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+import sys, os
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+
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+# Add the igl library to the modules search path
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+sys.path.insert(0, os.getcwd() + "/../")
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+import pyigl as igl
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+
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+from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage
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+
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+dependencies = ["viewer", "bbw"]
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+check_dependencies(dependencies)
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+
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+
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+def pre_draw(viewer):
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+ global pose, anim_t, C, BE, P, U, M, anim_t_dir
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+
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+ if viewer.core.is_animating:
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+ # Interpolate pose and identity
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+ anim_pose = igl.RotationList(len(pose))
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+
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+ for e in range(len(pose)):
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+ anim_pose[e] = pose[e].slerp(anim_t, igl.eigen.Quaterniond.Identity())
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+
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+ # Propogate relative rotations via FK to retrieve absolute transformations
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+ vQ = igl.RotationList()
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+ vT = []
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+ igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT)
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+ dim = C.cols()
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+ T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim)
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+ for e in range(BE.rows()):
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+ a = igl.eigen.Affine3d.Identity()
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+ a.translate(vT[e])
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+ a.rotate(vQ[e])
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+ T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim))
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+
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+ # Compute deformation via LBS as matrix multiplication
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+ U = M * T
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+
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+ # Also deform skeleton edges
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+ CT = igl.eigen.MatrixXd()
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+ BET = igl.eigen.MatrixXi()
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+ igl.deform_skeleton(C, BE, T, CT, BET)
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+
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+ viewer.data.set_vertices(U)
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+ viewer.data.set_edges(CT, BET, sea_green)
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+ viewer.data.compute_normals()
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+ anim_t += anim_t_dir
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+ anim_t_dir *= -1.0 if (0.0 >= anim_t or anim_t >= 1.0) else 1.0
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+
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+ return False
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+
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+
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+def key_down(viewer, key, mods):
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+ global selected, W
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+ if key == ord('.'):
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+ selected += 1
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+ selected = min(max(selected, 0), W.cols()-1)
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+ set_color(viewer)
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+ elif key == ord(','):
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+ selected -= 1
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+ selected = min(max(selected, 0), W.cols()-1)
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+ set_color(viewer)
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+ elif key == ord(' '):
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+ viewer.core.is_animating = not viewer.core.is_animating
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+
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+ return True
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+
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+
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+def set_color(viewer):
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+ global selected, W
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+ C = igl.eigen.MatrixXd()
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+ igl.jet(W.col(selected), True, C)
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+ viewer.data.set_colors(C)
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+
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+
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+if __name__ == "__main__":
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+ keys = {".": "show next weight function",
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+ ",": "show previous weight function",
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+ "space": "toggle animation"}
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+
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+ print_usage(keys)
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+
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+ V = igl.eigen.MatrixXd()
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+ W = igl.eigen.MatrixXd()
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+ U = igl.eigen.MatrixXd()
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+ C = igl.eigen.MatrixXd()
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+ M = igl.eigen.MatrixXd()
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+ Q = igl.eigen.MatrixXd()
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+ T = igl.eigen.MatrixXi()
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+ F = igl.eigen.MatrixXi()
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+ BE = igl.eigen.MatrixXi()
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+ P = igl.eigen.MatrixXi()
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+
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+ sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
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+
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+ selected = 0
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+ pose = igl.RotationList()
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+ anim_t = 1.0
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+ anim_t_dir = -0.03
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+
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+ igl.readMESH(TUTORIAL_SHARED_PATH + "hand.mesh", V, T, F)
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+ U = igl.eigen.MatrixXd(V)
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+ igl.readTGF(TUTORIAL_SHARED_PATH + "hand.tgf", C, BE)
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+
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+ # Retrieve parents for forward kinematics
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+ igl.directed_edge_parents(BE, P)
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+
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+ # Read pose as matrix of quaternions per row
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+ igl.readDMAT(TUTORIAL_SHARED_PATH + "hand-pose.dmat", Q)
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+ igl.column_to_quats(Q, pose)
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+ assert (len(pose) == BE.rows())
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+
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+ # List of boundary indices (aka fixed value indices into VV)
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+ b = igl.eigen.MatrixXi()
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+ # List of boundary conditions of each weight function
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+ bc = igl.eigen.MatrixXd()
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+
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+ igl.boundary_conditions(V, T, C, igl.eigen.MatrixXi(), BE, igl.eigen.MatrixXi(), b, bc)
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+
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+ # compute BBW weights matrix
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+ bbw_data = igl.bbw.BBWData()
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+ # only a few iterations for sake of demo
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+ bbw_data.active_set_params.max_iter = 8
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+ bbw_data.verbosity = 2
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+ if not igl.bbw.bbw(V, T, b, bc, bbw_data, W):
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+ exit(-1)
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+
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+ # Normalize weights to sum to one
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+ igl.normalize_row_sums(W, W)
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+ # precompute linear blend skinning matrix
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+ igl.lbs_matrix(V, W, M)
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+
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+ # Plot the mesh with pseudocolors
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+ viewer = igl.viewer.Viewer()
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+ viewer.data.set_mesh(U, F)
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+ set_color(viewer)
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+ viewer.data.set_edges(C, BE, sea_green)
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+ viewer.core.show_lines = False
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+ viewer.core.show_overlay_depth = False
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+ viewer.core.line_width = 1
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+ viewer.core.trackball_angle.normalize()
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+ viewer.callback_pre_draw = pre_draw
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+ viewer.callback_key_down = key_down
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+ viewer.core.is_animating = False
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+ viewer.core.animation_max_fps = 30.0
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+ viewer.launch()
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