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+import igl
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+
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+V = igl.eigen.MatrixXd()
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+F = igl.eigen.MatrixXi()
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+V_uv = igl.eigen.MatrixXd()
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+
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+def key_down(viewer, key, modifier):
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+ if key == ord('1'):
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+ # Plot the 3D mesh
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+ viewer.data.set_mesh(V,F)
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+ viewer.core.align_camera_center(V,F)
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+ elif key == ord('2'):
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+ # Plot the mesh in 2D using the UV coordinates as vertex coordinates
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+ viewer.data.set_mesh(V_uv,F)
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+ viewer.core.align_camera_center(V_uv,F)
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+ viewer.data.compute_normals()
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+ return False
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+
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+# Load a mesh in OFF format
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+igl.readOFF("../tutorial/shared/camelhead.off", V, F);
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+
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+# Fix two points on the boundary
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+bnd = igl.eigen.MatrixXi()
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+b = igl.eigen.MatrixXi(2,1)
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+
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+igl.boundary_loop(F,bnd)
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+b[0] = bnd[0]
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+b[1] = bnd[int(bnd.size()/2)]
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+bc = igl.eigen.MatrixXd([[0,0],[1,0]])
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+
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+# LSCM parametrization
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+igl.lscm(V,F,b,bc,V_uv)
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+
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+# Scale the uv
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+V_uv *= 5
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+
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+# Plot the mesh
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+viewer = igl.viewer.Viewer()
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+viewer.data.set_mesh(V, F)
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+viewer.data.set_uv(V_uv)
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+viewer.callback_key_down = key_down
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+
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+# Disable wireframe
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+viewer.core.show_lines = False
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+
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+# Draw checkerboard texture
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+viewer.core.show_texture = True
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+
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+# Launch the viewer
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+viewer.launch()
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