vertadr+vid)+1],
(mjtNum) m->skin_vert[3*(vertadr+vid)+2],
};
// compute face normal
mjtNum nrm[3];
mju_cross(nrm, vec01, vec02);
// transform
mjtNum pos1[3];
mju_rotVecMat(pos1, pos, rotate);
mju_addTo3(pos1, translate);
// add normal to each vertex with weight = area
for (int r=0; r<3; r++) {
for (int t=0; t<3; t++) {
scn->skinnormal[3*(vertadr+vid[r])+t] += nrm[t];
// accumulate position
scn->skinvert[3*(vertadr+vid)] += vweight*(float)pos1[0];
scn->skinvert[3*(vertadr+vid)+1] += vweight*(float)pos1[1];
scn->skinvert[3*(vertadr+vid)+2] += vweight*(float)pos1[2];
}
}
}
// normalize normals
for (int k=vertadr; k<vertadr+vertnum; k++) {
float s = sqrtf(
scn->skinnormal[3*k]*scn->skinnormal[3*k] +
scn->skinnormal[3*k+1]*scn->skinnormal[3*k+1] +
scn->skinnormal[3*k+2]*scn->skinnormal[3*k+2]
);
float scl = 1/mjMAX(mjMINVAL, s);
// compute vertex normals from face normals
for (int k=faceadr; k<faceadr+facenum; k++) {
// get face vertex indices
int vid[3] = {
m->skin_face[3*k],
m->skin_face[3*k+1],
m->skin_face[3*k+2]
};
scn->skinnormal[3*k] *= scl;
scn->skinnormal[3*k+1] *= scl;
scn->skinnormal[3*k+2] *= scl;
}
// get triangle edges
mjtNum vec01[3], vec02[3];
for (int r=0; r<3; r++) {
vec01[r] = scn->skinvert[3*(vertadr+vid[1])+r] - scn->skinvert[3*(vertadr+vid[0])+r];
vec02[r] = scn->skinvert[3*(vertadr+vid[2])+r] - scn->skinvert[3*(vertadr+vid[0])+r];
}
// inflate
if (m->skin_inflate[i]) {
float inflate = m->skin_inflate[i];
// compute face normal
mjtNum nrm[3];
mju_cross(nrm, vec01, vec02);
// add normal to each vertex with weight = area
for (int r=0; r<3; r++) {
for (int t=0; t<3; t++) {
scn->skinnormal[3*(vertadr+vid[r])+t] += nrm[t];
}
}
}
// normalize normals
for (int k=vertadr; k<vertadr+vertnum; k++) {
scn->skinvert[3*k] += inflate*scn->skinnormal[3*k];
scn->skinvert[3*k+1] += inflate*scn->skinnormal[3*k+1];
scn->skinvert[3*k+2] += inflate*scn->skinnormal[3*k+2];
float s = sqrtf(
scn->skinnormal[3*k]*scn->skinnormal[3*k] +
scn->skinnormal[3*k+1]*scn->skinnormal[3*k+1] +
scn->skinnormal[3*k+2]*scn->skinnormal[3*k+2]
);
float scl = 1/mjMAX(mjMINVAL, s);
scn->skinnormal[3*k] *= scl;
scn->skinnormal[3*k+1] *= scl;
scn->skinnormal[3*k+2] *= scl;
}
// inflate
if (m->skin_inflate[i]) {
float inflate = m->skin_inflate[i];
for (int k=vertadr; k<vertadr+vertnum; k++) {
scn->skinvert[3*k] += inflate*scn->skinnormal[3*k];
scn->skinvert[3*k+1] += inflate*scn->skinnormal[3*k+1];
scn->skinvert[3*k+2] += inflate*scn->skinnormal[3*k+2];
}
}
}
}
@@ -1909,6 +1920,6 @@ void mjv_updateScene(const mjModel* m, mjData* d, const mjvOption* opt,
// update skins
if (opt->flags[mjVIS_SKIN]) {
mjv_updateSkin(m, d, scn);
mjv_updateActiveSkin(m, d, scn, opt);
}
}