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+from __future__ import print_function
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+
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+# Add the igl library to the modules search path
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+import sys, os
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+sys.path.insert(0, os.getcwd() + "/../")
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+
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+import pyigl as igl
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+from iglhelpers import e2p
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+import math
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+TUTORIAL_SHARED_PATH = "../../tutorial/shared/"
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+
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+global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
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+
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+V = igl.eigen.MatrixXd()
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+F = igl.eigen.MatrixXi()
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+T = igl.eigen.MatrixXi()
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+tree = igl.AABB()
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+FN = igl.eigen.MatrixXd()
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+VN = igl.eigen.MatrixXd()
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+EN = igl.eigen.MatrixXd()
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+E = igl.eigen.MatrixXi()
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+EMAP = igl.eigen.MatrixXi()
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+
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+max_distance = 1
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+slice_z = 0.5
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+overlay = False
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+
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+viewer = igl.viewer.Viewer()
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+
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+def update_visualization(viewer):
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+ global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
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+ plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1-slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())])
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+ V_vis = igl.eigen.MatrixXd()
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+ F_vis = igl.eigen.MatrixXi()
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+
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+ # Extract triangle mesh slice through volume mesh and subdivide nasty triangles
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+ J = igl.eigen.MatrixXi()
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+ bary = igl.eigen.SparseMatrixd()
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+ igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary)
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+ max_l = 0.03
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+# while True:
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+# l = igl.eigen.MatrixXd()
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+# igl.edge_lengths(V_vis, F_vis, l)
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+# l /= (V_vis.colwise().maxCoeff() - V_vis.colwise().minCoeff()).norm()
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+#
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+# if l.maxCoeff() < max_l:
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+# break
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+#
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+# bad = e2p(l.rowwiseMaxCoeff())
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+# bad = bad > max_l
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+# F_vis_bad = igl.eigen.MatrixXi()
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+# F_vis_good = igl.eigen.MatrixXi()
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+# igl::slice_mask(F_vis, bad, 1, F_vis_bad);
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+# igl::slice_mask(F_vis, (bad!=true).eval(), 1, F_vis_good);
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+# igl.upsample(V_vis, F_vis_bad)
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+# F_vis = igl.cat(1, F_vis_bad, F_vis_good)
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+
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+
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+# #Compute signed distance
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+# S_vis = igl.eigen.MatrixXd()
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+# I = igl.eigen.MatrixXi()
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+# N = igl.eigen.MatrixXd()
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+# C = igl.eigen.MatrixXd()
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+
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+# # Bunny is a watertight mesh so use pseudonormal for signing
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+# igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N)
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+
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+# # push to [0,1] range
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+# S_vis.array() = 0.5*(S_vis.array()/max_distance)+0.5;
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+# C_vis = igl.eigen.MatrixXi()
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+# # color without normalizing
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+# igl.parula(S_vis, False, C_vis)
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+
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+
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+# const auto & append_mesh = [&C_vis,&F_vis,&V_vis](const Eigen::MatrixXd & V, const Eigen::MatrixXi & F, const RowVector3d & color)
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+
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+# F_vis.conservativeResize(F_vis.rows() + F.rows(), 3)
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+# F_vis.bottomRows(F.rows()) = F.array() + V_vis.rows()
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+# V_vis.conservativeResize(V_vis.rows() + V.rows(), 3)
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+# V_vis.bottomRows(V.rows()) = V
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+# C_vis.conservativeResize(C_vis.rows() + V.rows(), 3)
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+# C_vis.bottomRows(V.rows()).rowwise() = color
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+
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+# if overlay:
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+# append_mesh(V, F, RowVector3d(0.8,0.8,0.8))
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+
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+ viewer.data.clear()
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+ viewer.data.set_mesh(V_vis, F_vis)
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+# viewer.data.set_colors(C_vis)
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+ viewer.core.lighting_factor = overlay
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+
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+
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+
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+
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+def key_down(viewer, key, modifier):
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+ global slice_z, overlay
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+
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+ if key == ord(' '):
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+ overlay = not overlay
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+ elif key == ord('.'):
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+ slice_z = min(slice_z + 0.01, 0.99)
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+ elif key == ord(','):
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+ slice_z = max(slice_z - 0.01, 0.01)
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+ else:
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+ return False
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+
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+ update_visualization(viewer)
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+ return True
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+
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+
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+print("Press [space] to toggle showing surface.")
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+print("Press '.'/',' to push back/pull forward slicing plane.")
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+
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+#Load mesh: (V,T) tet-mesh of convex hull, F contains original surface triangles
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+igl.readMESH(TUTORIAL_SHARED_PATH + "bunny.mesh", V, T, F);
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+
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+#Call to point_mesh_squared_distance to determine bounds
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+sqrD = igl.eigen.MatrixXd()
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+I = igl.eigen.MatrixXi()
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+C = igl.eigen.MatrixXd()
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+igl.point_mesh_squared_distance(V, V, F, sqrD, I, C)
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+max_distance = math.sqrt(sqrD.maxCoeff())
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+
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+#Precompute signed distance AABB tree
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+tree.init(V, F)
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+
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+#Precompute vertex, edge and face normals
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+igl.per_face_normals(V, F, FN)
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+igl.per_vertex_normals(V, F, igl.PER_VERTEX_NORMALS_WEIGHTING_TYPE_ANGLE, FN, VN)
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+igl.per_edge_normals(V, F, igl.PER_EDGE_NORMALS_WEIGHTING_TYPE_UNIFORM, FN, EN, E, EMAP)
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+
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+#Plot the generated mesh
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+update_visualization(viewer);
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+viewer.callback_key_down = key_down
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+viewer.core.show_lines = False
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+viewer.launch()
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+
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+
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+
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+
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