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description = [[
*************************************************************************************************************
Brief: ImageVis3D Lua script to interactively generate a key frame sequence for an animated fly through
Author: Alexander Schiewe
Date: October 2012
HowTo: - press 'F'-key to enable first person mode and use first person mode navigation only
- use '0'-key to capture key frame and insert it at currently active key frame position
- use ','/'.'-key to delete active key frame
- use '1'/'2'/'3'-keys to jump to previous/active/next key frames
- use 'Enter'-key to print captured key frames
- use '/'-key to write captured key frames to file
- use '*'-key to generate animation preview data structures
- use '-'/'+'-keys to step along the last generated animation path
TODOs: - automatically update animation data structure when manipulating key points
*************************************************************************************************************
]]
print(description)
iv3d.setStayOpen(true)
inputDir = 'S:/Share/Datasets/Octrees/ImageVis/'
--filename = inputDir ..'mandelbulb1024-20s-bs32-8.uvf'
--filename = inputDir ..'mandelbulb2048-20s-bs32-8.uvf'
--filename = inputDir ..'mandelbulb4096-20s-bs32-8.uvf'
--filename = inputDir ..'mandelbulb8192-20s-bs32-8.uvf'
--filename = inputDir ..'mandelbulb16384-20s-bs64-8.uvf'
--filename = inputDir ..'RichtmyerMeshkov-2048x2048x1920-8bit-64.uvf'
--filename = inputDir ..'VisualHuman-512x512x1884-16bit-32-median-clamp-zlib.uvf'
filename = inputDir ..'wholebody-32.uvf'
data = iv3d.renderer.new(filename)
--data.lighting(false)
--data.resize({1920, 1080})
--data.resize({960, 540})
data.resize({480, 270})
rw = data.getRawRenderer()
rw.setBGColors({0, 0, 255}, {0, 255, 255})
--rw.setBGColors({255, 255, 255}, {255, 255, 255})
--rw.setBGColors({0, 0, 0}, {0, 0, 0})
region = rw.getFirst3DRenderRegion()
-- key point capturing **************************************************************************************
outputSequence = 0
activeKeyPoint = 0
keyPoints = {}
function getCamera()
return {eye={x=rw.getViewPos()[1], y=rw.getViewPos()[2], z=rw.getViewPos()[3]},
ref={x=rw.getViewDir()[1], y=rw.getViewDir()[2], z=rw.getViewDir()[3]},
vup={x=rw.getUpDir()[1], y=rw.getUpDir()[2], z=rw.getUpDir()[3]}}
end
function setCamera(cam)
rw.setViewPos({cam.eye.x, cam.eye.y, cam.eye.z})
rw.setViewDir({cam.ref.x, cam.ref.y, cam.ref.z})
rw.setUpDir( {cam.vup.x, cam.vup.y, cam.vup.z})
iv3d.processUI()
end
function cameraToString(cam)
return "{eye={x=".. cam.eye.x ..", y=".. cam.eye.y ..", z=".. cam.eye.z .."}, ref={x=".. cam.ref.x ..", y=".. cam.ref.y ..", z=".. cam.ref.z .."}, vup={x=".. cam.vup.x ..", y=".. cam.vup.y ..", z=".. cam.vup.z .."}}"
end
function matrixToString(mat)
return "{{"..mat[1][1]..", "..mat[1][2]..", "..mat[1][3]..", "..mat[1][4].."}, {"..mat[2][1]..", "..mat[2][2]..", "..mat[2][3]..", "..mat[2][4].."}, {"..mat[3][1]..", "..mat[3][2]..", "..mat[3][3]..", "..mat[3][4].."}, {"..mat[4][1]..", "..mat[4][2]..", "..mat[4][3]..", "..mat[4][4].."}}"
end
function insertKeyFrame(index)
table.insert(keyPoints, index, getCamera())
print("Captured key frame at index ".. index .."/".. #keyPoints ..": ".. cameraToString(keyPoints[index]))
end
function deleteKeyFrame(index)
if index < 1 or index > #keyPoints then
print("There is no captured key frame with index ".. index .. " to be deleted")
return
end
print("Deleting key frame at index ".. index .."/".. #keyPoints ..": ".. cameraToString(keyPoints[index]))
table.remove(keyPoints, index)
if activeKeyPoint > #keyPoints then
activeKeyPoint = #keyPoints
end
end
function jumpToKeyFrame(index)
if #keyPoints == 0 then
print("There are no captured key frames to jump to")
return
end
if index < 1 then
index = #keyPoints
print("WRAPPED AROUND to the last key frame")
elseif index > #keyPoints then
index = 1
print("WRAPPED AROUND to the first key frame")
end
print("Jumping to key frame: ".. index)
local cam = keyPoints[index]
activeKeyPoint = index
setCamera(cam)
end
function printKeyFrames()
if #keyPoints == 0 then
print("There are no captured key frames to print")
return
end
for i = 1, #keyPoints do
print(string.format("%02d", i) ..": ".. cameraToString(keyPoints[i]))
end
print("Active key frame: ".. activeKeyPoint)
end
function writeKeyFramesToFile(filename)
io.output(filename)
-- would be very useful if we could read those values into a matrix easily
--io.write("translation = ".. matrixToString(region.getTranslation4x4()) .."\n")
--io.write("rotation = ".. matrixToString(region.getRotation4x4()) .."\n")
local t = region.getTranslation4x4()
io.write("local t=matrix.identity()\n")
io.write("t[1][1]="..t[1][1].."; t[1][2]="..t[1][2].."; t[1][3]="..t[1][3].."; t[1][4]="..t[1][4].."\n");
io.write("t[2][1]="..t[2][1].."; t[2][2]="..t[2][2].."; t[2][3]="..t[2][3].."; t[2][4]="..t[2][4].."\n");
io.write("t[3][1]="..t[3][1].."; t[3][2]="..t[3][2].."; t[3][3]="..t[3][3].."; t[3][4]="..t[3][4].."\n");
io.write("t[4][1]="..t[4][1].."; t[4][2]="..t[4][2].."; t[4][3]="..t[4][3].."; t[4][4]="..t[4][4].."\n");
io.write("region.setTranslation4x4(t)\n");
local r = region.getRotation4x4()
io.write("local r=matrix.identity()\n")
io.write("r[1][1]="..r[1][1].."; r[1][2]="..r[1][2].."; r[1][3]="..r[1][3].."; r[1][4]="..r[1][4].."\n");
io.write("r[2][1]="..r[2][1].."; r[2][2]="..r[2][2].."; r[2][3]="..r[2][3].."; r[2][4]="..r[2][4].."\n");
io.write("r[3][1]="..r[3][1].."; r[3][2]="..r[3][2].."; r[3][3]="..r[3][3].."; r[3][4]="..r[3][4].."\n");
io.write("r[4][1]="..r[4][1].."; r[4][2]="..r[4][2].."; r[4][3]="..r[4][3].."; r[4][4]="..r[4][4].."\n");
io.write("region.setRotation4x4(r)\n");
if #keyPoints == 0 then
print("There are no captured key frames but dataset transformation parameters were written to file: "..filename)
return true
end
io.write("keyPoints = {}\n")
for i = 1, #keyPoints do
io.write("keyPoints[".. i .."] = ".. cameraToString(keyPoints[i]) .."\n")
end
io.flush()
io.close()
print("Wrote ".. #keyPoints .." captured key frames to file: ".. filename)
return true
end
-- animation stuff ******************************************************************************************
-- basic vector calculus
function vminus(a, b)
return {x=a.x-b.x, y=a.y-b.y, z=a.z-b.z}
end
function vadd(a, b)
return {x=a.x+b.x, y=a.y+b.y, z=a.z+b.z}
end
function vlength(v)
return math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z)
end
function vnormalize(v)
local len = vlength(v)
return {x=v.x/len, y=v.y/len, z=v.z/len}
end
function vscale(v, scale)
return {x=v.x*scale, y=v.y*scale, z=v.z*scale}
end
-- scale and bias a 'value' from the 'i' range to the 'o' range
function remap(value, imin, imax, omin, omax)
return omin + (value-imin) * ((omax-omin)/(imax-imin))
end
-- linear interpolation between two values
function lerp(a, b, u)
assert(0.0 <= u and u <= 1.0)
return (1-u) * a + u * b
end
-- linear interpolation between two vectors
function vlerp(v0, v1, u)
return {x=lerp(v0.x, v1.x, u),
y=lerp(v0.y, v1.y, u),
z=lerp(v0.z, v1.z, u)}
end
-- evaluate decasteljau algorithm for given curve parameter u [0, 1]
function decasteljau(p00, p01, p02, p03, u)
-- first gen points
local p10 = vlerp(p00, p01, u)
local p11 = vlerp(p01, p02, u)
local p12 = vlerp(p02, p03, u)
-- second gen points
local p20 = vlerp(p10, p11, u)
local p21 = vlerp(p11, p12, u)
-- third gen points
local p30 = vlerp(p20, p21, u)
-- return both bezier segments
-- [3] p30 is the sampled point
return {p10, p20, p30, p21, p12}
end
-- compute tangents for bezier curve from key points
function computeTangents(p0, p1, p2, p3)
local c = vlength(vminus(p2, p1))
local alpha = c / 2
if (alpha == 0.0) then
--print('KEY POINTS ARE IDENTICAL')
return p1, p2
end
local q1 = vadd(p1, vscale(vnormalize(vminus(p2, p0)), alpha))
local q2 = vadd(p2, vscale(vnormalize(vminus(p1, p3)), alpha))
return q1, q2
end
-- adaptively sample arc length parameterization of bezier curve
function adaptivelySampleBezierCurve(p1, q1, q2, p2, uA, uB, epsilon, samples)
local segments = decasteljau(p1, q1, q2, p2, 0.5)
local p = segments[3]
local a = vlength(vminus(p, p1))
local b = vlength(vminus(p2, p))
local c = vlength(vminus(p2, p1))
-- subdivide curve segment if triangle is too large and recurse
if math.abs(c - (a + b)) > epsilon then
local u = (uB - uA) / 2
adaptivelySampleBezierCurve(p1, segments[1], segments[2], p, uA - u, uA, epsilon, samples)
adaptivelySampleBezierCurve(p, segments[4], segments[5], p2, uB - u, uB, epsilon, samples)
else
local lastEntry = samples[#samples]
local newEntryA = {distance = lastEntry.distance + a, parameter = uA}
local newEntryB = {distance = newEntryA.distance + b, parameter = uB}
table.insert(samples, newEntryA)
table.insert(samples, newEntryB)
end
end
-- initialize arc length parametrization for given segment defined by four key points
function sampleArcLengthForSegment(p0, p1, p2, p3, u, epsilon, samples)
local q1, q2 = computeTangents(p0, p1, p2, p3)
adaptivelySampleBezierCurve(p1, q1, q2, p2, u, u+0.5, epsilon, samples)
end
-- compute arc length lookup table
function sampleArcLength(keyPoints, frameCount)
local distance = 0
for i = 4,#keyPoints do
local d = vlength(vminus(keyPoints[i-1].eye, keyPoints[i-2].eye))
--print("distance " .. i-2 .. " to " .. i-1 .. ": " .. d)
distance = distance + d
end
print("Linear distance: ".. distance)
-- sample curve according to epsilon threshold
local epsilon = distance / frameCount
print("Split epsilon: ".. epsilon)
local samples = {}
samples[1] = {distance=0, parameter=2}
for i = 4,#keyPoints do
sampleArcLengthForSegment(keyPoints[i-3].eye, keyPoints[i-2].eye, keyPoints[i-1].eye, keyPoints[i].eye, i-1.5, epsilon, samples)
end
--for i = 1, #samples do print(i .."\t".. samples[i].distance .."\t".. samples[i].parameter) end
print("Sampled distance: ".. samples[#samples].distance .." (".. #samples .." samples)")
return samples
end
-- interpolate camera properties for given traveled distance s
function animateCamera(keyPoints, lookup, s, indexHint)
assert(lookup[1].distance == 0.0)
if s < 0.0 then
s = 0.0
print("CLAMPED S TO MIN VALUE")
elseif s > lookup[#lookup].distance then
s = lookup[#lookup].distance
print("CLAMPED S TO MAX VALUE")
end
-- find first index that distance is equal or larger than s
if indexHint < 2 then
indexHint = 2
elseif indexHint > #lookup then
indexHint = #lookup
end
local idx = indexHint -- default should be 2
while lookup[idx].distance < s do
idx = idx + 1
end
-- interpolate u
local u = remap(s, lookup[idx-1].distance, lookup[idx].distance,
lookup[idx-1].parameter, lookup[idx].parameter)
local i = math.floor(u) -- key point index
local w = u - i -- local curve parameter
--print("u: ".. u .." i: ".. i .." w: ".. w)
if i == u then
print("EARLY EXIT")
return keyPoints[i], idx -- early exit, we hit exactly a key point
end
local p0, p1, p2, p3 = keyPoints[i-1], keyPoints[i], keyPoints[i+1], keyPoints[i+2]
local q1, q2 = {}, {}
q1.eye, q2.eye = computeTangents(p0.eye, p1.eye, p2.eye, p3.eye)
q1.ref, q2.ref = computeTangents(p0.ref, p1.ref, p2.ref, p3.ref)
q1.vup, q2.vup = computeTangents(p0.vup, p1.vup, p2.vup, p3.vup)
local Eye = decasteljau(p1.eye, q1.eye, q2.eye, p2.eye, w)[3]
local Ref = decasteljau(p1.ref, q1.ref, q2.ref, p2.ref, w)[3]
local Vup = decasteljau(p1.vup, q1.vup, q2.vup, p2.vup, w)[3]
-- now we can construct our new camera and return the last used lookup index to speed up next search
return {eye=Eye, ref=Ref, vup=Vup}, idx
end
-- http://lua-users.org/wiki/CopyTable
function deepcopy(object)
local lookup_table = {}
local function _copy(object)
if type(object) ~= "table" then
return object
elseif lookup_table[object] then
return lookup_table[object]
end
local new_table = {}
lookup_table[object] = new_table
for index, value in pairs(object) do
new_table[_copy(index)] = _copy(value)
end
--return setmetatable(new_table, getmetatable(object))
return setmetatable(new_table, _copy( getmetatable(object)))
end
return _copy(object)
end
-- hot keys *************************************************************************************************
function key0Pressed()
--print("key0Pressed()")
-- capture key frame
activeKeyPoint = activeKeyPoint + 1
insertKeyFrame(activeKeyPoint)
end
function key1Pressed()
--print("key1Pressed()")
-- jump to previous key frame
jumpToKeyFrame(activeKeyPoint - 1)
end
function key2Pressed()
--print("key2Pressed()")
-- jump to current key frame
jumpToKeyFrame(activeKeyPoint)
end
function key3Pressed()
--print("key3Pressed()")
-- jump to next key frame
jumpToKeyFrame(activeKeyPoint + 1)
end
function keyCommaOrPeriodPressed()
--print("keyCommaOrPeriodPressed()")
-- delete key frame
deleteKeyFrame(activeKeyPoint)
end
function keyEnterPressed()
--print("keyEnterPressed()")
-- print key frames
printKeyFrames()
end
function keySlashPressed()
--print("keySlashPressed()")
-- write key frames to file
if writeKeyFramesToFile(filename .."-KeyFrames".. string.format("%02d", outputSequence) ..".txt") then
outputSequence = outputSequence + 1
end
end
-- parameters for the animation preview
loopAnimation = false -- do we want a looped animation preview?
animation = {} -- prepared key points
lookup = {} -- arc length lookup table
indexHint = 1 -- (currently not used)
distance = 0 -- total arc length for the whole animation path (will be computed)
delta = 0.000 -- distance that should be traveled on keyPlusPressed()/keyMinusPressed() (good starting value is 0.005)
frameCount = 20 -- used frame count if delta is set to zero
s = 0 -- current arc length
function keyAsteriskPressed()
--print("keyAsteriskPressed()")
-- prepare animation preview
animation = deepcopy(keyPoints)
if loopAnimation then
-- prepend last point and append first point to form a perfect loop (first and last frame will be identical)
table.insert(animation, 1, animation[#animation]) -- we need the last point here to have the right tangent for the first point
table.insert(animation, animation[2]) -- we need the original first point to have the right tangent for the last point
table.insert(animation, animation[3]) -- we need one more point to make sure to end up at the first point again
else
-- just duplicate first and last key point
table.insert(animation, 1, animation[1])
table.insert(animation, animation[#animation])
end
lookup = sampleArcLength(animation, 100000)
distance = lookup[#lookup].distance
if delta == 0 then
delta = distance / frameCount
else
frameCount = distance / delta
end
print("Animation delta is set to: ".. delta .." (resulting in ".. frameCount .." frames)")
local idx = 1
while lookup[idx].parameter < (activeKeyPoint + 1) do
idx = idx + 1
end
s = lookup[idx].distance
collectgarbage()
print("Prepared animation. Set current arc length according to active key point (".. activeKeyPoint ..") to: ".. s)
end
function keyMinusPressed()
--print("keyMinusPressed()")
s = s - delta
if s < 0 then
print("WRAPPED AROUND to the last animation frame")
s = distance
end
local cam, hint = animateCamera(animation, lookup, s, indexHint)
activeKeyPoint = math.floor(lookup[hint].parameter) - 1
print("Animated. Set active key point according to current arc length (".. s ..") to: ".. activeKeyPoint)
indexHint = 1
setCamera(cam)
end
function keyPlusPressed()
--print("keyPlusPressed()")
s = s + delta
if s > distance then
print("WRAPPED AROUND to the first animation frame")
s = 0
end
local cam, hint = animateCamera(animation, lookup, s, indexHint)
activeKeyPoint = math.floor(lookup[hint].parameter) - 1
print("Animated. Set active key point according to current arc length (".. s ..") to: ".. activeKeyPoint)
indexHint = 1
setCamera(cam)
end
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