main.cpp 4.5 KB

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  1. // Don't use static library for this example because of Mosek complications
  2. //#define IGL_NO_MOSEK
  3. //#ifdef IGL_NO_MOSEK
  4. //#undef IGL_STATIC_LIBRARY
  5. //#endif
  6. #include <igl/boundary_conditions.h>
  7. #include <igl/colon.h>
  8. #include <igl/column_to_quats.h>
  9. #include <igl/directed_edge_parents.h>
  10. #include <igl/forward_kinematics.h>
  11. #include <igl/jet.h>
  12. #include <igl/lbs_matrix.h>
  13. #include <igl/deform_skeleton.h>
  14. #include <igl/normalize_row_sums.h>
  15. #include <igl/readDMAT.h>
  16. #include <igl/readMESH.h>
  17. #include <igl/readTGF.h>
  18. #include <igl/viewer/Viewer.h>
  19. #include <igl/bbw/bbw.h>
  20. #include <Eigen/Geometry>
  21. #include <Eigen/StdVector>
  22. #include <vector>
  23. #include <algorithm>
  24. #include <iostream>
  25. typedef
  26. std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
  27. RotationList;
  28. const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
  29. int selected = 0;
  30. Eigen::MatrixXd V,W,U,C,M;
  31. Eigen::MatrixXi T,F,BE;
  32. Eigen::VectorXi P;
  33. RotationList pose;
  34. double anim_t = 1.0;
  35. double anim_t_dir = -0.03;
  36. bool pre_draw(igl::Viewer & viewer)
  37. {
  38. using namespace Eigen;
  39. using namespace std;
  40. if(viewer.core.is_animating)
  41. {
  42. // Interpolate pose and identity
  43. RotationList anim_pose(pose.size());
  44. for(int e = 0;e<pose.size();e++)
  45. {
  46. anim_pose[e] = pose[e].slerp(anim_t,Quaterniond::Identity());
  47. }
  48. // Propogate relative rotations via FK to retrieve absolute transformations
  49. RotationList vQ;
  50. vector<Vector3d> vT;
  51. igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
  52. const int dim = C.cols();
  53. MatrixXd T(BE.rows()*(dim+1),dim);
  54. for(int e = 0;e<BE.rows();e++)
  55. {
  56. Affine3d a = Affine3d::Identity();
  57. a.translate(vT[e]);
  58. a.rotate(vQ[e]);
  59. T.block(e*(dim+1),0,dim+1,dim) =
  60. a.matrix().transpose().block(0,0,dim+1,dim);
  61. }
  62. // Compute deformation via LBS as matrix multiplication
  63. U = M*T;
  64. // Also deform skeleton edges
  65. MatrixXd CT;
  66. MatrixXi BET;
  67. igl::deform_skeleton(C,BE,T,CT,BET);
  68. viewer.set_vertices(U);
  69. viewer.set_edges(CT,BET,sea_green);
  70. viewer.compute_normals();
  71. anim_t += anim_t_dir;
  72. anim_t_dir *= (anim_t>=1.0 || anim_t<=0.0?-1.0:1.0);
  73. }
  74. return false;
  75. }
  76. void set_color(igl::Viewer &viewer)
  77. {
  78. Eigen::MatrixXd C;
  79. igl::jet(W.col(selected).eval(),true,C);
  80. viewer.set_colors(C);
  81. }
  82. bool key_down(igl::Viewer &viewer, unsigned char key, int mods)
  83. {
  84. switch(key)
  85. {
  86. case ' ':
  87. viewer.core.is_animating = !viewer.core.is_animating;
  88. break;
  89. case '.':
  90. selected++;
  91. selected = std::min(std::max(selected,0),(int)W.cols()-1);
  92. set_color(viewer);
  93. break;
  94. case ',':
  95. selected--;
  96. selected = std::min(std::max(selected,0),(int)W.cols()-1);
  97. set_color(viewer);
  98. break;
  99. }
  100. }
  101. int main(int argc, char *argv[])
  102. {
  103. using namespace Eigen;
  104. using namespace std;
  105. igl::readMESH("../shared/hand.mesh",V,T,F);
  106. U=V;
  107. igl::readTGF("../shared/hand.tgf",C,BE);
  108. // retrieve parents for forward kinematics
  109. igl::directed_edge_parents(BE,P);
  110. // Read pose as matrix of quaternions per row
  111. MatrixXd Q;
  112. igl::readDMAT("../shared/hand-pose.dmat",Q);
  113. igl::column_to_quats(Q,pose);
  114. assert(pose.size() == BE.rows());
  115. // List of boundary indices (aka fixed value indices into VV)
  116. VectorXi b;
  117. // List of boundary conditions of each weight function
  118. MatrixXd bc;
  119. igl::boundary_conditions(V,T,C,VectorXi(),BE,MatrixXi(),b,bc);
  120. // compute BBW weights matrix
  121. igl::BBWData bbw_data;
  122. // only a few iterations for sake of demo
  123. bbw_data.active_set_params.max_iter = 8;
  124. bbw_data.verbosity = 2;
  125. if(!igl::bbw(V,T,b,bc,bbw_data,W))
  126. {
  127. return false;
  128. }
  129. // Normalize weights to sum to one
  130. igl::normalize_row_sums(W,W);
  131. // precompute linear blend skinning matrix
  132. igl::lbs_matrix(V,W,M);
  133. // Plot the mesh with pseudocolors
  134. igl::Viewer viewer;
  135. viewer.set_mesh(U, F);
  136. set_color(viewer);
  137. viewer.set_edges(C,BE,sea_green);
  138. viewer.core.show_lines = false;
  139. viewer.core.show_overlay_depth = false;
  140. viewer.core.line_width = 1;
  141. viewer.core.trackball_angle.normalize();
  142. viewer.callback_pre_draw = &pre_draw;
  143. viewer.callback_key_down = &key_down;
  144. viewer.core.is_animating = false;
  145. viewer.core.animation_max_fps = 30.;
  146. cout<<
  147. "Press '.' to show next weight function."<<endl<<
  148. "Press ',' to show previous weight function."<<endl<<
  149. "Press [space] to toggle animation."<<endl;
  150. viewer.launch();
  151. }