Aegisub/FexTrackerSource/FexTrackerMovement.cpp
tentacle cd6beca548 little tenfex interface change
+ moved FexTracker to OPEN SOURCE :)

Originally committed to SVN as r194.
2006-03-03 19:00:47 +00:00

248 lines
5.9 KiB
C++

// FexTrackerMovement.cpp
//
#include "StdAfx.h"
#include "stdio.h"
//#include "mmsystem.h"
void FexTracker::InfluenceFeatures( int Frame, float x, float y, float off )
{
for( int i=0;i<nFeatures;i++ )
{
if( Frame < lFeatures[i].StartTime ) continue;
int FeatureFrame = Frame - lFeatures[i].StartTime;
if( lFeatures[i].Pos.size() < FeatureFrame ) continue; //feature was lost
vec2 p = lFeatures[i].Pos[ FeatureFrame ];
float dist = sqrtf( (p.x-x)*(p.x-x)+(p.y-y)*(p.y-y) );
float infl = 1/(dist+1);
if( infl < 0.1 ) continue;
lFeatures[i].Influence += infl * off;
if( lFeatures[i].Influence<0 ) lFeatures[i].Influence = 0;
if( lFeatures[i].Influence>1 ) lFeatures[i].Influence = 1;
}
}
/*
void LineTracing( haAssLine *c, vec2& TracePos, vec2& TraceScale, int Frame, vec2 InScreenPlace )
{
TracePos = vec2(0,0);
TraceScale = vec2(0,0);
vec2 Sum1Pos = vec2(0,0);
vec2 Sum2Pos = vec2(0,0);
float TraceScaleV=0;
float wsum = 0;
for( int i=0;i<c->FeatureIdList.GetSize();i++ )
{
tenFeatureLink l = c->FeatureIdList[i];
tenFeature f = Trace_GetFeatureByID( l.id, Frame );
if( f.id < 0 || l.weight<0.01 )
continue;
Sum1Pos += vec2(
(f.x)/float(ncols)*float(AssRes[0]),
(f.y)/float(nrows)*float(AssRes[1])
)*l.weight;
Sum2Pos += vec2(
(l.sub.x)/float(ncols)*float(AssRes[0]),
(l.sub.y)/float(nrows)*float(AssRes[1])
)*l.weight;
wsum += l.weight;
}
if( wsum>0.01 )
{
Sum1Pos /= wsum;
Sum2Pos /= wsum;
TracePos = Sum1Pos - Sum2Pos;
wsum = 0;
CArray<float, float&> DistList;
CArray<float, float&> WeightList;
//now we know weighted mid point, gen vectors from points to mid
for( int i=0;i<c->FeatureIdList.GetSize();i++ )
{
tenFeatureLink l = c->FeatureIdList[i];
tenFeature f = Trace_GetFeatureByID( l.id, Frame );
if( f.id < 0 || l.weight<0.01 )
continue;
vec2 mid = vec2(
(f.x)/float(ncols)*float(AssRes[0]),
(f.y)/float(nrows)*float(AssRes[1])
);
vec2 midToMe = mid - Sum1Pos;
vec2 stdMidToMe = vec2(
(l.sub.x)/float(ncols)*float(AssRes[0]),
(l.sub.y)/float(nrows)*float(AssRes[1])
) - Sum2Pos;
float stdlen = sqrtf( stdMidToMe.x*stdMidToMe.x + stdMidToMe.y*stdMidToMe.y );
if( stdlen < 3 )
{//too much error amplification.skip
continue;
}
float len = sqrtf( midToMe.x*midToMe.x + midToMe.y*midToMe.y );
float scale = len/stdlen;
// TRACE( "%f\n", scale );
float addme = scale*l.weight;
TraceScaleV += addme;
DistList.Add( scale );
WeightList.Add( l.weight );
wsum += l.weight;
}
TraceScaleV /= wsum;
float TraceScaleV2=0;
for( i=0;i<DistList.GetSize();i++ )
{
TraceScaleV2 += ((DistList[i]-TraceScaleV)*0.5f+TraceScaleV)*WeightList[i];
}
TraceScaleV2 /= wsum;
TraceScale = vec2(1,1)*TraceScaleV2;
vec2 MidToItemStd = InScreenPlace - Sum2Pos;
TracePos += MidToItemStd*(TraceScaleV2-1);
}
else
{
TracePos = vec2(0,0);
TraceScale = vec2(1,1);
}
}
*/
#define VEC2LEN(a) sqrtf( (a).x*(a).x+(a).y*(a).y )
FexMovement* FexTracker::GetMovement()
{
FILE *log = fopen( "movementlog.txt", "wt" );
int i;
for( i=0;i<nFeatures;i++ )
{
if( lFeatures[i].Influence>0.01 )
fprintf( log, "Feature(%.2f): %d - %d\n", lFeatures[i].Influence, lFeatures[i].StartTime, lFeatures[i].StartTime+lFeatures[i].Pos.size() );
}
FexMovement *m = new FexMovement();
FexMovementFrame f;
float FirstInfluenceSum = 0;
vec2 FirstPos;
FirstPos.x = FirstPos.y = 0;
for( i=0;i<nFeatures;i++ )
{
if( 0 < lFeatures[i].StartTime ) continue;
if( lFeatures[i].Pos.size() <= 0 ) continue;
vec2 p = lFeatures[i].Pos[ 0 ];
FirstPos.x += p.x * lFeatures[i].Influence;
FirstPos.y += p.y * lFeatures[i].Influence;
FirstInfluenceSum += lFeatures[i].Influence;
}
FirstPos.x /= FirstInfluenceSum;
FirstPos.y /= FirstInfluenceSum;
float FirstLen = 1;
vec2* MidOffset = (vec2*) new vec2[nFeatures];
float* MidOffsetLen = (float*) new float[nFeatures];
for( int Frame = 0; Frame < CurFrame; Frame ++ )
{
//set feature offset
for( i=0;i<nFeatures;i++ )
{
if( Frame == lFeatures[i].StartTime )
{
MidOffset[i].x = FirstPos.x - lFeatures[i].Pos[0].x;
MidOffset[i].y = FirstPos.y - lFeatures[i].Pos[0].y;
//realOffLen / MidOffLen = FirstLen
// => MidOffLen /= FirstLen;
MidOffset[i].x /= FirstLen;
MidOffset[i].y /= FirstLen;
MidOffsetLen[i] = VEC2LEN( MidOffset[i] );
}
}
//accumulate position
float NextLen = 0;
float NextInfluenceSum = 0;
vec2 NextPos;
NextPos.x = NextPos.y = 0;
for( i=0;i<nFeatures;i++ )
{
if( Frame < lFeatures[i].StartTime ) continue;
int FeatureFrame = Frame - lFeatures[i].StartTime;
if( lFeatures[i].Pos.size() <= FeatureFrame ) continue; //feature was lost
vec2 p = lFeatures[i].Pos[ FeatureFrame ];
NextPos.x += (p.x+MidOffset[i].x*FirstLen) * lFeatures[i].Influence;
NextPos.y += (p.y+MidOffset[i].y*FirstLen) * lFeatures[i].Influence;
NextInfluenceSum += lFeatures[i].Influence;
}
if( NextInfluenceSum > 0.01 )
{
NextPos.x /= NextInfluenceSum;
NextPos.y /= NextInfluenceSum;
}
else
NextPos = FirstPos; //take over last one
for( i=0;i<nFeatures;i++ )
{
if( Frame < lFeatures[i].StartTime ) continue;
int FeatureFrame = Frame - lFeatures[i].StartTime;
if( lFeatures[i].Pos.size() <= FeatureFrame ) continue; //feature was lost
vec2 p = lFeatures[i].Pos[ FeatureFrame ];
vec2 realMidOff;
realMidOff.x = NextPos.x-p.x;
realMidOff.y = NextPos.y-p.y;
float realMidOffLen = VEC2LEN( realMidOff );
NextLen += realMidOffLen/MidOffsetLen[i] *lFeatures[i].Influence;
}
if( NextInfluenceSum > 0.01 )
{
NextLen /= NextInfluenceSum;
}
else
NextLen = FirstLen; //take over last one
f.Pos = NextPos;
f.Rot.x = 0;
f.Rot.y = 0;
f.Rot.z = 0;
f.Scale.x = NextLen;
f.Scale.y = NextLen;
m->Frames.Add( f );
FirstPos = NextPos;
FirstLen = NextLen;
}
delete []MidOffset;
delete []MidOffsetLen;
fclose( log );
return m;
}