import igl V = igl.eigen.MatrixXd() F = igl.eigen.MatrixXi() V_uv = igl.eigen.MatrixXd() def key_down(viewer, key, modifier): if key == ord('1'): # Plot the 3D mesh viewer.data.set_mesh(V,F) viewer.core.align_camera_center(V,F) elif key == ord('2'): # Plot the mesh in 2D using the UV coordinates as vertex coordinates viewer.data.set_mesh(V_uv,F) viewer.core.align_camera_center(V_uv,F) viewer.data.compute_normals() return False # Load a mesh in OFF format igl.readOFF("../tutorial/shared/camelhead.off", V, F) # Find the open boundary bnd = igl.eigen.MatrixXi() igl.boundary_loop(F,bnd) # Map the boundary to a circle, preserving edge proportions bnd_uv = igl.eigen.MatrixXd() igl.map_vertices_to_circle(V,bnd,bnd_uv) # Harmonic parametrization for the internal vertices igl.harmonic(V,F,bnd,bnd_uv,1,V_uv) # Scale UV to make the texture more clear V_uv *= 5; # Plot the mesh viewer = igl.viewer.Viewer() viewer.data.set_mesh(V, F) viewer.data.set_uv(V_uv) viewer.callback_key_down = key_down # Disable wireframe viewer.core.show_lines = False # Draw checkerboard texture viewer.core.show_texture = True # Launch the viewer viewer.launch()