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- import sys, os
- import math
- # 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()
- T = igl.eigen.MatrixXi()
- tree = igl.AABB()
- FN = igl.eigen.MatrixXd()
- VN = igl.eigen.MatrixXd()
- EN = igl.eigen.MatrixXd()
- E = igl.eigen.MatrixXi()
- EMAP = igl.eigen.MatrixXi()
- max_distance = 1
- slice_z = 0.5
- overlay = False
- viewer = igl.viewer.Viewer()
- def append_mesh(C_vis, F_vis, V_vis, V, F, color):
- F_vis.conservativeResize(F_vis.rows() + F.rows(), 3)
- F_vis.setBottomRows(F.rows(), F + V_vis.rows())
- V_vis.conservativeResize(V_vis.rows() + V.rows(), 3)
- V_vis.setBottomRows(V.rows(), V)
- C_vis.conservativeResize(C_vis.rows() + V.rows(), 3)
- colorM = igl.eigen.MatrixXd(V.rows(), C_vis.cols())
- colorM.rowwiseSet(color)
- C_vis.setBottomRows(V.rows(), colorM)
- def update_visualization(viewer):
- global V, F, T, tree, FN, VN, EN, E, EMAP, max_distance, slice_z, overlay
- plane = igl.eigen.MatrixXd([0.0, 0.0, 1.0, -((1 - slice_z) * V.col(2).minCoeff() + slice_z * V.col(2).maxCoeff())])
- V_vis = igl.eigen.MatrixXd()
- F_vis = igl.eigen.MatrixXi()
- # Extract triangle mesh slice through volume mesh and subdivide nasty triangles
- J = igl.eigen.MatrixXi()
- bary = igl.eigen.SparseMatrixd()
- igl.slice_tets(V, T, plane, V_vis, F_vis, J, bary)
- max_l = 0.03
- while True:
- l = igl.eigen.MatrixXd()
- igl.edge_lengths(V_vis, F_vis, l)
- l /= (V_vis.colwiseMaxCoeff() - V_vis.colwiseMinCoeff()).norm()
- if l.maxCoeff() < max_l:
- break
- bad = l.rowwiseMaxCoeff() > max_l
- notbad = l.rowwiseMaxCoeff() <= max_l # TODO replace by ~ operator
- F_vis_bad = igl.eigen.MatrixXi()
- F_vis_good = igl.eigen.MatrixXi()
- igl.slice_mask(F_vis, bad, 1, F_vis_bad)
- igl.slice_mask(F_vis, notbad, 1, F_vis_good)
- igl.upsample(V_vis, F_vis_bad)
- F_vis = igl.cat(1, F_vis_bad, F_vis_good)
- # Compute signed distance
- S_vis = igl.eigen.MatrixXd()
- I = igl.eigen.MatrixXi()
- N = igl.eigen.MatrixXd()
- C = igl.eigen.MatrixXd()
- # Bunny is a watertight mesh so use pseudonormal for signing
- igl.signed_distance_pseudonormal(V_vis, V, F, tree, FN, VN, EN, EMAP, S_vis, I, C, N)
- # push to [0,1] range
- S_vis = 0.5 * (S_vis / max_distance) + 0.5
- C_vis = igl.eigen.MatrixXd()
- # color without normalizing
- igl.parula(S_vis, False, C_vis)
- if overlay:
- append_mesh(C_vis, F_vis, V_vis, V, F, igl.eigen.MatrixXd([[0.8, 0.8, 0.8]]))
- viewer.data.clear()
- viewer.data.set_mesh(V_vis, F_vis)
- viewer.data.set_colors(C_vis)
- viewer.core.lighting_factor = overlay
- def key_down(viewer, key, modifier):
- global slice_z, overlay
- if key == ord(' '):
- overlay = not overlay
- elif key == ord('.'):
- slice_z = min(slice_z + 0.01, 0.99)
- elif key == ord(','):
- slice_z = max(slice_z - 0.01, 0.01)
- else:
- return False
- update_visualization(viewer)
- return True
- print("Press [space] to toggle showing surface.")
- print("Press '.'/',' to push back/pull forward slicing plane.")
- # Load mesh: (V,T) tet-mesh of convex hull, F contains original surface triangles
- igl.readMESH(TUTORIAL_SHARED_PATH + "bunny.mesh", V, T, F)
- # Call to point_mesh_squared_distance to determine bounds
- sqrD = igl.eigen.MatrixXd()
- I = igl.eigen.MatrixXi()
- C = igl.eigen.MatrixXd()
- igl.point_mesh_squared_distance(V, V, F, sqrD, I, C)
- max_distance = math.sqrt(sqrD.maxCoeff())
- # Precompute signed distance AABB tree
- tree.init(V, F)
- # Precompute vertex, edge and face normals
- igl.per_face_normals(V, F, FN)
- igl.per_vertex_normals(V, F, igl.PER_VERTEX_NORMALS_WEIGHTING_TYPE_ANGLE, FN, VN)
- igl.per_edge_normals(V, F, igl.PER_EDGE_NORMALS_WEIGHTING_TYPE_UNIFORM, FN, EN, E, EMAP)
- # Plot the generated mesh
- update_visualization(viewer)
- viewer.callback_key_down = key_down
- viewer.core.show_lines = False
- viewer.launch()
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