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- #include <igl/arap.h>
- #include <igl/biharmonic_coordinates.h>
- #include <igl/cat.h>
- #include <igl/cotmatrix.h>
- #include <igl/massmatrix.h>
- #include <igl/matrix_to_list.h>
- #include <igl/parula.h>
- #include <igl/point_mesh_squared_distance.h>
- #include <igl/readDMAT.h>
- #include <igl/readMESH.h>
- #include <igl/remove_unreferenced.h>
- #include <igl/slice.h>
- #include <igl/writeDMAT.h>
- #include <igl/viewer/Viewer.h>
- #include <Eigen/Sparse>
- #include <iostream>
- #include <queue>
- #include "tutorial_shared_path.h"
- struct Mesh
- {
- Eigen::MatrixXd V,U;
- Eigen::MatrixXi T,F;
- } low,high,scene;
- Eigen::MatrixXd W;
- igl::ARAPData arap_data;
- int main(int argc, char * argv[])
- {
- using namespace Eigen;
- using namespace std;
- using namespace igl;
- if(!readMESH(TUTORIAL_SHARED_PATH "/octopus-low.mesh",low.V,low.T,low.F))
- {
- cout<<"failed to load mesh"<<endl;
- }
- if(!readMESH(TUTORIAL_SHARED_PATH "/octopus-high.mesh",high.V,high.T,high.F))
- {
- cout<<"failed to load mesh"<<endl;
- }
- // Precomputation
- {
- Eigen::VectorXi b;
- {
- Eigen::VectorXi J = Eigen::VectorXi::LinSpaced(high.V.rows(),0,high.V.rows()-1);
- Eigen::VectorXd sqrD;
- Eigen::MatrixXd _2;
- cout<<"Finding closest points..."<<endl;
- igl::point_mesh_squared_distance(low.V,high.V,J,sqrD,b,_2);
- assert(sqrD.minCoeff() < 1e-7 && "low.V should exist in high.V");
- }
- // force perfect positioning, rather have popping in low-res than high-res.
- // The correct/elaborate thing to do is express original low.V in terms of
- // linear interpolation (or extrapolation) via elements in (high.V,high.F)
- igl::slice(high.V,b,1,low.V);
- // list of points --> list of singleton lists
- std::vector<std::vector<int> > S;
- igl::matrix_to_list(b,S);
- cout<<"Computing weights for "<<b.size()<<
- " handles at "<<high.V.rows()<<" vertices..."<<endl;
- // Technically k should equal 3 for smooth interpolation in 3d, but 2 is
- // faster and looks OK
- const int k = 2;
- igl::biharmonic_coordinates(high.V,high.T,S,k,W);
- cout<<"Reindexing..."<<endl;
- // Throw away interior tet-vertices, keep weights and indices of boundary
- VectorXi I,J;
- igl::remove_unreferenced(high.V.rows(),high.F,I,J);
- for_each(high.F.data(),high.F.data()+high.F.size(),[&I](int & a){a=I(a);});
- for_each(b.data(),b.data()+b.size(),[&I](int & a){a=I(a);});
- igl::slice(MatrixXd(high.V),J,1,high.V);
- igl::slice(MatrixXd(W),J,1,W);
- }
- // Resize low res (high res will also be resized by affine precision of W)
- low.V.rowwise() -= low.V.colwise().mean();
- low.V /= (low.V.maxCoeff()-low.V.minCoeff());
- low.V.rowwise() += RowVector3d(0,1,0);
- low.U = low.V;
- high.U = high.V;
- arap_data.with_dynamics = true;
- arap_data.max_iter = 10;
- arap_data.energy = ARAP_ENERGY_TYPE_DEFAULT;
- arap_data.h = 0.01;
- arap_data.ym = 0.001;
- if(!arap_precomputation(low.V,low.T,3,VectorXi(),arap_data))
- {
- cerr<<"arap_precomputation failed."<<endl;
- return EXIT_FAILURE;
- }
- // Constant gravitational force
- Eigen::SparseMatrix<double> M;
- igl::massmatrix(low.V,low.T,igl::MASSMATRIX_TYPE_DEFAULT,M);
- const size_t n = low.V.rows();
- arap_data.f_ext = M * RowVector3d(0,-9.8,0).replicate(n,1);
- // Random initial velocities to wiggle things
- arap_data.vel = MatrixXd::Random(n,3);
-
- igl::viewer::Viewer viewer;
- // Create one huge mesh containing both meshes
- igl::cat(1,low.U,high.U,scene.U);
- igl::cat(1,low.F,MatrixXi(high.F.array()+low.V.rows()),scene.F);
- // Color each mesh
- viewer.data.set_mesh(scene.U,scene.F);
- MatrixXd C(scene.F.rows(),3);
- C<<
- RowVector3d(0.8,0.5,0.2).replicate(low.F.rows(),1),
- RowVector3d(0.3,0.4,1.0).replicate(high.F.rows(),1);
- viewer.data.set_colors(C);
- viewer.callback_key_pressed =
- [&](igl::viewer::Viewer & viewer,unsigned int key,int mods)->bool
- {
- switch(key)
- {
- default:
- return false;
- case ' ':
- viewer.core.is_animating = !viewer.core.is_animating;
- return true;
- case 'r':
- low.U = low.V;
- return true;
- }
- };
- viewer.callback_pre_draw = [&](igl::viewer::Viewer & viewer)->bool
- {
- glEnable(GL_CULL_FACE);
- if(viewer.core.is_animating)
- {
- arap_solve(MatrixXd(0,3),arap_data,low.U);
- for(int v = 0;v<low.U.rows();v++)
- {
- // collide with y=0 plane
- const int y = 1;
- if(low.U(v,y) < 0)
- {
- low.U(v,y) = -low.U(v,y);
- // ~ coefficient of restitution
- const double cr = 1.1;
- arap_data.vel(v,y) = - arap_data.vel(v,y) / cr;
- }
- }
- scene.U.block(0,0,low.U.rows(),low.U.cols()) = low.U;
- high.U = W * (low.U.rowwise() + RowVector3d(1,0,0));
- scene.U.block(low.U.rows(),0,high.U.rows(),high.U.cols()) = high.U;
- viewer.data.set_vertices(scene.U);
- viewer.data.compute_normals();
- }
- return false;
- };
- viewer.core.show_lines = false;
- viewer.core.is_animating = true;
- viewer.core.animation_max_fps = 30.;
- viewer.data.set_face_based(true);
- cout<<R"(
- [space] to toggle animation
- 'r' to reset positions
- )";
- viewer.core.rotation_type =
- igl::viewer::ViewerCore::ROTATION_TYPE_TWO_AXIS_VALUATOR_FIXED_UP;
- viewer.launch();
- }
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