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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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+initial_guess = igl.eigen.MatrixXd()
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+
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+show_uv = False
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+
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+def key_down(viewer, key, modifier):
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+ global show_uv, V_uv
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+ if key == ord('1'):
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+ show_uv = False
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+ elif key == ord('2'):
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+ show_uv = True
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+ elif key == ord('q'):
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+ V_uv = initial_guess
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+
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+ if (show_uv):
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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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+ else:
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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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+
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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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+# Compute the initial solution for ARAP (harmonic parametrization)
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+bnd = igl.eigen.MatrixXi()
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+igl.boundary_loop(F,bnd)
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+bnd_uv = igl.eigen.MatrixXd()
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+igl.map_vertices_to_circle(V,bnd,bnd_uv)
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+
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+igl.harmonic(V,F,bnd,bnd_uv,1,initial_guess)
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+
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+# Add dynamic regularization to avoid to specify boundary conditions
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+arap_data = igl.ARAPData()
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+arap_data.with_dynamics = True
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+b = igl.eigen.MatrixXi.Zero(0,0);
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+bc = igl.eigen.MatrixXd.Zero(0,0);
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+
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+# Initialize ARAP
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+arap_data.max_iter = 100
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+
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+# 2 means that we're going to *solve* in 2d
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+igl.arap_precomputation(V,F,2,b,arap_data)
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+
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+# Solve arap using the harmonic map as initial guess
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+V_uv = igl.eigen.MatrixXd(initial_guess) # important, make a copy of it!
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+
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+igl.arap_solve(bc,arap_data,V_uv)
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+
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+# Scale UV to make the texture more clear
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+V_uv *= 20
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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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