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