main.cpp 3.8 KB

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  1. #include <igl/colon.h>
  2. #include <igl/column_to_quats.h>
  3. #include <igl/directed_edge_orientations.h>
  4. #include <igl/directed_edge_parents.h>
  5. #include <igl/forward_kinematics.h>
  6. #include <igl/PI.h>
  7. #include <igl/jet.h>
  8. #include <igl/lbs_matrix.h>
  9. #include <igl/deform_skeleton.h>
  10. #include <igl/dqs.h>
  11. #include <igl/normalize_row_sums.h>
  12. #include <igl/readDMAT.h>
  13. #include <igl/readOBJ.h>
  14. #include <igl/readTGF.h>
  15. #include <igl/viewer/Viewer.h>
  16. #include <Eigen/Geometry>
  17. #include <Eigen/StdVector>
  18. #include <vector>
  19. #include <algorithm>
  20. #include <iostream>
  21. typedef
  22. std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
  23. RotationList;
  24. const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
  25. Eigen::MatrixXd V,W,C,U,M;
  26. Eigen::MatrixXi F,BE;
  27. Eigen::VectorXi P;
  28. std::vector<RotationList > poses;
  29. double anim_t = 0.0;
  30. double anim_t_dir = 0.015;
  31. bool use_dqs = false;
  32. bool pre_draw(igl::Viewer & viewer)
  33. {
  34. using namespace Eigen;
  35. using namespace std;
  36. if(viewer.core.is_animating)
  37. {
  38. // Find pose interval
  39. const int begin = (int)floor(anim_t)%poses.size();
  40. const int end = (int)(floor(anim_t)+1)%poses.size();
  41. const double t = anim_t - floor(anim_t);
  42. //cout<<anim_t<<": "<<begin<<" "<<end<<endl;
  43. // Interpolate pose and identity
  44. RotationList anim_pose(poses[begin].size());
  45. for(int e = 0;e<poses[begin].size();e++)
  46. {
  47. anim_pose[e] = poses[begin][e].slerp(t,poses[end][e]);
  48. }
  49. // Propogate relative rotations via FK to retrieve absolute transformations
  50. RotationList vQ;
  51. vector<Vector3d> vT;
  52. igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
  53. const int dim = C.cols();
  54. MatrixXd T(BE.rows()*(dim+1),dim);
  55. for(int e = 0;e<BE.rows();e++)
  56. {
  57. Affine3d a = Affine3d::Identity();
  58. a.translate(vT[e]);
  59. a.rotate(vQ[e]);
  60. T.block(e*(dim+1),0,dim+1,dim) =
  61. a.matrix().transpose().block(0,0,dim+1,dim);
  62. }
  63. // Compute deformation via LBS as matrix multiplication
  64. if(use_dqs)
  65. {
  66. igl::dqs(V,W,vQ,vT,U);
  67. }else
  68. {
  69. U = M*T;
  70. }
  71. // Also deform skeleton edges
  72. MatrixXd CT;
  73. MatrixXi BET;
  74. igl::deform_skeleton(C,BE,T,CT,BET);
  75. viewer.set_vertices(U);
  76. viewer.set_edges(CT,BET,sea_green);
  77. viewer.compute_normals();
  78. anim_t += anim_t_dir;
  79. }
  80. return false;
  81. }
  82. bool key_down(igl::Viewer &viewer, unsigned char key, int mods)
  83. {
  84. switch(key)
  85. {
  86. case 'D':
  87. case 'd':
  88. use_dqs = !use_dqs;
  89. break;
  90. case ' ':
  91. viewer.core.is_animating = !viewer.core.is_animating;
  92. break;
  93. }
  94. }
  95. int main(int argc, char *argv[])
  96. {
  97. using namespace Eigen;
  98. using namespace std;
  99. igl::readOBJ("../shared/arm.obj",V,F);
  100. U=V;
  101. igl::readTGF("../shared/arm.tgf",C,BE);
  102. // retrieve parents for forward kinematics
  103. igl::directed_edge_parents(BE,P);
  104. RotationList rest_pose;
  105. igl::directed_edge_orientations(C,BE,rest_pose);
  106. poses.resize(4,RotationList(4,Quaterniond::Identity()));
  107. // poses[1] // twist
  108. const Quaterniond twist(AngleAxisd(igl::PI,Vector3d(1,0,0)));
  109. poses[1][2] = rest_pose[2]*twist*rest_pose[2].conjugate();
  110. const Quaterniond bend(AngleAxisd(-igl::PI*0.7,Vector3d(0,0,1)));
  111. poses[3][2] = rest_pose[2]*bend*rest_pose[2].conjugate();
  112. igl::readDMAT("../shared/arm-weights.dmat",W);
  113. igl::lbs_matrix(V,W,M);
  114. // Plot the mesh with pseudocolors
  115. igl::Viewer viewer;
  116. viewer.set_mesh(U, F);
  117. viewer.set_edges(C,BE,sea_green);
  118. viewer.core.show_lines = false;
  119. viewer.core.show_overlay_depth = false;
  120. viewer.core.line_width = 1;
  121. viewer.core.trackball_angle.normalize();
  122. viewer.callback_pre_draw = &pre_draw;
  123. viewer.callback_key_down = &key_down;
  124. viewer.core.is_animating = false;
  125. viewer.core.animation_max_fps = 30.;
  126. viewer.launch();
  127. }