404_DualQuaternionSkinning.py 3.8 KB

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  1. import sys, os
  2. from math import sin, cos, pi
  3. # Add the igl library to the modules search path
  4. import math
  5. sys.path.insert(0, os.getcwd() + "/../")
  6. import pyigl as igl
  7. from shared import TUTORIAL_SHARED_PATH, check_dependencies, print_usage
  8. dependencies = ["viewer"]
  9. check_dependencies(dependencies)
  10. def pre_draw(viewer):
  11. global recompute, anim_t, poses, C, BE, P, U
  12. if recompute:
  13. # Find pose interval
  14. begin = int(math.floor(anim_t)) % len(poses)
  15. end = int(math.floor(anim_t) + 1) % len(poses)
  16. t = anim_t - math.floor(anim_t)
  17. # Interpolate pose and identity
  18. anim_pose = []
  19. for e in range(len(poses[begin])):
  20. anim_pose.append(poses[begin][e].slerp(t, poses[end][e]))
  21. # Propogate relative rotations via FK to retrieve absolute transformations
  22. vQ = []
  23. vT = []
  24. igl.forward_kinematics(C, BE, P, anim_pose, vQ, vT)
  25. dim = C.cols()
  26. T = igl.eigen.MatrixXd(BE.rows() * (dim + 1), dim)
  27. for e in range(BE.rows()):
  28. a = igl.eigen.Affine3d.Identity()
  29. a.translate(vT[e])
  30. a.rotate(vQ[e])
  31. T.setBlock(e * (dim + 1), 0, dim + 1, dim, a.matrix().transpose().block(0, 0, dim + 1, dim))
  32. # Compute deformation via LBS as matrix multiplication
  33. if use_dqs:
  34. igl.dqs(V, W, vQ, vT, U)
  35. else:
  36. U = M * T
  37. # Also deform skeleton edges
  38. CT = igl.eigen.MatrixXd()
  39. BET = igl.eigen.MatrixXi()
  40. igl.deform_skeleton(C, BE, T, CT, BET)
  41. viewer.data.set_vertices(U)
  42. viewer.data.set_edges(CT, BET, sea_green)
  43. viewer.data.compute_normals()
  44. if viewer.core.is_animating:
  45. anim_t += anim_t_dir
  46. else:
  47. recompute = False
  48. return False
  49. def key_down(viewer, key, mods):
  50. global recompute, use_dqs
  51. recompute = True
  52. if key == ord('D') or key == ord('d'):
  53. use_dqs = not use_dqs
  54. return True
  55. elif key == ord(' '):
  56. viewer.core.is_animating = not viewer.core.is_animating
  57. return True
  58. return False
  59. if __name__ == "__main__":
  60. keys = {"d": "toggle between LBS and DQS",
  61. "space": "toggle animation"}
  62. print_usage(keys)
  63. V = igl.eigen.MatrixXd()
  64. F = igl.eigen.MatrixXi()
  65. C = igl.eigen.MatrixXd()
  66. BE = igl.eigen.MatrixXi()
  67. P = igl.eigen.MatrixXi()
  68. W = igl.eigen.MatrixXd()
  69. M = igl.eigen.MatrixXd()
  70. sea_green = igl.eigen.MatrixXd([[70. / 255., 252. / 255., 167. / 255.]])
  71. anim_t = 0.0
  72. anim_t_dir = 0.015
  73. use_dqs = False
  74. recompute = True
  75. poses = [[]]
  76. igl.readOBJ(TUTORIAL_SHARED_PATH + "arm.obj", V, F)
  77. U = igl.eigen.MatrixXd(V)
  78. igl.readTGF(TUTORIAL_SHARED_PATH + "arm.tgf", C, BE)
  79. # retrieve parents for forward kinematics
  80. igl.directed_edge_parents(BE, P)
  81. rest_pose = []
  82. igl.directed_edge_orientations(C, BE, rest_pose)
  83. poses = [[igl.eigen.Quaterniond.Identity() for i in range(4)] for j in range(4)]
  84. twist = igl.eigen.Quaterniond(pi, igl.eigen.MatrixXd([1, 0, 0]))
  85. poses[1][2] = rest_pose[2] * twist * rest_pose[2].conjugate()
  86. bend = igl.eigen.Quaterniond(-pi * 0.7, igl.eigen.MatrixXd([0, 0, 1]))
  87. poses[3][2] = rest_pose[2] * bend * rest_pose[2].conjugate()
  88. igl.readDMAT(TUTORIAL_SHARED_PATH + "arm-weights.dmat", W)
  89. igl.lbs_matrix(V, W, M)
  90. # Plot the mesh with pseudocolors
  91. viewer = igl.viewer.Viewer()
  92. viewer.data.set_mesh(U, F)
  93. viewer.data.set_edges(C, BE, sea_green)
  94. viewer.core.show_lines = False
  95. viewer.core.show_overlay_depth = False
  96. viewer.core.line_width = 1
  97. # viewer.core.trackball_angle.normalize()
  98. viewer.callback_pre_draw = pre_draw
  99. viewer.callback_key_down = key_down
  100. viewer.core.is_animating = False
  101. viewer.core.camera_zoom = 2.5
  102. viewer.core.animation_max_fps = 30.0
  103. viewer.launch()