#!/usr/bin/env python # # This file is part of libigl, a simple c++ geometry processing library. # # Copyright (C) 2017 Sebastian Koch and Daniele Panozzo # # This Source Code Form is subject to the terms of the Mozilla Public License # v. 2.0. If a copy of the MPL was not distributed with this file, You can # obtain one at http://mozilla.org/MPL/2.0/. import sys, os from math import sin, cos, pi # Add the igl library to the modules search path import math sys.path.insert(0, os.getcwd() + "/../") import pyigl as igl from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage dependencies = ["glfw"] check_dependencies(dependencies) def pre_draw(viewer): global recompute, anim_t, poses, C, BE, P, U, M, anim_t_dir if recompute: # Find pose interval begin = int(math.floor(anim_t)) % len(poses) end = int(math.floor(anim_t) + 1) % len(poses) t = anim_t - math.floor(anim_t) # Interpolate pose and identity anim_pose = igl.RotationList() for e in range(len(poses[begin])): anim_pose.append(poses[begin][e].slerp(t, poses[end][e])) # Propagate relative rotations via FK to retrieve absolute transformations vQ = igl.RotationList() vT = [] igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT) dim = C.cols() T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim) for e in range(BE.rows()): a = igl.eigen.Affine3d.Identity() a.translate(vT[e]) a.rotate(vQ[e]) T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim)) # Compute deformation via LBS as matrix multiplication if use_dqs: igl.dqs(V, W, vQ, vT, U) else: U = M * T # Also deform skeleton edges CT = igl.eigen.MatrixXd() BET = igl.eigen.MatrixXi() igl.deform_skeleton(C, BE, T, CT, BET) viewer.data().set_vertices(U) viewer.data().set_edges(CT, BET, sea_green) viewer.data().compute_normals() if viewer.core.is_animating: anim_t += anim_t_dir else: recompute = False return False def key_down(viewer, key, mods): global recompute, use_dqs, animation recompute = True if key == ord('D') or key == ord('d'): use_dqs = not use_dqs viewer.core.is_animating = False animation = False if use_dqs: print("Switched to Dual Quaternion Skinning") else: print("Switched to Linear Blend Skinning") elif key == ord(' '): if animation: viewer.core.is_animating = False animation = False else: viewer.core.is_animating = True animation = True return False if __name__ == "__main__": keys = {"d": "toggle between LBS and DQS", "space": "toggle animation"} print_usage(keys) V = igl.eigen.MatrixXd() F = igl.eigen.MatrixXi() C = igl.eigen.MatrixXd() BE = igl.eigen.MatrixXi() P = igl.eigen.MatrixXi() W = igl.eigen.MatrixXd() M = igl.eigen.MatrixXd() sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]]) anim_t = 0.0 anim_t_dir = 0.015 use_dqs = False recompute = True animation = False # Flag needed as there is some synchronization problem with viewer.core.is_animating poses = [[]] igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F) U = igl.eigen.MatrixXd(V) igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE) # retrieve parents for forward kinematics igl.directed_edge_parents(BE, P) rest_pose = igl.RotationList() igl.directed_edge_orientations(C, BE, rest_pose) poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)] for j in range(4)] twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0])) poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate() bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1])) poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate() igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W) igl.lbs_matrix(V, W, M) # Plot the mesh with pseudocolors viewer = igl.glfw.Viewer() viewer.data().set_mesh(U, F) viewer.data().set_edges(C, BE, sea_green) viewer.data().show_lines = False viewer.data().show_overlay_depth = False viewer.data().line_width = 1 viewer.core.trackball_angle.normalize() viewer.callback_pre_draw = pre_draw viewer.callback_key_down = key_down viewer.core.is_animating = False viewer.core.camera_zoom = 2.5 viewer.core.animation_max_fps = 30.0 viewer.launch()