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  <div class="section" id="module-algos3d">
<span id="the-algos3d-module"></span><span id="modulealgos3d"></span><h1>The Algos3D Module<a class="headerlink" href="#module-algos3d" title="Permalink to this headline"></a></h1>
<p>MakeHuman 3D Transformation functions.</p>
<p><strong>Project Name:</strong>      MakeHuman</p>
<p><strong>Product Home Page:</strong> <a class="reference external" href="http://www.makehuman.org/">http://www.makehuman.org/</a></p>
<p><strong>Code Home Page:</strong>    <a class="reference external" href="https://bitbucket.org/MakeHuman/makehuman/">https://bitbucket.org/MakeHuman/makehuman/</a></p>
<p><strong>Authors:</strong>           Joel Palmius, Marc Flerackers, Jonas Hauquier</p>
<p><strong>Copyright(c):</strong>      MakeHuman Team 2001-2017</p>
<p><strong>Licensing:</strong>         AGPL3</p>
<blockquote>
<div><p>This file is part of MakeHuman (www.makehuman.org).</p>
<p>This program is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as
published by the Free Software Foundation, either version 3 of the
License, or (at your option) any later version.</p>
<p>This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Affero General Public License for more details.</p>
<p>You should have received a copy of the GNU Affero General Public License
along with this program.  If not, see &lt;<a class="reference external" href="http://www.gnu.org/licenses/">http://www.gnu.org/licenses/</a>&gt;.</p>
</div></blockquote>
<div class="section" id="abstract">
<h2>Abstract<a class="headerlink" href="#abstract" title="Permalink to this headline"></a></h2>
<p>This module contains algorithms used to perform high-level 3D
transformations on the 3D mesh that is used to represent the human
figure in the MakeHuman application.</p>
<p>These currently include:</p>
<blockquote>
<div><ul class="simple">
<li>morphing for anatomical variations</li>
<li>pose deformations</li>
<li>mesh coherency tests (for use during the development cycle)</li>
<li>visualisation functions (for use during the development cycle)</li>
</ul>
</div></blockquote>
<p>This will also be where any future mesh transformation
algorithms will be coded. For example:</p>
<blockquote>
<div><ul class="simple">
<li>collision deformations</li>
<li>etc..</li>
</ul>
</div></blockquote>
<dl class="class">
<dt id="algos3d.Target">
<em class="property">class </em><code class="descclassname">algos3d.</code><code class="descname">Target</code><span class="sig-paren">(</span><em>obj</em>, <em>name</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#Target"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.Target" title="Permalink to this definition"></a></dt>
<dd><p>This class is used to store morph targets.</p>
</dd></dl>

<dl class="function">
<dt id="algos3d.defaultTargetLicense">
<code class="descclassname">algos3d.</code><code class="descname">defaultTargetLicense</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#defaultTargetLicense"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.defaultTargetLicense" title="Permalink to this definition"></a></dt>
<dd><p>Default license for targets, shared for all targets that do not specify
their own custom license, which is useful for saving storage space as this
license is globally referenced by and applies to the majority of targets.</p>
</dd></dl>

<dl class="function">
<dt id="algos3d.getTarget">
<code class="descclassname">algos3d.</code><code class="descname">getTarget</code><span class="sig-paren">(</span><em>obj</em>, <em>targetPath</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#getTarget"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.getTarget" title="Permalink to this definition"></a></dt>
<dd><p>This function retrieves a set of translation vectors from a morphing
target file and stores them in a buffer. It is usually only called if
the translation vectors from this file have not yet been buffered during
the current session.</p>
<p>The translation target files contain lists of vertex indices and corresponding
3D translation vectors. The buffer is structured as a list of lists
(a dictionary of dictionaries) indexed using the morph target file name, so:
&#8220;targetBuffer[targetPath] = targetData&#8221; and targetData is a list of vectors
keyed on their vertex indices.</p>
<p>For example, a translation direction vector
of [0,5.67,2.34] for vertex 345 would be stored using
&#8220;targetData[345] = [0,5.67,2.34]&#8221;.
If this is taken from target file &#8220;foo.target&#8221;, then this targetData could be
assigned to the buffer with &#8216;targetBuffer[&#8220;c:/MH/foo.target&#8221;] = targetData&#8217;.</p>
<dl class="docutils">
<dt>obj:</dt>
<dd><em>3d object</em>. The target object to which the translations are to be applied.
This object is read by this function to define a list of the vertices
affected by this morph target file.</dd>
<dt>targetPath:</dt>
<dd><em>string</em>. The file system path to the file containing the morphing targets.
The precise format of this string will be operating system dependant.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="algos3d.loadTranslationTarget">
<code class="descclassname">algos3d.</code><code class="descname">loadTranslationTarget</code><span class="sig-paren">(</span><em>obj, targetPath, morphFactor, faceGroupToUpdateName=None, update=1, calcNorm=1, scale=[1.0, 1.0, 1.0], animatedMesh=None</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#loadTranslationTarget"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.loadTranslationTarget" title="Permalink to this definition"></a></dt>
<dd><p>This function retrieves a set of translation vectors and applies those
translations to the specified vertices of the mesh object. This set of
translations corresponds to a particular morph target file.
If the file has already been loaded into memory then the translation
vectors are read from the target data buffer, otherwise a function is
first called to load the target data from disk into a buffer for
future use.</p>
<p>The translation target files contain lists of vertex indices and corresponding
3D translation vectors. The translation vector for each vertex is multiplied
by a common factor (morphFactor) before being applied to the specified vertex.</p>
<dl class="docutils">
<dt>obj:</dt>
<dd><em>3d object</em>. The target object to which the translations are to be applied.
This object is read and updated by this function.</dd>
<dt>targetPath:</dt>
<dd><em>string</em>. The file system path to the file containing the morphing targets.
The precise format of this string will be operating system dependant.</dd>
<dt>morphFactor:</dt>
<dd><em>float</em>. A factor between 0 and 1 controlling the proportion of the translations
to be applied. If 0 then the object remains unmodified. If 1 the &#8216;full&#8217; translations
are applied. This parameter would normally be in the range 0-1 but can be greater
than 1 or less than 0 when used to produce extreme deformations (deformations
that extend beyond those modelled by the original artist).</dd>
<dt>faceGroupToUpdateName:</dt>
<dd><em>string</em>. Optional: The name of a single facegroup to be affected by the target.
If specified, then only transformations to faces contained by the specified
facegroup are applied. If not specified, all transformations contained within the
morph target file are applied. This permits a single morph target file to contain
transformations that affect multiple facegroups, but to only be selectively applied
to individual facegroups.</dd>
<dt>update:</dt>
<dd><em>int flag</em>. A flag to indicate whether the update method on the object should be called.</dd>
<dt>calcNorm:</dt>
<dd><em>int flag</em>. A flag to indicate whether the normals are to be recalculated (1/true)
or not (0/false).</dd>
<dt>scale:</dt>
<dd><em>float</em>. Scale the target offsets with this vector. Defaults to unit vector.</dd>
<dt>animatedMesh:</dt>
<dd><em>AnimatedMesh</em>. Posed state of the basemesh with which the target should 
be transformed before being applied.</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="algos3d.refreshCachedTarget">
<code class="descclassname">algos3d.</code><code class="descname">refreshCachedTarget</code><span class="sig-paren">(</span><em>targetPath</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#refreshCachedTarget"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.refreshCachedTarget" title="Permalink to this definition"></a></dt>
<dd><p>Invalidate the cache for the specified target, so that it will be reloaded
next time it is requested.
Generally this only has effect if the target was loaded from an ascii file,
not from npz archive.</p>
</dd></dl>

<dl class="function">
<dt id="algos3d.resetObj">
<code class="descclassname">algos3d.</code><code class="descname">resetObj</code><span class="sig-paren">(</span><em>obj</em>, <em>update=None</em>, <em>calcNorm=None</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#resetObj"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.resetObj" title="Permalink to this definition"></a></dt>
<dd><p>This function resets the positions of the vertices of an object to their original base positions.</p>
<dl class="docutils">
<dt>obj:</dt>
<dd><em>3D object</em>. The object whose vertices are to be reset.</dd>
<dt>update:</dt>
<dd><em>int</em>. An indicator to control whether to call the vectors update method.</dd>
<dt>calcNorm:</dt>
<dd><em>int</em>. An indicator to control whether or not the normals should be recalculated</dd>
</dl>
</dd></dl>

<dl class="function">
<dt id="algos3d.saveTranslationTarget">
<code class="descclassname">algos3d.</code><code class="descname">saveTranslationTarget</code><span class="sig-paren">(</span><em>obj</em>, <em>targetPath</em>, <em>groupToSave=None</em>, <em>epsilon=0.001</em><span class="sig-paren">)</span><a class="reference internal" href="_modules/algos3d.html#saveTranslationTarget"><span class="viewcode-link">[source]</span></a><a class="headerlink" href="#algos3d.saveTranslationTarget" title="Permalink to this definition"></a></dt>
<dd><p>This function analyses an object to determine the differences between the current
set of vertices and the vertices contained in the <em>originalVerts</em> list, writing the
differences out to disk as a morphing target file.</p>
<dl class="docutils">
<dt>obj:</dt>
<dd><em>3d object</em>. The object from which the current set of vertices is to be determined.</dd>
<dt>targetPath:</dt>
<dd><em>string</em>. The file system path to the output file into which the morphing targets
will be written.</dd>
<dt>groupToSave:</dt>
<dd><em>faceGroup</em>. It&#8217;s possible to save only the changes made to a specific part of the
mesh object by indicating the face group to save.</dd>
<dt>epsilon:</dt>
<dd><em>float</em>. The distance that a vertex has to have been moved for it to be
considered &#8216;moved&#8217;
by this function. The difference between the original vertex position and
the current vertex position is compared to this value. If that difference is greater
than the value of epsilon, the vertex is considered to have been modified and will be
saved in the output file as a morph target.</dd>
</dl>
</dd></dl>

</div>
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  <h3><a href="index.html">Table Of Contents</a></h3>
  <ul>
<li><a class="reference internal" href="#">The Algos3D Module</a><ul>
<li><a class="reference internal" href="#abstract">Abstract</a></li>
</ul>
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