main.cpp 3.7 KB

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  1. #include <igl/directed_edge_orientations.h>
  2. #include <igl/directed_edge_parents.h>
  3. #include <igl/forward_kinematics.h>
  4. #include <igl/PI.h>
  5. #include <igl/lbs_matrix.h>
  6. #include <igl/deform_skeleton.h>
  7. #include <igl/dqs.h>
  8. #include <igl/readDMAT.h>
  9. #include <igl/readOBJ.h>
  10. #include <igl/readTGF.h>
  11. #include <igl/viewer/Viewer.h>
  12. #include <Eigen/Geometry>
  13. #include <Eigen/StdVector>
  14. #include <vector>
  15. #include <algorithm>
  16. #include <iostream>
  17. typedef
  18. std::vector<Eigen::Quaterniond,Eigen::aligned_allocator<Eigen::Quaterniond> >
  19. RotationList;
  20. const Eigen::RowVector3d sea_green(70./255.,252./255.,167./255.);
  21. Eigen::MatrixXd V,W,C,U,M;
  22. Eigen::MatrixXi F,BE;
  23. Eigen::VectorXi P;
  24. std::vector<RotationList > poses;
  25. double anim_t = 0.0;
  26. double anim_t_dir = 0.015;
  27. bool use_dqs = false;
  28. bool pre_draw(igl::Viewer & viewer)
  29. {
  30. using namespace Eigen;
  31. using namespace std;
  32. if(viewer.core.is_animating)
  33. {
  34. // Find pose interval
  35. const int begin = (int)floor(anim_t)%poses.size();
  36. const int end = (int)(floor(anim_t)+1)%poses.size();
  37. const double t = anim_t - floor(anim_t);
  38. //cout<<anim_t<<": "<<begin<<" "<<end<<endl;
  39. // Interpolate pose and identity
  40. RotationList anim_pose(poses[begin].size());
  41. for(int e = 0;e<poses[begin].size();e++)
  42. {
  43. anim_pose[e] = poses[begin][e].slerp(t,poses[end][e]);
  44. }
  45. // Propogate relative rotations via FK to retrieve absolute transformations
  46. RotationList vQ;
  47. vector<Vector3d> vT;
  48. igl::forward_kinematics(C,BE,P,anim_pose,vQ,vT);
  49. const int dim = C.cols();
  50. MatrixXd T(BE.rows()*(dim+1),dim);
  51. for(int e = 0;e<BE.rows();e++)
  52. {
  53. Affine3d a = Affine3d::Identity();
  54. a.translate(vT[e]);
  55. a.rotate(vQ[e]);
  56. T.block(e*(dim+1),0,dim+1,dim) =
  57. a.matrix().transpose().block(0,0,dim+1,dim);
  58. }
  59. // Compute deformation via LBS as matrix multiplication
  60. if(use_dqs)
  61. {
  62. igl::dqs(V,W,vQ,vT,U);
  63. }else
  64. {
  65. U = M*T;
  66. }
  67. // Also deform skeleton edges
  68. MatrixXd CT;
  69. MatrixXi BET;
  70. igl::deform_skeleton(C,BE,T,CT,BET);
  71. viewer.set_vertices(U);
  72. viewer.set_edges(CT,BET,sea_green);
  73. viewer.compute_normals();
  74. anim_t += anim_t_dir;
  75. }
  76. return false;
  77. }
  78. bool key_down(igl::Viewer &viewer, unsigned char key, int mods)
  79. {
  80. switch(key)
  81. {
  82. case 'D':
  83. case 'd':
  84. use_dqs = !use_dqs;
  85. break;
  86. case ' ':
  87. viewer.core.is_animating = !viewer.core.is_animating;
  88. break;
  89. }
  90. }
  91. int main(int argc, char *argv[])
  92. {
  93. using namespace Eigen;
  94. using namespace std;
  95. igl::readOBJ("../shared/arm.obj",V,F);
  96. U=V;
  97. igl::readTGF("../shared/arm.tgf",C,BE);
  98. // retrieve parents for forward kinematics
  99. igl::directed_edge_parents(BE,P);
  100. RotationList rest_pose;
  101. igl::directed_edge_orientations(C,BE,rest_pose);
  102. poses.resize(4,RotationList(4,Quaterniond::Identity()));
  103. // poses[1] // twist
  104. const Quaterniond twist(AngleAxisd(igl::PI,Vector3d(1,0,0)));
  105. poses[1][2] = rest_pose[2]*twist*rest_pose[2].conjugate();
  106. const Quaterniond bend(AngleAxisd(-igl::PI*0.7,Vector3d(0,0,1)));
  107. poses[3][2] = rest_pose[2]*bend*rest_pose[2].conjugate();
  108. igl::readDMAT("../shared/arm-weights.dmat",W);
  109. igl::lbs_matrix(V,W,M);
  110. // Plot the mesh with pseudocolors
  111. igl::Viewer viewer;
  112. viewer.set_mesh(U, F);
  113. viewer.set_edges(C,BE,sea_green);
  114. viewer.core.show_lines = false;
  115. viewer.core.show_overlay_depth = false;
  116. viewer.core.line_width = 1;
  117. viewer.core.trackball_angle.normalize();
  118. viewer.callback_pre_draw = &pre_draw;
  119. viewer.callback_key_down = &key_down;
  120. viewer.core.is_animating = false;
  121. viewer.core.camera_zoom = 2.5;
  122. viewer.core.animation_max_fps = 30.;
  123. viewer.launch();
  124. }