import sys, os # Add the igl library to the modules search path sys.path.insert(0, os.getcwd() + "/../") import pyigl as igl from shared import TUTORIAL_SHARED_PATH, check_dependencies dependencies = ["viewer"] check_dependencies(dependencies) 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_PATH + "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()