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- import sys, os
- # Add the igl library to the modules search path
- sys.path.insert(0, os.getcwd() + "/../")
- import pyigl as igl
- from shared import TUTORIAL_SHARED_PATH, check_dependencies
- dependencies = ["viewer"]
- check_dependencies(dependencies)
- V = igl.eigen.MatrixXd()
- F = igl.eigen.MatrixXi()
- V_uv = igl.eigen.MatrixXd()
- def key_down(viewer, key, modifier):
- if key == ord('1'):
- # Plot the 3D mesh
- viewer.data.set_mesh(V, F)
- viewer.core.align_camera_center(V, F)
- elif key == ord('2'):
- # Plot the mesh in 2D using the UV coordinates as vertex coordinates
- viewer.data.set_mesh(V_uv, F)
- viewer.core.align_camera_center(V_uv, F)
- viewer.data.compute_normals()
- return False
- # Load a mesh in OFF format
- igl.readOFF(TUTORIAL_SHARED_PATH + "camelhead.off", V, F)
- # Find the open boundary
- bnd = igl.eigen.MatrixXi()
- igl.boundary_loop(F, bnd)
- # Map the boundary to a circle, preserving edge proportions
- bnd_uv = igl.eigen.MatrixXd()
- igl.map_vertices_to_circle(V, bnd, bnd_uv)
- # Harmonic parametrization for the internal vertices
- igl.harmonic(V, F, bnd, bnd_uv, 1, V_uv)
- # Scale UV to make the texture more clear
- V_uv *= 5
- # Plot the mesh
- viewer = igl.viewer.Viewer()
- viewer.data.set_mesh(V, F)
- viewer.data.set_uv(V_uv)
- viewer.callback_key_down = key_down
- # Disable wireframe
- viewer.core.show_lines = False
- # Draw checkerboard texture
- viewer.core.show_texture = True
- # Launch the viewer
- viewer.launch()
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